1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22 
23 #if SDL_VIDEO_DRIVER_DIRECTFB
24 
25 #include "SDL_DirectFB_video.h"
26 
27 #if SDL_DIRECTFB_OPENGL
28 
29 #include "SDL_DirectFB_opengl.h"
30 #include "SDL_DirectFB_window.h"
31 
32 #include <directfbgl.h>
33 #include "SDL_loadso.h"
34 #endif
35 
36 #if SDL_DIRECTFB_OPENGL
37 
38 struct SDL_GLDriverData
39 {
40     int gl_active;              /* to stop switching drivers while we have a valid context */
41     int initialized;
42     DirectFB_GLContext *firstgl;        /* linked list */
43 
44     /* OpenGL */
45     void (*glFinish) (void);
46     void (*glFlush) (void);
47 };
48 
49 #define OPENGL_REQUIRS_DLOPEN
50 #if defined(OPENGL_REQUIRS_DLOPEN) && defined(SDL_LOADSO_DLOPEN)
51 #include <dlfcn.h>
52 #define GL_LoadObject(X)    dlopen(X, (RTLD_NOW|RTLD_GLOBAL))
53 #define GL_LoadFunction     dlsym
54 #define GL_UnloadObject     dlclose
55 #else
56 #define GL_LoadObject   SDL_LoadObject
57 #define GL_LoadFunction SDL_LoadFunction
58 #define GL_UnloadObject SDL_UnloadObject
59 #endif
60 
61 static void DirectFB_GL_UnloadLibrary(_THIS);
62 
63 int
DirectFB_GL_Initialize(_THIS)64 DirectFB_GL_Initialize(_THIS)
65 {
66     if (_this->gl_data) {
67         return 0;
68     }
69 
70     _this->gl_data =
71         (struct SDL_GLDriverData *) SDL_calloc(1,
72                                                sizeof(struct
73                                                       SDL_GLDriverData));
74     if (!_this->gl_data) {
75         return SDL_OutOfMemory();
76     }
77     _this->gl_data->initialized = 0;
78 
79     ++_this->gl_data->initialized;
80     _this->gl_data->firstgl = NULL;
81 
82     if (DirectFB_GL_LoadLibrary(_this, NULL) < 0) {
83         return -1;
84     }
85 
86     /* Initialize extensions */
87     /* FIXME needed?
88      * X11_GL_InitExtensions(_this);
89      */
90 
91     return 0;
92 }
93 
94 void
DirectFB_GL_Shutdown(_THIS)95 DirectFB_GL_Shutdown(_THIS)
96 {
97     if (!_this->gl_data || (--_this->gl_data->initialized > 0)) {
98         return;
99     }
100 
101     DirectFB_GL_UnloadLibrary(_this);
102 
103     SDL_free(_this->gl_data);
104     _this->gl_data = NULL;
105 }
106 
107 int
DirectFB_GL_LoadLibrary(_THIS,const char * path)108 DirectFB_GL_LoadLibrary(_THIS, const char *path)
109 {
110     void *handle = NULL;
111 
112     SDL_DFB_DEBUG("Loadlibrary : %s\n", path);
113 
114     if (_this->gl_data->gl_active) {
115         return SDL_SetError("OpenGL context already created");
116     }
117 
118 
119     if (path == NULL) {
120         path = SDL_getenv("SDL_OPENGL_LIBRARY");
121         if (path == NULL) {
122             path = "libGL.so.1";
123         }
124     }
125 
126     handle = GL_LoadObject(path);
127     if (handle == NULL) {
128         SDL_DFB_ERR("Library not found: %s\n", path);
129         /* SDL_LoadObject() will call SDL_SetError() for us. */
130         return -1;
131     }
132 
133     SDL_DFB_DEBUG("Loaded library: %s\n", path);
134 
135     _this->gl_config.dll_handle = handle;
136     if (path) {
137         SDL_strlcpy(_this->gl_config.driver_path, path,
138                     SDL_arraysize(_this->gl_config.driver_path));
139     } else {
140         *_this->gl_config.driver_path = '\0';
141     }
142 
143     _this->gl_data->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish");
144     _this->gl_data->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush");
145 
146     return 0;
147 }
148 
149 static void
DirectFB_GL_UnloadLibrary(_THIS)150 DirectFB_GL_UnloadLibrary(_THIS)
151 {
152  #if 0
153     int ret = GL_UnloadObject(_this->gl_config.dll_handle);
154     if (ret)
155         SDL_DFB_ERR("Error #%d trying to unload library.\n", ret);
156     _this->gl_config.dll_handle = NULL;
157 #endif
158     /* Free OpenGL memory */
159     SDL_free(_this->gl_data);
160     _this->gl_data = NULL;
161 }
162 
163 void *
DirectFB_GL_GetProcAddress(_THIS,const char * proc)164 DirectFB_GL_GetProcAddress(_THIS, const char *proc)
165 {
166     void *handle;
167 
168     handle = _this->gl_config.dll_handle;
169     return GL_LoadFunction(handle, proc);
170 }
171 
172 SDL_GLContext
DirectFB_GL_CreateContext(_THIS,SDL_Window * window)173 DirectFB_GL_CreateContext(_THIS, SDL_Window * window)
174 {
175     SDL_DFB_WINDOWDATA(window);
176     DirectFB_GLContext *context;
177 
178     SDL_DFB_ALLOC_CLEAR(context, sizeof(DirectFB_GLContext));
179 
180     SDL_DFB_CHECKERR(windata->surface->GetGL(windata->surface,
