Modify framebuffer and NGA framebuffer to read screen size from board model dtb file. Optimise memory usuage of frame buffer
Add example minigui application with hooks to profiler (which writes results to S:\). Modified NGA framebuffer to run its own dfc queue at high priority
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
/* AGL implementation of SDL OpenGL support */
#include "SDL_lowvideo.h"
#include "SDL_macgl_c.h"
#include "SDL_loadso.h"
/* krat: adding OpenGL support */
int Mac_GL_Init(_THIS)
{
#if SDL_VIDEO_OPENGL
AGLPixelFormat format;
int i = 0;
GLint attributes [ 26 ]; /* 26 is max possible in this setup */
GLboolean noerr;
/* load the gl driver from a default path */
if ( ! this->gl_config.driver_loaded ) {
/* no driver has been loaded, use default (ourselves) */
if ( Mac_GL_LoadLibrary(this, NULL) < 0 ) {
return(-1);
}
}
attributes[i++] = AGL_RGBA;
if ( this->gl_config.red_size != 0 &&
this->gl_config.blue_size != 0 &&
this->gl_config.green_size != 0 ) {
attributes[i++] = AGL_RED_SIZE;
attributes[i++] = this->gl_config.red_size;
attributes[i++] = AGL_GREEN_SIZE;
attributes[i++] = this->gl_config.green_size;
attributes[i++] = AGL_BLUE_SIZE;
attributes[i++] = this->gl_config.blue_size;
attributes[i++] = AGL_ALPHA_SIZE;
attributes[i++] = this->gl_config.alpha_size;
}
if ( this->gl_config.double_buffer ) {
attributes[i++] = AGL_DOUBLEBUFFER;
}
if ( this->gl_config.depth_size != 0 ) {
attributes[i++] = AGL_DEPTH_SIZE;
attributes[i++] = this->gl_config.depth_size;
}
if ( this->gl_config.stencil_size != 0 ) {
attributes[i++] = AGL_STENCIL_SIZE;
attributes[i++] = this->gl_config.stencil_size;
}
if ( this->gl_config.accum_red_size != 0 &&
this->gl_config.accum_blue_size != 0 &&
this->gl_config.accum_green_size != 0 ) {
attributes[i++] = AGL_ACCUM_RED_SIZE;
attributes[i++] = this->gl_config.accum_red_size;
attributes[i++] = AGL_ACCUM_GREEN_SIZE;
attributes[i++] = this->gl_config.accum_green_size;
attributes[i++] = AGL_ACCUM_BLUE_SIZE;
attributes[i++] = this->gl_config.accum_blue_size;
attributes[i++] = AGL_ACCUM_ALPHA_SIZE;
attributes[i++] = this->gl_config.accum_alpha_size;
}
if ( this->gl_config.stereo ) {
attributes[i++] = AGL_STEREO;
}
#if defined(AGL_SAMPLE_BUFFERS_ARB) && defined(AGL_SAMPLES_ARB)
if ( this->gl_config.multisamplebuffers != 0 ) {
attributes[i++] = AGL_SAMPLE_BUFFERS_ARB;
attributes[i++] = this->gl_config.multisamplebuffers;
}
if ( this->gl_config.multisamplesamples != 0 ) {
attributes[i++] = AGL_SAMPLES_ARB;
attributes[i++] = this->gl_config.multisamplesamples;
}
#endif
if ( this->gl_config.accelerated > 0 ) {
attributes[i++] = AGL_ACCELERATED;
attributes[i++] = AGL_NO_RECOVERY;
}
attributes[i++] = AGL_ALL_RENDERERS;
attributes[i] = AGL_NONE;
format = aglChoosePixelFormat(NULL, 0, attributes);
if ( format == NULL ) {
SDL_SetError("Couldn't match OpenGL desired format");
return(-1);
}
glContext = aglCreateContext(format, NULL);
if ( glContext == NULL ) {
SDL_SetError("Couldn't create OpenGL context");
return(-1);
}
aglDestroyPixelFormat(format);
#if TARGET_API_MAC_CARBON
noerr = aglSetDrawable(glContext, GetWindowPort(SDL_Window));
#else
noerr = aglSetDrawable(glContext, (AGLDrawable)SDL_Window);
#endif
if(!noerr) {
SDL_SetError("Unable to bind GL context to window");
return(-1);
}
return(0);
#else
SDL_SetError("OpenGL support not configured");
return(-1);
#endif
}
void Mac_GL_Quit(_THIS)
{
#if SDL_VIDEO_OPENGL
if ( glContext != NULL ) {
aglSetCurrentContext(NULL);
aglSetDrawable(glContext, NULL);
aglDestroyContext(glContext);
glContext = NULL;
}
#endif
}
#if SDL_VIDEO_OPENGL
/* Make the current context active */
int Mac_GL_MakeCurrent(_THIS)
{
int retval;
retval = 0;
if( ! aglSetCurrentContext(glContext) ) {
SDL_SetError("Unable to make GL context current");
retval = -1;
}
return(retval);
}
void Mac_GL_SwapBuffers(_THIS)
{
aglSwapBuffers(glContext);
}
int Mac_GL_LoadLibrary(_THIS, const char *location)
{
if (location == NULL)
#if __MACH__
location = "/System/Library/Frameworks/OpenGL.framework/OpenGL";
#else
location = "OpenGLLibrary";
#endif
this->hidden->libraryHandle = SDL_LoadObject(location);
this->gl_config.driver_loaded = 1;
return (this->hidden->libraryHandle != NULL) ? 0 : -1;
}
void Mac_GL_UnloadLibrary(_THIS)
{
SDL_UnloadObject(this->hidden->libraryHandle);
this->hidden->libraryHandle = NULL;
this->gl_config.driver_loaded = 0;
}
void* Mac_GL_GetProcAddress(_THIS, const char *proc)
{
return SDL_LoadFunction( this->hidden->libraryHandle, proc );
}
#endif /* SDL_VIDEO_OPENGL */