Add SDL3 backend

This commit is contained in:
Anonymous Maarten 2025-09-04 17:38:12 +02:00
parent 4495762b13
commit 6a1ec78cfb
13 changed files with 685 additions and 27 deletions

View File

@ -16,13 +16,15 @@ jobs:
case:
- { name: 'Windows (DirectX 9)', os: 'windows-latest', platform: 'D3D9' }
- { name: 'Windows (GL3, glfw)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' }
- { name: 'Windows (GL3, SDL2)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'SDL2' }
- { name: 'Windows (GL3, SDL2)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' }
- { name: 'Windows (GL3, SDL3)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'SDL3', sdl-version: '3-latest' }
- { name: 'Windows (null)', os: 'windows-latest', platform: 'NULL' }
- { name: 'macOS (GL3, glfw)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' }
- { name: 'macOS (GL3, SDL2)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'SDL2' }
- { name: 'macOS (GL3, SDL2)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' }
- { name: 'macOS (GL3, SDL3)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'SDL3', sdl-version: '3-latest' }
- { name: 'macOS (null)', os: 'macos-latest', platform: 'NULL' }
- { name: 'Ubuntu (GL3, glfw)', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' }
- { name: 'Ubuntu (GL3, SDL2)', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'SDL2' }
- { name: 'Ubuntu (GL3, SDL2)', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' }
- { name: 'Ubuntu (null)', os: 'ubuntu-latest', platform: 'NULL' }
- { name: 'PlayStation 2', os: 'ubuntu-latest', platform: 'PS2', ps2: true, container: 'ps2dev/ps2dev:latest', cmake-toolchain-file: 'cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake' }
- { name: 'Nintendo Switch', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'GLFW', glfw-nobuild: true, container: 'devkitpro/devkita64:latest', cmake-toolchain-file: '/opt/devkitpro/cmake/Switch.cmake' }
@ -36,11 +38,11 @@ jobs:
if: ${{ matrix.case.ps2 }}
run: |
apk add cmake gmp mpc1 mpfr4 make pkgconf git
- name: 'Setup SDL2'
if: ${{ matrix.case.gl3_gfxlib == 'SDL2' }}
- name: 'Setup SDL'
if: ${{ !!matrix.case.sdl-version }}
uses: libsdl-org/setup-sdl@main
with:
version: 2-latest
version: ${{ matrix.case.sdl-version }}
install-linux-dependencies: true
cmake-toolchain-file: ${{ matrix.case.cmake-toolchain-file }}
- name: 'Setup GLFW'

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@ -39,7 +39,7 @@ if(NOT LIBRW_PLATFORM IN_LIST LIBRW_PLATFORMS)
endif()
if(LIBRW_PLATFORM_GL3)
set(LIBRW_GL3_GFXLIBS "GLFW" "SDL2")
set(LIBRW_GL3_GFXLIBS "GLFW" "SDL2" "SDL3")
set(LIBRW_GL3_GFXLIB "GLFW" CACHE STRING "gfxlib for gl3 (choices=${LIBRW_GL3_GFXLIBS})")
set_property(CACHE LIBRW_GL3_GFXLIB PROPERTY STRINGS ${LIBRW_GL3_GFXLIBS})
if(LIBRW_PLATFORM_GL3)
@ -91,6 +91,7 @@ if(LIBRW_INSTALL)
EXPORT librw-targets NAMESPACE librw::
DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME}"
)
export(TARGETS librw NAMESPACE librw:: FILE librw-targets.cmake)
if(LIBRW_GL3_GFXLIB STREQUAL "SDL2")
install(
@ -126,8 +127,10 @@ if(LIBRW_INSTALL)
elseif(LIBRW_PLATFORM_GL3)
if(LIBRW_GL3_GFXLIB STREQUAL "GLFW")
set(platform "-gl3-glfw")
else()
elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL2")
set(platform "-gl3-sdl2")
elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL3")
set(platform "-gl3-sdl3")
endif()
elseif(LIBRW_PLATFORM_D3D9)
set(platform "-d3d9")

