Info logging only shows in debug compilation Added support for UseCurrentContext flag Updated fghPlatformCloseWindowEGL for performance so that eglMakeCurrent isn't invoked unless it's the current window and that the EGL context isn't destroyed unless no other windows uses
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1673 7f0cb862-5218-0410-a997-914c9d46530a
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@ -32,7 +32,11 @@
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#include "egl/fg_window_egl.h"
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#include <slog2.h>
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#ifdef NDEBUG
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#define LOGI(...)
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#else
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#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__, SLOG2_FA_END))
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#endif
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#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__, SLOG2_FA_END))
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#include <sys/keycodes.h>
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#include <input/screen_helpers.h>
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@ -165,7 +169,8 @@ fg_time_t fgPlatformSystemTime ( void )
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*/
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void fgPlatformSleepForEvents( fg_time_t msec )
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{
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if(fgStructure.CurrentWindow && fgDisplay.pDisplay.event == NULL && bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
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if(fgStructure.CurrentWindow && fgDisplay.pDisplay.event == NULL &&
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bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
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LOGW("BPS couldn't get event");
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}
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}
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@ -182,7 +182,11 @@ void fgPlatformOpenWindow( SFG_Window* window, const char* title,
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/* Create context */
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fghChooseConfig(&window->Window.pContext.egl.Config);
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window->Window.Context = fghCreateNewContextEGL(window);
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window->Window.Context = EGL_NO_CONTEXT;
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if( fgState.UseCurrentContext == GL_TRUE )
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window->Window.Context = eglGetCurrentContext();
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if( window->Window.Context == EGL_NO_CONTEXT )
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window->Window.Context = fghCreateNewContextEGL(window);
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/* Create EGL window */
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fghPlatformOpenWindowEGL(window);
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@ -41,8 +41,8 @@ int fghChooseConfig(EGLConfig* config) {
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http://qt.gitorious.org/qt/qtbase/source/893deb1a93021cdfabe038cdf1869de33a60cbc9:src/plugins/platforms/qnx/qqnxglcontext.cpp
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That's all that is used, and that's what BlackBerry uses for their own internal OpenGL setup, so unless something else is determined, use it */
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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#else
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EGL_BLUE_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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@ -58,7 +58,7 @@ int fghChooseConfig(EGLConfig* config) {
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EGLint num_config;
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if (!eglChooseConfig(fgDisplay.pDisplay.egl.Display,
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attribs, config, 1, &num_config)) {
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attribs, config, 1, &num_config)) {
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fgWarning("eglChooseConfig: error %x\n", eglGetError());
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return 0;
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}
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@ -105,9 +105,9 @@ void fgPlatformSetWindow ( SFG_Window *window )
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{
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if ( window != fgStructure.CurrentWindow && window) {
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if (eglMakeCurrent(fgDisplay.pDisplay.egl.Display,
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window->Window.pContext.egl.Surface,
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window->Window.pContext.egl.Surface,
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window->Window.Context) == EGL_FALSE)
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window->Window.pContext.egl.Surface,
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window->Window.pContext.egl.Surface,
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window->Window.Context) == EGL_FALSE)
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fgError("eglMakeCurrent: err=%x\n", eglGetError());
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}
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}
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@ -138,9 +138,28 @@ void fghPlatformOpenWindowEGL( SFG_Window* window )
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*/
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void fghPlatformCloseWindowEGL( SFG_Window* window )
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{
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eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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/* Based on fg_window_mswin fgPlatformCloseWindow */
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if( fgStructure.CurrentWindow == window )
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eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (window->Window.Context != EGL_NO_CONTEXT) {
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eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.Context);
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/* Step through the list of windows. If the rendering context is not being used by another window, then delete it */
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{
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GLboolean used = GL_FALSE;
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SFG_Window *iter;
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for( iter = (SFG_Window*)fgStructure.Windows.First;
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iter && used == GL_FALSE;
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iter = (SFG_Window*)iter->Node.Next)
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{
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if( (iter->Window.Context == window->Window.Context) &&
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(iter != window) )
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used = GL_TRUE;
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}
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if( !used )
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eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.Context);
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}
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window->Window.Context = EGL_NO_CONTEXT;
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}
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@ -110,7 +110,7 @@ void fghParseCommandLineArguments ( int* pargc, char** argv, char **pDisplayName
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int i, j, argc = *pargc;
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{
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/* check if GLUT_FPS env var is set */
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/* check if GLUT_FPS env var is set */
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const char *fps = getenv( "GLUT_FPS" );
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if( fps )
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@ -229,7 +229,7 @@ void fgDeinitialize( void )
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return;
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}
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/* If we're in game mode, we want to leave game mode */
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/* If we're in game mode, we want to leave game mode */
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if( fgStructure.GameModeWindow ) {
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glutLeaveGameMode();
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}
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@ -237,7 +237,7 @@ void fgDeinitialize( void )
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/* If there was a menu created, destroy the rendering context */
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if( fgStructure.MenuContext )
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{
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fgPlatformDestroyContext (fgDisplay.pDisplay, fgStructure.MenuContext->MContext );
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fgPlatformDestroyContext (fgDisplay.pDisplay, fgStructure.MenuContext->MContext );
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free( fgStructure.MenuContext );
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fgStructure.MenuContext = NULL;
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}
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@ -256,9 +256,9 @@ void fgDeinitialize( void )
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free( timer );
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}
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fgPlatformDeinitialiseInputDevices ();
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fgPlatformDeinitialiseInputDevices ();
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fgState.MouseWheelTicks = 0;
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fgState.MouseWheelTicks = 0;
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fgState.MajorVersion = 1;
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fgState.MinorVersion = 0;
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@ -310,7 +310,7 @@ void fgDeinitialize( void )
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fgState.ProgramName = NULL;
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}
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fgPlatformCloseDisplay ();
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fgPlatformCloseDisplay ();
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fgState.Initialised = GL_FALSE;
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}
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@ -342,7 +342,7 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
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fgCreateStructure( );
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fghParseCommandLineArguments ( pargc, argv, &displayName, &geometry );
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fghParseCommandLineArguments ( pargc, argv, &displayName, &geometry );
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/*
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* Have the display created now. If there wasn't a "-display"
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@ -106,7 +106,7 @@ void fghContextCreationError( void )
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*/
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void fgSetWindow ( SFG_Window *window )
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{
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fgPlatformSetWindow ( window );
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fgPlatformSetWindow ( window );
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fgStructure.CurrentWindow = window;
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}
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@ -158,7 +158,7 @@ void fgCloseWindow( SFG_Window* window )
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if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
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glutLeaveGameMode();
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fgPlatformCloseWindow ( window );
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fgPlatformCloseWindow ( window );
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}
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@ -335,7 +335,7 @@ void FGAPIENTRY glutSetWindowTitle( const char* title )
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FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
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if( ! fgStructure.CurrentWindow->Parent )
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{
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fgPlatformGlutSetWindowTitle ( title );
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fgPlatformGlutSetWindowTitle ( title );
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}
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}
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@ -349,7 +349,7 @@ void FGAPIENTRY glutSetIconTitle( const char* title )
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if( ! fgStructure.CurrentWindow->Parent )
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{
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fgPlatformGlutSetIconTitle ( title );
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fgPlatformGlutSetIconTitle ( title );
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}
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}
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@ -445,7 +445,7 @@ void FGAPIENTRY glutFullScreen( void )
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}
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if (!win->State.IsFullscreen)
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win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
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win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
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}
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/*
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