With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
173 lines
4.4 KiB
C++
173 lines
4.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2014 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup GHOST
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*
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* Definition of GHOST_ContextSDL class.
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*/
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#include "GHOST_ContextSDL.h"
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#include <vector>
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#include <cassert>
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#include <cstdio>
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#include <cstring>
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SDL_GLContext GHOST_ContextSDL::s_sharedContext = nullptr;
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int GHOST_ContextSDL::s_sharedCount = 0;
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GHOST_ContextSDL::GHOST_ContextSDL(bool stereoVisual,
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SDL_Window *window,
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int contextProfileMask,
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int contextMajorVersion,
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int contextMinorVersion,
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int contextFlags,
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int contextResetNotificationStrategy)
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: GHOST_Context(stereoVisual),
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m_window(window),
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m_hidden_window(nullptr),
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m_contextProfileMask(contextProfileMask),
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m_contextMajorVersion(contextMajorVersion),
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m_contextMinorVersion(contextMinorVersion),
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m_contextFlags(contextFlags),
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m_contextResetNotificationStrategy(contextResetNotificationStrategy),
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m_context(nullptr)
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{
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// assert(m_window != nullptr);
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}
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GHOST_ContextSDL::~GHOST_ContextSDL()
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{
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if (m_context == nullptr) {
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return;
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}
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if (m_window != nullptr && m_context == SDL_GL_GetCurrentContext()) {
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SDL_GL_MakeCurrent(m_window, nullptr);
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}
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if (m_context != s_sharedContext || s_sharedCount == 1) {
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assert(s_sharedCount > 0);
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s_sharedCount--;
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if (s_sharedCount == 0) {
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s_sharedContext = nullptr;
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}
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SDL_GL_DeleteContext(m_context);
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}
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if (m_hidden_window != nullptr) {
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SDL_DestroyWindow(m_hidden_window);
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}
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}
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GHOST_TSuccess GHOST_ContextSDL::swapBuffers()
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{
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SDL_GL_SwapWindow(m_window);
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextSDL::activateDrawingContext()
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{
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if (m_context == nullptr) {
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return GHOST_kFailure;
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}
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return SDL_GL_MakeCurrent(m_window, m_context) ? GHOST_kSuccess : GHOST_kFailure;
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}
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GHOST_TSuccess GHOST_ContextSDL::releaseDrawingContext()
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{
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if (m_context == nullptr) {
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return GHOST_kFailure;
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}
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/* Untested, may not work. */
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return SDL_GL_MakeCurrent(nullptr, nullptr) ? GHOST_kSuccess : GHOST_kFailure;
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}
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GHOST_TSuccess GHOST_ContextSDL::initializeDrawingContext()
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{
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#ifdef GHOST_OPENGL_ALPHA
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const bool needAlpha = true;
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#else
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const bool needAlpha = false;
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_contextProfileMask);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_contextMajorVersion);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_contextMinorVersion);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, m_contextFlags);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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if (needAlpha) {
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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}
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if (m_stereoVisual) {
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SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
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}
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if (m_window == nullptr) {
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m_hidden_window = SDL_CreateWindow("Offscreen Context Windows",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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1,
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1,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS |
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SDL_WINDOW_HIDDEN);
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m_window = m_hidden_window;
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}
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m_context = SDL_GL_CreateContext(m_window);
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GHOST_TSuccess success;
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if (m_context != nullptr) {
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if (!s_sharedContext) {
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s_sharedContext = m_context;
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}
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s_sharedCount++;
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success = (SDL_GL_MakeCurrent(m_window, m_context) < 0) ? GHOST_kFailure : GHOST_kSuccess;
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initClearGL();
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SDL_GL_SwapWindow(m_window);
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success = GHOST_kSuccess;
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}
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else {
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success = GHOST_kFailure;
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}
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return success;
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}
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GHOST_TSuccess GHOST_ContextSDL::releaseNativeHandles()
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{
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m_window = nullptr;
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextSDL::setSwapInterval(int interval)
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{
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if (SDL_GL_SetSwapInterval(interval) == -1) {
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return GHOST_kFailure;
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}
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return GHOST_kSuccess;
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}
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GHOST_TSuccess GHOST_ContextSDL::getSwapInterval(int &intervalOut)
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{
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intervalOut = SDL_GL_GetSwapInterval();
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return GHOST_kSuccess;
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}
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