Merge tag '1.11.0-beta2' into jgrpp
# Conflicts: # .github/workflows/ci-build.yml # .github/workflows/release.yml # CMakeLists.txt # src/blitter/32bpp_optimized.cpp # src/debug.cpp # src/gfx.cpp # src/gfx_func.h # src/lang/czech.txt # src/lang/english.txt # src/lang/italian.txt # src/lang/swedish.txt # src/lang/ukrainian.txt # src/network/network_server.cpp # src/os/windows/crashlog_win.cpp # src/os/windows/win32.cpp # src/pathfinder/follow_track.hpp # src/screenshot.cpp # src/settings_type.h # src/spritecache.cpp # src/vehicle_gui.cpp # src/video/sdl2_v.cpp # src/video/video_driver.cpp # src/video/video_driver.hpp # src/video/win32_v.cpp
This commit is contained in:
179
src/video/sdl2_opengl_v.cpp
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179
src/video/sdl2_opengl_v.cpp
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */
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/* XXX -- Temporary hack for Windows compile */
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#define WINGDIAPI
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#define APIENTRY
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "../core/geometry_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_opengl_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#if defined(__MINGW32__)
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#include "../3rdparty/mingw-std-threads/mingw.mutex.h"
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#include "../3rdparty/mingw-std-threads/mingw.condition_variable.h"
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#endif
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#include <GL/gl.h>
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#include "../3rdparty/opengl/glext.h"
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#include "opengl.h"
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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# include <emscripten/html5.h>
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#endif
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#include "../safeguards.h"
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static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;
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/** Platform-specific callback to get an OpenGL funtion pointer. */
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static OGLProc GetOGLProcAddressCallback(const char *proc)
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{
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return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
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}
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bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
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{
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return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
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}
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const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
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{
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const char *error = VideoDriver_SDL_Base::Start(param);
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if (error != nullptr) return error;
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error = this->AllocateContext();
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if (error != nullptr) {
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this->Stop();
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return error;
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}
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/* Now we have a OpenGL context, force a client-size-changed event,
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* so all buffers are allocated correctly. */
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int w, h;
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SDL_GetWindowSize(this->sdl_window, &w, &h);
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this->ClientSizeChanged(w, h, true);
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SDL_GL_SetSwapInterval(GetDriverParamBool(param, "vsync") ? 1 : 0);
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this->draw_threaded = false;
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return nullptr;
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}
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void VideoDriver_SDL_OpenGL::Stop()
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{
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this->DestroyContext();
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this->VideoDriver_SDL_Base::Stop();
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}
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void VideoDriver_SDL_OpenGL::DestroyContext()
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{
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OpenGLBackend::Destroy();
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if (this->gl_context != nullptr) {
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SDL_GL_DeleteContext(this->gl_context);
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this->gl_context = nullptr;
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}
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}
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const char *VideoDriver_SDL_OpenGL::AllocateContext()
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{
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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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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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if (_debug_driver_level >= 8) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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this->gl_context = SDL_GL_CreateContext(this->sdl_window);
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if (this->gl_context == nullptr) return "SDL2: Can't active GL context";
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return OpenGLBackend::Create(&GetOGLProcAddressCallback);
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}
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void VideoDriver_SDL_OpenGL::ClearSystemSprites()
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{
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OpenGLBackend::Get()->ClearCursorCache();
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}
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bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
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{
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if (this->gl_context == nullptr) return false;
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if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
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w = std::max(w, 64);
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h = std::max(h, 64);
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MemSetT(&this->dirty_rect, 0);
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bool res = OpenGLBackend::Get()->Resize(w, h, force);
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_screen.dst_ptr = this->GetVideoPointer();
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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this->local_palette = _cur_palette;
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return res;
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}
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void *VideoDriver_SDL_OpenGL::GetVideoPointer()
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{
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if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
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}
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return OpenGLBackend::Get()->GetVideoBuffer();
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}
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void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
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{
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if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
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OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
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MemSetT(&this->dirty_rect, 0);
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this->anim_buffer = nullptr;
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}
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void VideoDriver_SDL_OpenGL::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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/* Always push a changed palette to OpenGL. */
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OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
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if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
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blitter->PaletteAnimate(this->local_palette);
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}
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_cur_palette.count_dirty = 0;
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}
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OpenGLBackend::Get()->Paint();
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if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
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SDL_GL_SwapWindow(this->sdl_window);
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}
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