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authorRye Cogtail <rye@lindenlab.com>2024-09-29 03:19:43 -0400
committerRye Cogtail <rye@lindenlab.com>2024-09-29 04:14:17 -0400
commit85576e85b88a7f5f07d9ca77266a95e10d73396a (patch)
treefc6af9f54f47129891ff0b991739ec350ee8a078 /indra/llwindow/llwindowsdl.cpp
parent696a3a9fe13cebde0d6814007eb637dd4c941a4e (diff)
Clean up SDL window creation and fix various bugs
Add support for Core and Debug GL context creation Fix window position support Fix vsync handling Add minimum GL context support
Diffstat (limited to 'indra/llwindow/llwindowsdl.cpp')
-rw-r--r--indra/llwindow/llwindowsdl.cpp210
1 files changed, 116 insertions, 94 deletions
diff --git a/indra/llwindow/llwindowsdl.cpp b/indra/llwindow/llwindowsdl.cpp
index 17e929cc11..4bec952a5d 100644
--- a/indra/llwindow/llwindowsdl.cpp
+++ b/indra/llwindow/llwindowsdl.cpp
@@ -114,7 +114,7 @@ Display* LLWindowSDL::get_SDL_Display(void)
#endif // LL_X11
LLWindowSDL::LLWindowSDL(LLWindowCallbacks* callbacks,
- const std::string& title, S32 x, S32 y, S32 width,
+ const std::string& title, const std::string& name, S32 x, S32 y, S32 width,
S32 height, U32 flags,
bool fullscreen, bool clearBg,
bool enable_vsync, bool use_gl,
@@ -148,7 +148,7 @@ LLWindowSDL::LLWindowSDL(LLWindowCallbacks* callbacks,
mOriginalAspectRatio = 1024.0 / 768.0;
if (title.empty())
- mWindowTitle = "SDL Window"; // *FIX: (?)
+ mWindowTitle = "Second Life";
else
mWindowTitle = title;
@@ -445,6 +445,10 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
width = 1024;
if (height == 0)
width = 768;
+ if (x == 0)
+ x = SDL_WINDOWPOS_UNDEFINED;
+ if (y == 0)
+ y = SDL_WINDOWPOS_UNDEFINED;
mFullscreen = fullscreen;
@@ -458,51 +462,71 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
mSDLFlags = sdlflags;
+ // Setup default backing colors
GLint redBits{8}, greenBits{8}, blueBits{8}, alphaBits{8};
-
GLint depthBits{(bits <= 16) ? 16 : 24}, stencilBits{8};
if (getenv("LL_GL_NO_STENCIL"))
stencilBits = 0;
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, alphaBits);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, redBits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, greenBits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, blueBits);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthBits );
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, alphaBits);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthBits);
// We need stencil support for a few (minor) things.
if (stencilBits)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, stencilBits);
- // *FIX: try to toggle vsync here?
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- if (mFSAASamples > 0)
+ if (LLRender::sGLCoreProfile)
{
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, mFSAASamples);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
+ // This is requesting a minimum context version
+ int major_gl_version = 3;
+ int minor_gl_version = 2;
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major_gl_version);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor_gl_version);
+
+ U32 context_flags = 0;
+ if (gDebugGL)
+ {
+ context_flags |= SDL_GL_CONTEXT_DEBUG_FLAG;
+ }
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, context_flags);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
- mWindow = SDL_CreateWindow( mWindowTitle.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, mSDLFlags );
- if( mWindow )
+ // Create the window
+ mWindow = SDL_CreateWindow(mWindowTitle.c_str(), x, y, width, height, mSDLFlags);
+ if (mWindow == nullptr)
{
- mContext = SDL_GL_CreateContext( mWindow );
+ LL_WARNS() << "Window creation failure. SDL: " << SDL_GetError() << LL_ENDL;
+ setupFailure("Window creation error", "Error", OSMB_OK);
+ return FALSE;
+ }
- if( mContext == 0 )
- {
- LL_WARNS() << "Cannot create GL context " << SDL_GetError() << LL_ENDL;
- setupFailure("GL Context creation error creation error", "Error", OSMB_OK);
- return false;
- }
- // SDL_GL_SetSwapInterval(1);
- mSurface = SDL_GetWindowSurface( mWindow );
+ // Create the context
+ mContext = SDL_GL_CreateContext(mWindow);
+ if(!mContext)
+ {
+ LL_WARNS() << "Cannot create GL context " << SDL_GetError() << LL_ENDL;
+ setupFailure("GL Context creation error", "Error", OSMB_OK);
+ return false;
}
+ if (SDL_GL_MakeCurrent(mWindow, mContext) != 0)
+ {
+ LL_WARNS() << "Failed to make context current. SDL: " << SDL_GetError() << LL_ENDL;
+ setupFailure("GL Context failed to set current failure", "Error", OSMB_OK);
+ return FALSE;
+ }
- if( mFullscreen )
+ mSurface = SDL_GetWindowSurface(mWindow);
+ if(mFullscreen)
{
if (mSurface)
{
@@ -543,40 +567,6 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
}
}
- // Set the application icon.
- SDL_Surface *bmpsurface;
- bmpsurface = Load_BMP_Resource("ll_icon.BMP");
- if (bmpsurface)
- {
- SDL_SetWindowIcon(mWindow, bmpsurface);
- SDL_FreeSurface(bmpsurface);
- bmpsurface = NULL;
- }
-
- // Detect video memory size.
-# if LL_X11
- gGLManager.mVRAM = x11_detect_VRAM_kb() / 1024;
- if (gGLManager.mVRAM != 0)
- {
- LL_INFOS() << "X11 log-parser detected " << gGLManager.mVRAM << "MB VRAM." << LL_ENDL;
- } else
-# endif // LL_X11
- {
- // fallback to letting SDL detect VRAM.