View File

@ -14,16 +14,21 @@ if(LIBRW_PLATFORM_GL3)
message(FATAL_ERROR "find_package(OpenGL) failed: no target was created")
endif()
include(CMakeFindDependencyMacro)
if(LIBRW_GL3_GFXLIB STREQUAL "GLFW")
if (NOT TARGET glfw)
find_package(glfw3 REQUIRED)
find_dependency(glfw3 REQUIRED)
endif()
elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL2")
if (NOT TARGET SDL2::SDL2)
find_package(SDL2 CONFIG)
find_dependency(SDL2 CONFIG)
if (NOT TARGET SDL2::SDL2)
find_package(SDL2 MODULE REQUIRED)
find_dependency(SDL2 MODULE REQUIRED)
endif()
endif()
elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL3")
if (NOT TARGET SDL3::SDL3)
find_dependency(SDL3 CONFIG REQUIRED)
endif()
endif()
endif()

View File

@ -6,6 +6,7 @@ newoption {
allowed = {
{ "glfw", "GLFW" },
{ "sdl2", "SDL2" },
{ "sdl3", "SDL3" },
},
}
@ -27,7 +28,14 @@ newoption {
trigger = "sdl2dir",
value = "PATH",
description = "Directory of sdl2",
default = "../SDL2-2.0.14",
default = "../SDL2-2.32.10",
}
newoption {
trigger = "sdl3dir",
value = "PATH",
description = "Directory of sdl3",
default = "../SDL3-3.2.22",
}
workspace "librw"
@ -64,6 +72,10 @@ workspace "librw"
defines { "RW_GL3" }
if _OPTIONS["gfxlib"] == "sdl2" then
defines { "LIBRW_SDL2" }
elseif _OPTIONS["gfxlib"] == "sdl3" then
defines { "LIBRW_SDL3" }
elseif _OPTIONS["gfxlib"] == "glfw" then
defines { "LIBRW_GLFW" }
end
filter { "platforms:*d3d9" }
defines { "RW_D3D9" }
@ -131,21 +143,27 @@ function findlibs()
links { "GL" }
if _OPTIONS["gfxlib"] == "glfw" then
links { "glfw" }
else
elseif _OPTIONS["gfxlib"] == "sdl2" then
links { "SDL2" }
elseif _OPTIONS["gfxlib"] == "sdl3" then
links { "SDL3" }
end
filter { "platforms:win-amd64-gl3" }
libdirs { path.join(_OPTIONS["glfwdir64"], "lib-vc2015") }
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x64") }
libdirs { path.join(_OPTIONS["sdl3dir"], "lib/x64") }
filter { "platforms:win-x86-gl3" }
libdirs { path.join(_OPTIONS["glfwdir32"], "lib-vc2015") }
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x86") }
libdirs { path.join(_OPTIONS["sdl3dir"], "lib/x86") }
filter { "platforms:win*gl3" }
links { "opengl32" }
if _OPTIONS["gfxlib"] == "glfw" then
links { "glfw3" }
else
elseif _OPTIONS["gfxlib"] == "sdl2" then
links { "SDL2" }
elseif _OPTIONS["gfxlib"] == "sdl3" then
links { "SDL3" }
end
filter { "platforms:*d3d9" }
links { "gdi32", "d3d9" }

View File

@ -1,6 +1,7 @@
add_library(librw_skeleton
glfw.cpp
sdl2.cpp
sdl3.cpp
skeleton.cpp
skeleton.h
win.cpp
@ -38,7 +39,7 @@ target_link_libraries(librw_skeleton
librw
)
if (LIBRW_GL3_GFXLIB STREQUAL "SDL2")
if (LIBRW_GL3_GFXLIB MATCHES "SDL[23]")
target_compile_definitions(librw_skeleton PRIVATE SDL_MAIN_HANDLED)
endif()

View File

@ -1,4 +1,4 @@
#ifndef LIBRW_SDL2
#ifdef LIBRW_GLFW
#include <rw.h>
#include "skeleton.h"

