SDL2/src/video/haiku/SDL_bopengl.cc
Sylvain c5c94a6be6 Change return type from void to int, for functions that set an error
(SDL_SetError(), SDL_OutOfMemory(), SDL_Unsupported(), SDL_InvalidParam())

Update prototype to forward errors to generic layer, for the functions:
MoveCursor, WarpMouse, GL_DeleteContext, GetDisplayModes.

Check invalid parameter in SDL_SetTextInputRect() generic layer.
2023-02-07 13:51:45 -08:00

196 lines
5.8 KiB
C++

/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#if SDL_VIDEO_DRIVER_HAIKU && SDL_VIDEO_OPENGL
#include "SDL_bopengl.h"
#include <unistd.h>
#include <KernelKit.h>
#include <OpenGLKit.h>
#include "SDL_BWin.h"
#include "../../core/haiku/SDL_BApp.h"
#ifdef __cplusplus
extern "C" {
#endif
static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
return (SDL_BWin *)(window->driverdata);
}
static SDL_INLINE SDL_BApp *_GetBeApp() {
return (SDL_BApp *)be_app;
}
/* Passing a NULL path means load pointers from the application */
int HAIKU_GL_LoadLibrary(_THIS, const char *path)
{
/* FIXME: Is this working correctly? */
image_info info;
int32 cookie = 0;
while (get_next_image_info(0, &cookie, &info) == B_OK) {
void *location = NULL;
if ( get_image_symbol(info.id, "glBegin", B_SYMBOL_TYPE_ANY,
&location) == B_OK) {
_this->gl_config.dll_handle = (void *) (addr_t) info.id;
_this->gl_config.driver_loaded = 1;
SDL_strlcpy(_this->gl_config.driver_path, "libGL.so",
SDL_arraysize(_this->gl_config.driver_path));
}
}
return 0;
}
SDL_FunctionPointer HAIKU_GL_GetProcAddress(_THIS, const char *proc)
{
if (_this->gl_config.dll_handle != NULL) {
void *location = NULL;
status_t err;
if ((err =
get_image_symbol((image_id) (addr_t) _this->gl_config.dll_handle,
proc, B_SYMBOL_TYPE_ANY,
&location)) == B_OK) {
return (SDL_FunctionPointer)location;
} else {
SDL_SetError("Couldn't find OpenGL symbol");
return NULL;
}
} else {
SDL_SetError("OpenGL library not loaded");
return NULL;
}
}
int HAIKU_GL_SwapWindow(_THIS, SDL_Window * window) {
_ToBeWin(window)->SwapBuffers();
return 0;
}
int HAIKU_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
BGLView* glView = (BGLView*)context;
// printf("HAIKU_GL_MakeCurrent(%llx), win = %llx, thread = %d\n", (uint64)context, (uint64)window, find_thread(NULL));
if (glView != NULL) {
if ((glView->Window() == NULL) || (window == NULL) || (_ToBeWin(window)->GetGLView() != glView)) {
return SDL_SetError("MakeCurrent failed");
}
}
_GetBeApp()->SetCurrentContext(glView);
return 0;
}
SDL_GLContext HAIKU_GL_CreateContext(_THIS, SDL_Window * window) {
/* FIXME: Not sure what flags should be included here; may want to have
most of them */
SDL_BWin *bwin = _ToBeWin(window);
// printf("HAIKU_GL_CreateContext, win = %llx, thread = %d\n", (uint64)window, find_thread(NULL));
if (bwin->GetGLView() != NULL) {
SDL_SetError("Context already creaded");
return NULL;
}
Uint32 gl_flags = BGL_RGB;
if (_this->gl_config.alpha_size) {
gl_flags |= BGL_ALPHA;
}
if (_this->gl_config.depth_size) {
gl_flags |= BGL_DEPTH;
}
if (_this->gl_config.stencil_size) {
gl_flags |= BGL_STENCIL;
}
if (_this->gl_config.double_buffer) {
gl_flags |= BGL_DOUBLE;
} else {
gl_flags |= BGL_SINGLE;
}
if (_this->gl_config.accum_red_size ||
_this->gl_config.accum_green_size ||
_this->gl_config.accum_blue_size ||
_this->gl_config.accum_alpha_size) {
gl_flags |= BGL_ACCUM;
}
#if __GNUC__ > 3
if (_this->gl_config.share_with_current_context) {
gl_flags |= BGL_SHARE_CONTEXT;
}
#endif
bwin->CreateGLView(gl_flags);
_GetBeApp()->SetCurrentContext(bwin->GetGLView());
return (SDL_GLContext)(bwin->GetGLView());
}
int HAIKU_GL_DeleteContext(_THIS, SDL_GLContext context) {
// printf("HAIKU_GL_DeleteContext(%llx), thread = %d\n", (uint64)context, find_thread(NULL));
BGLView* glView = (BGLView*)context;
SDL_BWin *bwin = (SDL_BWin*)glView->Window();
if (bwin == NULL) {
delete glView;
} else {
bwin->RemoveGLView();
}
return 0;
}
int HAIKU_GL_SetSwapInterval(_THIS, int interval) {
/* TODO: Implement this, if necessary? */
return SDL_Unsupported();
}
int HAIKU_GL_GetSwapInterval(_THIS, int *interval) {
return SDL_Unsupported();
}
void HAIKU_GL_UnloadLibrary(_THIS) {
/* TODO: Implement this, if necessary? */
}
/* FIXME: This function is meant to clear the OpenGL context when the video
mode changes (see SDL_bmodes.cc), but it doesn't seem to help, and is not
currently in use. */
void HAIKU_GL_RebootContexts(_THIS) {
SDL_Window *window = _this->windows;
while (window) {
SDL_BWin *bwin = _ToBeWin(window);
if (bwin->GetGLView()) {
bwin->LockLooper();
bwin->RemoveGLView();
bwin->CreateGLView(bwin->GetGLType());
bwin->UnlockLooper();
}
window = window->next;
}
}
#ifdef __cplusplus
}
#endif
#endif /* SDL_VIDEO_DRIVER_HAIKU && SDL_VIDEO_OPENGL */