mirror of https://github.com/xemu-project/xemu.git
103 lines
3.2 KiB
C
103 lines
3.2 KiB
C
/*
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* Offscreen OpenGL abstraction layer -- SDL based
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*
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* Copyright (c) 2018-2021 Matt Borgerson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include "gloffscreen.h"
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#include <SDL.h>
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#include <SDL_syswm.h>
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struct _GloContext {
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SDL_Window *window;
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SDL_GLContext gl_context;
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};
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/* Create an OpenGL context */
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GloContext *glo_context_create(void)
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{
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GloContext *context = (GloContext *)malloc(sizeof(GloContext));
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assert(context != NULL);
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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_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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// Initialize rendering context
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(
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SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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// Create main window
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context->window = SDL_CreateWindow(
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"SDL Offscreen Window",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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640, 480,
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SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
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if (context->window == NULL) {
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fprintf(stderr, "%s: Failed to create window\n", __func__);
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SDL_Quit();
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exit(1);
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}
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context->gl_context = SDL_GL_CreateContext(context->window);
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if (context->gl_context == NULL) {
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fprintf(stderr, "%s: Failed to create GL context\n", __func__);
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SDL_DestroyWindow(context->window);
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SDL_Quit();
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exit(1);
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}
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glo_set_current(context);
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return context;
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}
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/* Set current context */
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void glo_set_current(GloContext *context)
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{
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if (context == NULL) {
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SDL_GL_MakeCurrent(NULL, NULL);
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} else {
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SDL_GL_MakeCurrent(context->window, context->gl_context);
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}
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}
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/* Destroy a previously created OpenGL context */
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void glo_context_destroy(GloContext *context)
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{
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if (!context) return;
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glo_set_current(NULL);
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free(context);
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}
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