323
skeleton/sdl3.cpp Normal file
View File

@ -0,0 +1,323 @@
#ifdef LIBRW_SDL3
#include <rw.h>
#include "skeleton.h"
using namespace sk;
using namespace rw;
#ifdef RW_OPENGL
SDL_Window *window;
static int keyCodeToSkKey(SDL_Keycode keycode) {
switch (keycode) {
case SDLK_SPACE: return ' ';
case SDLK_APOSTROPHE: return '\'';
case SDLK_COMMA: return ',';
case SDLK_MINUS: return '-';
case SDLK_PERIOD: return '.';
case SDLK_SLASH: return '/';
case SDLK_0: return '0';
case SDLK_1: return '1';
case SDLK_2: return '2';
case SDLK_3: return '3';
case SDLK_4: return '4';
case SDLK_5: return '5';
case SDLK_6: return '6';
case SDLK_7: return '7';
case SDLK_8: return '8';
case SDLK_9: return '9';
case SDLK_SEMICOLON: return ';';
case SDLK_EQUALS: return '=';
case SDLK_A: return 'A';
case SDLK_B: return 'B';
case SDLK_C: return 'C';
case SDLK_D: return 'D';
case SDLK_E: return 'E';
case SDLK_F: return 'F';
case SDLK_G: return 'G';
case SDLK_H: return 'H';
case SDLK_I: return 'I';
case SDLK_J: return 'J';
case SDLK_K: return 'K';
case SDLK_L: return 'L';
case SDLK_M: return 'M';
case SDLK_N: return 'N';
case SDLK_O: return 'O';
case SDLK_P: return 'P';
case SDLK_Q: return 'Q';
case SDLK_R: return 'R';
case SDLK_S: return 'S';
case SDLK_T: return 'T';
case SDLK_U: return 'U';
case SDLK_V: return 'V';
case SDLK_W: return 'W';
case SDLK_X: return 'X';
case SDLK_Y: return 'Y';
case SDLK_Z: return 'Z';
case SDLK_LEFTBRACKET: return '[';
case SDLK_BACKSLASH: return '\\';
case SDLK_RIGHTBRACKET: return ']';
case SDLK_GRAVE: return '`';
case SDLK_ESCAPE: return KEY_ESC;
case SDLK_RETURN: return KEY_ENTER;
case SDLK_TAB: return KEY_TAB;
case SDLK_BACKSPACE: return KEY_BACKSP;
case SDLK_INSERT: return KEY_INS;
case SDLK_DELETE: return KEY_DEL;
case SDLK_RIGHT: return KEY_RIGHT;
case SDLK_LEFT: return KEY_LEFT;
case SDLK_DOWN: return KEY_DOWN;
case SDLK_UP: return KEY_UP;
case SDLK_PAGEUP: return KEY_PGUP;
case SDLK_PAGEDOWN: return KEY_PGDN;
case SDLK_HOME: return KEY_HOME;
case SDLK_END: return KEY_END;
case SDLK_CAPSLOCK: return KEY_CAPSLK;
case SDLK_SCROLLLOCK: return KEY_NULL;
case SDLK_NUMLOCKCLEAR: return KEY_NULL;
case SDLK_PRINTSCREEN: return KEY_NULL;
case SDLK_PAUSE: return KEY_NULL;
case SDLK_F1: return KEY_F1;
case SDLK_F2: return KEY_F2;
case SDLK_F3: return KEY_F3;
case SDLK_F4: return KEY_F4;
case SDLK_F5: return KEY_F5;
case SDLK_F6: return KEY_F6;
case SDLK_F7: return KEY_F7;
case SDLK_F8: return KEY_F8;
case SDLK_F9: return KEY_F9;
case SDLK_F10: return KEY_F10;
case SDLK_F11: return KEY_F11;
case SDLK_F12: return KEY_F12;
case SDLK_F13: return KEY_NULL;
case SDLK_F14: return KEY_NULL;
case SDLK_F15: return KEY_NULL;
case SDLK_F16: return KEY_NULL;
case SDLK_F17: return KEY_NULL;
case SDLK_F18: return KEY_NULL;
case SDLK_F19: return KEY_NULL;
case SDLK_F20: return KEY_NULL;
case SDLK_F21: return KEY_NULL;
case SDLK_F22: return KEY_NULL;
case SDLK_F23: return KEY_NULL;
case SDLK_F24: return KEY_NULL;
case SDLK_KP_0: return KEY_NULL;
case SDLK_KP_1: return KEY_NULL;
case SDLK_KP_2: return KEY_NULL;
case SDLK_KP_3: return KEY_NULL;
case SDLK_KP_4: return KEY_NULL;
case SDLK_KP_5: return KEY_NULL;
case SDLK_KP_6: return KEY_NULL;
case SDLK_KP_7: return KEY_NULL;
case SDLK_KP_8: return KEY_NULL;
case SDLK_KP_9: return KEY_NULL;
case SDLK_KP_DECIMAL: return KEY_NULL;
case SDLK_KP_DIVIDE: return KEY_NULL;
case SDLK_KP_MULTIPLY: return KEY_NULL;
case SDLK_KP_MINUS: return KEY_NULL;
case SDLK_KP_PLUS: return KEY_NULL;
case SDLK_KP_ENTER: return KEY_NULL;
case SDLK_KP_EQUALS: return KEY_NULL;
case SDLK_LSHIFT: return KEY_LSHIFT;
case SDLK_LCTRL: return KEY_LCTRL;
case SDLK_LALT: return KEY_LALT;
case SDLK_LGUI: return KEY_NULL;
case SDLK_RSHIFT: return KEY_RSHIFT;
