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/*
Created on: Oct 18, 2019
Copyright 2019 flyinghead
This file is part of Flycast.
Flycast 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, either version 2 of the License, or
(at your option) any later version.
Flycast 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#if defined(USE_SDL)
#include "sdl.h"
#include "ui/gui.h"
#include "sdl/sdl.h"
#include "cfg/option.h"
SDLGLGraphicsContext::SDLGLGraphicsContext(void *window, void *display)
: GLGraphicsContext(window, display)
{
if (!init())
throw FlycastException("OpenGL initialization failed");
}
SDLGLGraphicsContext::~SDLGLGraphicsContext() {
term();
}
bool SDLGLGraphicsContext::init()
{
#ifdef GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (!sdl_recreate_window(SDL_WINDOW_OPENGL))
return false;
SDL_Window * const sdlWindow = (SDL_Window *)window;
glcontext = SDL_GL_CreateContext(sdlWindow);
#ifndef GLES
if (glcontext == SDL_GLContext())
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#ifdef __APPLE__
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
glcontext = SDL_GL_CreateContext(sdlWindow);
}
#endif
if (glcontext == SDL_GLContext())
{
ERROR_LOG(RENDERER, "Error creating SDL GL context");
SDL_DestroyWindow(sdlWindow);
window = nullptr;
return false;
}
SDL_GL_MakeCurrent(sdlWindow, NULL);
sdl_update_display_metrics(sdlWindow, SDL_WINDOW_OPENGL);
INFO_LOG(RENDERER, "Created SDL Window and GL Context successfully");
SDL_GL_MakeCurrent(sdlWindow, glcontext);
// Swap at vsync
swapOnVSync = config::VSync;
int swapInterval = 0;
if (swapOnVSync)
{
if (settings.display.refreshRate > 60.f)
swapInterval = settings.display.refreshRate / 60.f;
else
swapInterval = 1;
}
SDL_GL_SetSwapInterval(swapInterval);
#ifdef GLES
if (gladLoadGLES2((GLADloadfunc)SDL_GL_GetProcAddress) == 0)
{
ERROR_LOG(RENDERER, "gladLoadGLES2 failed");
return false;
}
#else
if (!gladLoadGL((GLADloadfunc) SDL_GL_GetProcAddress) || !GLAD_GL_VERSION_3_0)
{
ERROR_LOG(RENDERER, "gladLoadGL failed or GL 3.0 not supported");
return false;
}
#endif
postInit();
return true;
}
void SDLGLGraphicsContext::swap()
{
do_swap_automation();
changeGLSwapInterval();
SDL_GL_SwapWindow((SDL_Window *)window);
// Check if drawable has been resized
SDL_GL_GetDrawableSize((SDL_Window *)window, &settings.display.width, &settings.display.height);
#ifdef __SWITCH__
float newScaling = settings.display.height == 720 ? 1.5f : 1.4f;
if (newScaling != settings.display.uiScale)
{
// Restart the UI to take the new scaling factor into account
settings.display.uiScale = newScaling;
resetUIDriver();
}
#endif
}
void SDLGLGraphicsContext::changeGLSwapInterval()
{
if (!gameSwapIntervalChanged && swapOnVSync == (!settings.input.fastForwardMode && config::VSync))
return;
swapOnVSync = (!settings.input.fastForwardMode && config::VSync);
gameSwapIntervalChanged = false;
int swapInterval = 0;
if (swapOnVSync)
{
if (settings.display.refreshRate > 60.f)
swapInterval = settings.display.refreshRate / 60.f * gameSwapInterval;
else
swapInterval = gameSwapInterval;
INFO_LOG(RENDERER, "Swap interval changed to %d", swapInterval);
}
SDL_GL_SetSwapInterval(swapInterval);
}
void SDLGLGraphicsContext::term()
{
preTerm();
if (glcontext != nullptr)
{
SDL_GL_DeleteContext(glcontext);
glcontext = nullptr;
}
}
void SDLGLGraphicsContext::Create(void *window, void *display) {
new SDLGLGraphicsContext(window, display);
}
#endif