- // note: I've not seen SDL's detection ever actually find
- // VRAM != 0, but if SDL *does* detect it then that's a bonus.
- gGLManager.mVRAM = 0;
- if (gGLManager.mVRAM != 0)
- {
- LL_INFOS() << "SDL detected " << gGLManager.mVRAM << "MB VRAM." << LL_ENDL;
- }
- }
- // If VRAM is not detected, that is handled later
-
- // *TODO: Now would be an appropriate time to check for some
- // explicitly unsupported cards.
- //const char* RENDERER = (const char*) glGetString(GL_RENDERER);
-
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &redBits);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &greenBits);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &blueBits);
@@ -610,6 +600,20 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
return false;
}
+ LL_PROFILER_GPU_CONTEXT;
+
+ // Enable vertical sync
+ toggleVSync(enable_vsync);
+
+ // Set the application icon.
+ SDL_Surface* bmpsurface = Load_BMP_Resource("ll_icon.BMP");
+ if (bmpsurface)
+ {
+ SDL_SetWindowIcon(mWindow, bmpsurface);
+ SDL_FreeSurface(bmpsurface);
+ bmpsurface = NULL;
+ }
+
#if LL_X11
/* Grab the window manager specific information */
SDL_SysWMinfo info;
@@ -635,6 +639,25 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
}
#endif // LL_X11
+ // Detect video memory size.
+# if LL_X11
+ gGLManager.mVRAM = x11_detect_VRAM_kb() / 1024;
+ if (gGLManager.mVRAM != 0)
+ {
+ LL_INFOS() << "X11 log-parser detected " << gGLManager.mVRAM << "MB VRAM." << LL_ENDL;
+ } else
+# endif // LL_X11
+ {
+ // fallback to letting SDL detect VRAM.
+ // note: I've not seen SDL's detection ever actually find
+ // VRAM != 0, but if SDL *does* detect it then that's a bonus.
+ gGLManager.mVRAM = 0;
+ if (gGLManager.mVRAM != 0)
+ {
+ LL_INFOS() << "SDL detected " << gGLManager.mVRAM << "MB VRAM." << LL_ENDL;
+ }
+ }
+ // If VRAM is not detected, that is handled later
SDL_StartTextInput();
//make sure multisampling is disabled by default
@@ -644,6 +667,43 @@ bool LLWindowSDL::createContext(int x, int y, int width, int height, int bits, b
return true;
}
+void* LLWindowSDL::createSharedContext()
+{
+ SDL_GLContext pContext = SDL_GL_CreateContext(mWindow);
+ if (pContext)
+ {
+ LL_DEBUGS() << "Creating shared OpenGL context successful!" << LL_ENDL;
+ return (void*)pContext;
+ }
+
+ LL_WARNS() << "Creating shared OpenGL context failed!" << LL_ENDL;
+ return nullptr;
+}
+
+void LLWindowSDL::makeContextCurrent(void* contextPtr)
+{
+ SDL_GL_MakeCurrent(mWindow, contextPtr);
+ LL_PROFILER_GPU_CONTEXT;
+}
+
+void LLWindowSDL::destroySharedContext(void* contextPtr)
+{
+ SDL_GL_DeleteContext(contextPtr);
+}
+
+void LLWindowSDL::toggleVSync(bool enable_vsync)
+{
+ if (!enable_vsync)
+ {
+ LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
+ SDL_GL_SetSwapInterval(0);
+ }
+ else
+ {
+ LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
+ SDL_GL_SetSwapInterval(1);
+ }
+}
// changing fullscreen resolution, or switching between windowed and fullscreen mode.
bool LLWindowSDL::switchContext(bool fullscreen, const LLCoordScreen &size, bool enable_vsync, const LLCoordScreen * const posp)
@@ -656,7 +716,7 @@ bool LLWindowSDL::switchContext(bool fullscreen, const LLCoordScreen &size, bool
if(needsRebuild)
{
destroyContext();
- result = createContext(0, 0, size.mX, size.mY, 0, fullscreen, enable_vsync);
+ result = createContext(0, 0, size.mX, size.mY, 32, fullscreen, enable_vsync);
if (result)
{
gGLManager.initGL();
@@ -2253,44 +2313,6 @@ std::vector<std::string> LLWindowSDL::getDynamicFallbackFontList()
return rtns;
}
-
-void* LLWindowSDL::createSharedContext()
-{
- auto *pContext = SDL_GL_CreateContext(mWindow);
- if ( pContext)
- {
- SDL_GL_SetSwapInterval(0);
- SDL_GL_MakeCurrent(mWindow, mContext);
-
- LLCoordScreen size;
- if (getSize(&size))
- setSize(size);
-
- LL_DEBUGS() << "Creating shared OpenGL context successful!" << LL_ENDL;
-
- return (void*)pContext;
- }
-
- LL_WARNS() << "Creating shared OpenGL context failed!" << LL_ENDL;
-
- return nullptr;
-}
-
-void LLWindowSDL::makeContextCurrent(void* contextPtr)
-{
- LL_PROFILER_GPU_CONTEXT;
- SDL_GL_MakeCurrent( mWindow, contextPtr );
-}
-
-void LLWindowSDL::destroySharedContext(void* contextPtr)
-{
- SDL_GL_DeleteContext( contextPtr );
-}
-
-void LLWindowSDL::toggleVSync(bool enable_vsync)
-{
-}
-
void LLWindowSDL::setLanguageTextInput(const LLCoordGL& position)
{
LLCoordWindow win_pos;