case SDLK_RCTRL: return KEY_RCTRL;
case SDLK_RALT: return KEY_RALT;
case SDLK_RGUI: return KEY_NULL;
case SDLK_MENU: return KEY_NULL;
}
return KEY_NULL;
}
#if 0
static void
keypress(SDL_Window *window, int key, int scancode, int action, int mods)
{
if(key >= 0 && key <= GLFW_KEY_LAST){
if(action == GLFW_RELEASE) KeyUp(keymap[key]);
else if(action == GLFW_PRESS) KeyDown(keymap[key]);
else if(action == GLFW_REPEAT) KeyDown(keymap[key]);
}
}
static void
charinput(GLFWwindow *window, unsigned int c)
{
EventHandler(CHARINPUT, (void*)(uintptr)c);
}
static void
resize(GLFWwindow *window, int w, int h)
{
rw::Rect r;
r.x = 0;
r.y = 0;
r.w = w;
r.h = h;
EventHandler(RESIZE, &r);
}
static void
mousebtn(GLFWwindow *window, int button, int action, int mods)
{
static int buttons = 0;
sk::MouseState ms;
switch(button){
case GLFW_MOUSE_BUTTON_LEFT:
if(action == GLFW_PRESS)
buttons |= 1;
else
buttons &= ~1;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
if(action == GLFW_PRESS)
buttons |= 2;
else
buttons &= ~2;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if(action == GLFW_PRESS)
buttons |= 4;
else
buttons &= ~4;
break;
}
sk::MouseState ms;
ms.buttons = buttons;
EventHandler(MOUSEBTN, &ms);
}
#endif
enum mousebutton {
BUTTON_LEFT = 0x1,
BUTTON_MIDDLE = 0x2,
BUTTON_RIGHT = 0x4,
};
int
main(int argc, char *argv[])
{
args.argc = argc;
args.argv = argv;
if(EventHandler(INITIALIZE, nil) == EVENTERROR)
return 0;
engineOpenParams.width = sk::globals.width;
engineOpenParams.height = sk::globals.height;
engineOpenParams.windowtitle = sk::globals.windowtitle;
engineOpenParams.window = &window;
if(EventHandler(RWINITIALIZE, nil) == EVENTERROR)
return 0;
Uint64 lastTicks = SDL_GetPerformanceCounter();
const float tickPeriod = 1.f / SDL_GetPerformanceFrequency();
SDL_Event event;
int mouseButtons = 0;
SDL_StartTextInput(window);
while(!sk::globals.quit){
while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_EVENT_QUIT:
sk::globals.quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED: {
rw::Rect r;
SDL_GetWindowPosition(window, &r.x, &r.y);
r.w = event.window.data1;
r.h = event.window.data2;
EventHandler(RESIZE, &r);
break;
}
case SDL_EVENT_KEY_UP: {
int c = keyCodeToSkKey(event.key.key);
EventHandler(KEYUP, &c);
break;
}
case SDL_EVENT_KEY_DOWN: {
int c = keyCodeToSkKey(event.key.key);
EventHandler(KEYDOWN, &c);
break;
}
case SDL_EVENT_TEXT_INPUT: {
const char *c = event.text.text;
while (int ci = *c) {
EventHandler(CHARINPUT, (void*)(uintptr)ci);
++c;
}
break;
}
case SDL_EVENT_MOUSE_MOTION: {
sk::MouseState ms;
ms.posx = event.motion.x;
ms.posy = event.motion.y;
EventHandler(MOUSEMOVE, &ms);
break;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN: {
switch (event.button.button) {
case SDL_BUTTON_LEFT: mouseButtons |= BUTTON_LEFT; break;
case SDL_BUTTON_MIDDLE: mouseButtons |= BUTTON_MIDDLE; break;
case SDL_BUTTON_RIGHT: mouseButtons |= BUTTON_RIGHT; break;
}
sk::MouseState ms;
ms.buttons = mouseButtons;
EventHandler(MOUSEBTN, &ms);
break;
}
case SDL_EVENT_MOUSE_BUTTON_UP: {
switch (event.button.button) {
case SDL_BUTTON_LEFT: mouseButtons &= ~BUTTON_LEFT; break;
case SDL_BUTTON_MIDDLE: mouseButtons &= ~BUTTON_MIDDLE; break;
case SDL_BUTTON_RIGHT: mouseButtons &= ~BUTTON_RIGHT; break;
}
sk::MouseState ms;
ms.buttons = mouseButtons;
EventHandler(MOUSEBTN, &ms);
break;
}
}
}
Uint64 currTicks = SDL_GetPerformanceCounter();
float timeDelta = (currTicks - lastTicks) * tickPeriod;
EventHandler(IDLE, &timeDelta);
lastTicks = currTicks;
}
SDL_StopTextInput(window);
EventHandler(RWTERMINATE, nil);
return 0;
}
namespace sk {
void
SetMousePosition(int x, int y)
{
SDL_WarpMouseInWindow(*engineOpenParams.window, x, y);
}
}
#endif
#endif

