/* Simple DirectMedia Layer Copyright (C) 1997-2025 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "SDL_internal.h" #if defined(SDL_VIDEO_DRIVER_HAIKU) && defined(SDL_VIDEO_OPENGL) #include "SDL_bopengl.h" #include #include #include #include "SDL_BWin.h" #include "../../core/haiku/SDL_BApp.h" #ifdef __cplusplus extern "C" { #endif static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) { return (SDL_BWin *)(window->internal); } static SDL_INLINE SDL_BLooper *_GetBeLooper() { return SDL_Looper; } // Passing a NULL path means load pointers from the application bool HAIKU_GL_LoadLibrary(SDL_VideoDevice *_this, const char *path) { // FIXME: Is this working correctly? image_info info; int32 cookie = 0; while (get_next_image_info(0, &cookie, &info) == B_OK) { void *location = NULL; if ( get_image_symbol(info.id, "glBegin", B_SYMBOL_TYPE_ANY, &location) == B_OK) { _this->gl_config.dll_handle = (SDL_SharedObject *) (addr_t) info.id; _this->gl_config.driver_loaded = 1; SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path)); } } return true; } SDL_FunctionPointer HAIKU_GL_GetProcAddress(SDL_VideoDevice *_this, const char *proc) { if (_this->gl_config.dll_handle) { void *location = NULL; status_t err; if ((err = get_image_symbol((image_id) (addr_t) _this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) { return (SDL_FunctionPointer)location; } else { SDL_SetError("Couldn't find OpenGL symbol"); return NULL; } } else { SDL_SetError("OpenGL library not loaded"); return NULL; } } bool HAIKU_GL_SwapWindow(SDL_VideoDevice *_this, SDL_Window * window) { _ToBeWin(window)->SwapBuffers(); return true; } bool HAIKU_GL_MakeCurrent(SDL_VideoDevice *_this, SDL_Window * window, SDL_GLContext context) { BGLView* glView = (BGLView*)context; // printf("HAIKU_GL_MakeCurrent(%llx), win = %llx, thread = %d\n", (uint64)context, (uint64)window, find_thread(NULL)); if (glView) { if ((glView->Window() == NULL) || (!window) || (_ToBeWin(window)->GetGLView() != glView)) { return SDL_SetError("MakeCurrent failed"); } } _GetBeLooper()->SetCurrentContext(glView); return true; } SDL_GLContext HAIKU_GL_CreateContext(SDL_VideoDevice *_this, SDL_Window * window) { /* FIXME: Not sure what flags should be included here; may want to have most of them */ SDL_BWin *bwin = _ToBeWin(window); // printf("HAIKU_GL_CreateContext, win = %llx, thread = %d\n", (uint64)window, find_thread(NULL)); if (bwin->GetGLView() != NULL) { SDL_SetError("Context already creaded"); return NULL; } Uint32 gl_flags = BGL_RGB; if (_this->gl_config.alpha_size) { gl_flags |= BGL_ALPHA; } if (_this->gl_config.depth_size) { gl_flags |= BGL_DEPTH; } if (_this->gl_config.stencil_size) { gl_flags |= BGL_STENCIL; } if (_this->gl_config.double_buffer) { gl_flags |= BGL_DOUBLE; } else { gl_flags |= BGL_SINGLE; } if (_this->gl_config.accum_red_size || _this->gl_config.accum_green_size || _this->gl_config.accum_blue_size || _this->gl_config.accum_alpha_size) { gl_flags |= BGL_ACCUM; } #if __GNUC__ > 3 if (_this->gl_config.share_with_current_context) { gl_flags |= BGL_SHARE_CONTEXT; } #endif bwin->CreateGLView(gl_flags); _GetBeLooper()->SetCurrentContext(bwin->GetGLView()); return (SDL_GLContext)(bwin->GetGLView()); } bool HAIKU_GL_DestroyContext(SDL_VideoDevice *_this, SDL_GLContext context) { // printf("HAIKU_GL_DestroyContext(%llx), thread = %d\n", (uint64)context, find_thread(NULL)); BGLView* glView = (BGLView*)context; SDL_BWin *bwin = (SDL_BWin*)glView->Window(); if (!bwin) { delete glView; } else { bwin->RemoveGLView(); } return true; } bool HAIKU_GL_SetSwapInterval(SDL_VideoDevice *_this, int interval) { // TODO: Implement this, if necessary? return SDL_Unsupported(); } bool HAIKU_GL_GetSwapInterval(SDL_VideoDevice *_this, int *interval) { return SDL_Unsupported(); } void HAIKU_GL_UnloadLibrary(SDL_VideoDevice *_this) { // TODO: Implement this, if necessary? } /* FIXME: This function is meant to clear the OpenGL context when the video mode changes (see SDL_bmodes.cc), but it doesn't seem to help, and is not currently in use. */ void HAIKU_GL_RebootContexts(SDL_VideoDevice *_this) { SDL_Window *window = _this->windows; while (window) { SDL_BWin *bwin = _ToBeWin(window); if (bwin->GetGLView()) { bwin->LockLooper(); bwin->RemoveGLView(); bwin->CreateGLView(bwin->GetGLType()); bwin->UnlockLooper(); } window = window->next; } } #ifdef __cplusplus } #endif #endif // SDL_VIDEO_DRIVER_HAIKU && SDL_VIDEO_OPENGL