181                                              &context->context));
182 
183     if (!context->context)
184         return NULL;
185 
186     context->is_locked = 0;
187     context->sdl_window = window;
188 
189     context->next = _this->gl_data->firstgl;
190     _this->gl_data->firstgl = context;
191 
192     SDL_DFB_CHECK(context->context->Unlock(context->context));
193 
194     if (DirectFB_GL_MakeCurrent(_this, window, context) < 0) {
195         DirectFB_GL_DeleteContext(_this, context);
196         return NULL;
197     }
198 
199     return context;
200 
201   error:
202     return NULL;
203 }
204 
205 int
DirectFB_GL_MakeCurrent(_THIS,SDL_Window * window,SDL_GLContext context)206 DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
207 {
208     DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
209     DirectFB_GLContext *p;
210 
211     for (p = _this->gl_data->firstgl; p; p = p->next)
212     {
213        if (p->is_locked) {
214          SDL_DFB_CHECKERR(p->context->Unlock(p->context));
215          p->is_locked = 0;
216        }
217 
218     }
219 
220     if (ctx != NULL) {
221         SDL_DFB_CHECKERR(ctx->context->Lock(ctx->context));
222         ctx->is_locked = 1;
223     }
224 
225     return 0;
226   error:
227     return -1;
228 }
229 
230 int
DirectFB_GL_SetSwapInterval(_THIS,int interval)231 DirectFB_GL_SetSwapInterval(_THIS, int interval)
232 {
233     return SDL_Unsupported();
234 }
235 
236 int
DirectFB_GL_GetSwapInterval(_THIS)237 DirectFB_GL_GetSwapInterval(_THIS)
238 {
239     return 0;
240 }
241 
242 int
DirectFB_GL_SwapWindow(_THIS,SDL_Window * window)243 DirectFB_GL_SwapWindow(_THIS, SDL_Window * window)
244 {
245     SDL_DFB_WINDOWDATA(window);
246     DirectFB_GLContext *p;
247 
248 #if 0
249     if (devdata->glFinish)
250         devdata->glFinish();
251     else if (devdata->glFlush)
252         devdata->glFlush();
253 #endif
254 
255     for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
256         if (p->sdl_window == window && p->is_locked)
257         {
258             SDL_DFB_CHECKERR(p->context->Unlock(p->context));
259             p->is_locked = 0;
260         }
261 
262     SDL_DFB_CHECKERR(windata->window_surface->Flip(windata->window_surface,NULL,  DSFLIP_PIPELINE |DSFLIP_BLIT | DSFLIP_ONSYNC ));
263     return 0;
264   error:
265     return -1;
266 }
267 
268 void
DirectFB_GL_DeleteContext(_THIS,SDL_GLContext context)269 DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context)
270 {
271     DirectFB_GLContext *ctx = (DirectFB_GLContext *) context;
272     DirectFB_GLContext *p;
273 
274     if (ctx->is_locked)
275         SDL_DFB_CHECK(ctx->context->Unlock(ctx->context));
276     SDL_DFB_RELEASE(ctx->context);
277 
278     for (p = _this->gl_data->firstgl; p && p->next != ctx; p = p->next)
279         ;
280     if (p)
281         p->next = ctx->next;
282     else
283         _this->gl_data->firstgl = ctx->next;
284 
285     SDL_DFB_FREE(ctx);
286 }
287 
288 void
DirectFB_GL_FreeWindowContexts(_THIS,SDL_Window * window)289 DirectFB_GL_FreeWindowContexts(_THIS, SDL_Window * window)
290 {
291     DirectFB_GLContext *p;
292 
293     for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
294         if (p->sdl_window == window)
295         {
296             if (p->is_locked)
297                 SDL_DFB_CHECK(p->context->Unlock(p->context));
298             SDL_DFB_RELEASE(p->context);
299         }
300 }
301 
302 void
DirectFB_GL_ReAllocWindowContexts(_THIS,SDL_Window * window)303 DirectFB_GL_ReAllocWindowContexts(_THIS, SDL_Window * window)
304 {
305     DirectFB_GLContext *p;
306 
307     for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
308         if (p->sdl_window == window)
309         {
310             SDL_DFB_WINDOWDATA(window);
311             SDL_DFB_CHECK(windata->surface->GetGL(windata->surface,
312                                              &p->context));
313             if (p->is_locked)
314                 SDL_DFB_CHECK(p->context->Lock(p->context));
315             }
316 }
317 
318 void
DirectFB_GL_DestroyWindowContexts(_THIS,SDL_Window * window)319 DirectFB_GL_DestroyWindowContexts(_THIS, SDL_Window * window)
320 {
321     DirectFB_GLContext *p;
322 
323     for (p = _this->gl_data->firstgl; p != NULL; p = p->next)
324         if (p->sdl_window == window)
325             DirectFB_GL_DeleteContext(_this, p);
326 }
327 
328 #endif
329 
330 #endif /* SDL_VIDEO_DRIVER_DIRECTFB */
331 
332 /* vi: set ts=4 sw=4 expandtab: */
333