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@ -153,6 +153,7 @@ if(LIBRW_PLATFORM_GL3)
if (NOT TARGET glfw)
find_package(glfw3 REQUIRED)
endif()
target_compile_definitions(librw PUBLIC LIBRW_GLFW)
target_link_libraries(librw
PUBLIC
glfw
@ -169,6 +170,13 @@ if(LIBRW_PLATFORM_GL3)
PUBLIC
SDL2::SDL2
)
elseif (LIBRW_GL3_GFXLIB STREQUAL "SDL3")
find_package(SDL3 CONFIG REQUIRED)
target_compile_definitions(librw PUBLIC LIBRW_SDL3)
target_link_libraries(librw
PUBLIC
SDL3::SDL3
)
endif()
set(OpenGL_GL_PREFERENCE GLVND)

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@ -1246,8 +1246,12 @@ getFramebufferRect(Raster *frameBuffer)
if(fb->type == Raster::CAMERA){
#ifdef LIBRW_SDL2
SDL_GetWindowSize(glGlobals.window, &r.w, &r.h);
#else
#elif defined(LIBRW_SDL3)
SDL_GetWindowSize(glGlobals.window, &r.w, &r.h);
#elif defined(LIBRW_GLFW)
glfwGetFramebufferSize(glGlobals.window, &r.w, &r.h);
#else
missing implementation
#endif
}else{
r.w = fb->width;
@ -1412,12 +1416,20 @@ showRaster(Raster *raster, uint32 flags)
else
SDL_GL_SetSwapInterval(0);
SDL_GL_SwapWindow(glGlobals.window);
#else
#elif defined(LIBRW_SDL3)
if(flags & Raster::FLIPWAITVSYNCH)
SDL_GL_SetSwapInterval(1);
else
SDL_GL_SetSwapInterval(0);
SDL_GL_SwapWindow(glGlobals.window);
#elif defined(LIBRW_GLFW)
if(flags & Raster::FLIPWAITVSYNCH)
glfwSwapInterval(1);
else
glfwSwapInterval(0);
glfwSwapBuffers(glGlobals.window);
#else
not implemented
#endif
}
@ -1603,7 +1615,174 @@ stopSDL2(void)
SDL_DestroyWindow(glGlobals.window);
return 1;
}
#else
#elif defined(LIBRW_SDL3)
static void
addVideoMode(const SDL_DisplayMode *mode)
{
int i;
for(i = 1; i < glGlobals.numModes; i++){
if(glGlobals.modes[i].mode.w == mode->w &&
glGlobals.modes[i].mode.h == mode->h &&
glGlobals.modes[i].mode.format == mode->format){
// had this mode already, remember highest refresh rate
if(mode->refresh_rate > glGlobals.modes[i].mode.refresh_rate)
glGlobals.modes[i].mode.refresh_rate = mode->refresh_rate;
return;
}
}
// none found, add
glGlobals.modes[glGlobals.numModes].mode = *mode;
glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE;
glGlobals.numModes++;
}
static void
makeVideoModeList(SDL_DisplayID displayIndex, SDL_DisplayID *displays)
{
int i, num, depth;
const SDL_DisplayMode *currentMode;
SDL_DisplayMode **modes;
currentMode = SDL_GetCurrentDisplayMode(displays[displayIndex]);
modes = SDL_GetFullscreenDisplayModes(displayIndex, &num);
rwFree(glGlobals.modes);
glGlobals.modes = rwNewT(DisplayMode, num+(currentMode != NULL ? 1 : 0), ID_DRIVER | MEMDUR_EVENT);
if (currentMode) {
glGlobals.modes[0].mode = *currentMode;
glGlobals.modes[0].flags = 0;
glGlobals.numModes = 1;
}
for(i = 0; i < num; i++)
addVideoMode(modes[i]);
for(i = 0; i < glGlobals.numModes; i++){
depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format);
