Viewport drawing has moved to offscreen buffers, and we no longer need to have depth, stencil, aa samples, sRGB buffers as part of the window. So all that code is removed now. The depth buffer was the only one still being allocated, its removal save a bit of memory. Code by Germano and Brecht. Differential Revision: https://developer.blender.org/D4708
194 lines
5.1 KiB
C++
194 lines
5.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 Blender Foundation.
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* All rights reserved.
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*/
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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 = NULL;
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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(NULL),
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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(NULL)
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{
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// assert(m_window != NULL);
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}
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GHOST_ContextSDL::~GHOST_ContextSDL()
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{
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if (m_context != NULL) {
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if (m_window != NULL && m_context == SDL_GL_GetCurrentContext())
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SDL_GL_MakeCurrent(m_window, NULL);
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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 = NULL;
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SDL_GL_DeleteContext(m_context);
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}
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if (m_hidden_window != NULL)
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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) {
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return SDL_GL_MakeCurrent(m_window, m_context) ? GHOST_kSuccess : GHOST_kFailure;
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}
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else {
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return GHOST_kFailure;
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}
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}
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GHOST_TSuccess GHOST_ContextSDL::releaseDrawingContext()
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{
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if (m_context) {
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/* Untested, may not work */
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return SDL_GL_MakeCurrent(NULL, NULL) ? GHOST_kSuccess : GHOST_kFailure;
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}
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else {
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return GHOST_kFailure;
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}
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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 == NULL) {
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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 != NULL) {
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if (!s_sharedContext)
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s_sharedContext = m_context;
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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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initContextGLEW();
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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 = NULL;
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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_kSuccess;
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}
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else {
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return GHOST_kFailure;
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}
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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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