// set depth to power of two
for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1);
}
SDL_free(modes);
}
static int
openSDL3(EngineOpenParams *openparams)
{
glGlobals.winWidth = openparams->width;
glGlobals.winHeight = openparams->height;
glGlobals.winTitle = openparams->windowtitle;
glGlobals.pWindow = openparams->window;
memset(&gl3Caps, 0, sizeof(gl3Caps));
/* Init SDL */
if (!SDL_InitSubSystem(SDL_INIT_VIDEO)){
RWERROR((ERR_GENERAL, SDL_GetError()));
return 0;
}
glGlobals.currentDisplay = 0;
SDL_DisplayID *displays = SDL_GetDisplays(&glGlobals.numDisplays);
if (glGlobals.currentDisplay >= glGlobals.numDisplays) {
RWERROR((ERR_GENERAL, SDL_GetError()));
return 0;
}
makeVideoModeList(glGlobals.currentDisplay, displays);
SDL_free(displays);
return 1;
}
static int
closeSDL3(void)
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 1;
}
static struct {
int gl;
int major, minor;
} profiles[] = {
{ SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 },
{ SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 },
{ SDL_GL_CONTEXT_PROFILE_ES, 3, 1 },
{ SDL_GL_CONTEXT_PROFILE_ES, 2, 0 },
{ 0, 0, 0 },
};
static int
startSDL3(void)
{
SDL_Window *win;
SDL_GLContext ctx;
DisplayMode *mode;
mode = &glGlobals.modes[glGlobals.currentMode];
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples);
int i;
for(i = 0; profiles[i].gl; i++){
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor);
if(mode->flags & VIDEOMODEEXCLUSIVE) {
win = SDL_CreateWindow(glGlobals.winTitle, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
if (win)
SDL_SetWindowFullscreenMode(win, &mode->mode);
} else {
win = SDL_CreateWindow(glGlobals.winTitle, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
if (win)
SDL_SetWindowFullscreenMode(win, NULL);
}
if(win){
gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES;
gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor;
break;
}
}
if(win == nil){
RWERROR((ERR_GENERAL, SDL_GetError()));
return 0;
}
ctx = SDL_GL_CreateContext(win);
if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) {
RWERROR((ERR_GENERAL, "gladLoadGLLoader failed"));
SDL_GL_DestroyContext(ctx);
SDL_DestroyWindow(win);
return 0;
}
printf("OpenGL version: %s\n", glGetString(GL_VERSION));
glGlobals.window = win;
glGlobals.glcontext = ctx;
*glGlobals.pWindow = win;
glGlobals.presentWidth = 0;
glGlobals.presentHeight = 0;
glGlobals.presentOffX = 0;
glGlobals.presentOffY = 0;
return 1;
}
static int
stopSDL3(void)
{
SDL_GL_DestroyContext(glGlobals.glcontext);
SDL_DestroyWindow(glGlobals.window);
return 1;
}
#elif defined(LIBRW_GLFW)
static void
addVideoMode(const GLFWvidmode *mode)
@ -1767,6 +1946,8 @@ stopGLFW(void)
glfwDestroyWindow(glGlobals.window);
return 1;
}
#else
not implemented
#endif
static int
@ -2007,7 +2188,94 @@ deviceSystemSDL2(DeviceReq req, void *arg, int32 n)
return 1;
}
#else
#elif defined(LIBRW_SDL3)
static int
deviceSystemSDL3(DeviceReq req, void *arg, int32 n)
{
VideoMode *rwmode;
switch(req){
case DEVICEOPEN:
return openSDL3((EngineOpenParams*)arg);
case DEVICECLOSE:
return closeSDL3();
case DEVICEINIT:
return startSDL3() && initOpenGL();
case DEVICETERM:
return termOpenGL() && stopSDL3();
case DEVICEFINALIZE:
return finalizeOpenGL();
case DEVICEGETNUMSUBSYSTEMS:
return glGlobals.numDisplays;
case DEVICEGETCURRENTSUBSYSTEM:
return glGlobals.currentDisplay;
case DEVICESETSUBSYSTEM:
if (n >= glGlobals.numDisplays)
return 0;
glGlobals.currentDisplay = n;
return 1;
case DEVICEGETSUBSSYSTEMINFO: {
const char *display_name = SDL_GetDisplayName(n);
if (display_name == nil)
return 0;
strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name));
return 1;
}
case DEVICEGETNUMVIDEOMODES:
return glGlobals.numModes;
case DEVICEGETCURRENTVIDEOMODE:
return glGlobals.currentMode;
case DEVICESETVIDEOMODE:
if(n >= glGlobals.numModes)
return 0;
glGlobals.currentMode = n;
return 1;
case DEVICEGETVIDEOMODEINFO:
if (n <= 0)
return 0;
rwmode = (VideoMode*)arg;
rwmode->width = glGlobals.modes[n].mode.w;
rwmode->height = glGlobals.modes[n].mode.h;
rwmode->depth = glGlobals.modes[n].depth;
rwmode->flags = glGlobals.modes[n].flags;
return 1;
case DEVICEGETMAXMULTISAMPLINGLEVELS:
{
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
if(maxSamples == 0)
return 1;
return maxSamples;
}
case DEVICEGETMULTISAMPLINGLEVELS:
if(glGlobals.numSamples == 0)
return 1;
return glGlobals.numSamples;
case DEVICESETMULTISAMPLINGLEVELS:
glGlobals.numSamples = (uint32)n;
return 1;
default:
assert(0 && "not implemented");
return 0;
}
return 1;
}
#elif defined(LIBRW_GLFW)
static int
deviceSystemGLFW(DeviceReq req, void *arg, int32 n)
@ -2094,6 +2362,10 @@ deviceSystemGLFW(DeviceReq req, void *arg, int32 n)
return 1;
}
#else
not implemented
#endif
Device renderdevice = {
@ -2115,8 +2387,12 @@ Device renderdevice = {
gl3::im3DEnd,
#ifdef LIBRW_SDL2
gl3::deviceSystemSDL2
#else
#elif defined(LIBRW_SDL3)
gl3::deviceSystemSDL3
#elif defined(LIBRW_GLFW)
gl3::deviceSystemGLFW
#else
not implemented
#endif
};

View File

@ -2,8 +2,12 @@
#include "glad/glad.h"
#ifdef LIBRW_SDL2
#include <SDL.h>
#else
#elif defined(LIBRW_SDL3)
#include <SDL3/SDL.h>
#elif defined(LIBRW_GLFW)
#include <GLFW/glfw3.h>
#else
not implemented
#endif
#endif
@ -15,8 +19,13 @@ struct EngineOpenParams
#ifdef LIBRW_SDL2
SDL_Window **window;
bool32 fullscreen;
#else
#elif defined(LIBRW_SDL3)
SDL_Window **window;
bool32 fullscreen;
#elif defined(LIBRW_GLFW)
GLFWwindow **window;
#else
not implemented
#endif
int width, height;
const char *windowtitle;

View File

@ -26,8 +26,12 @@ struct DisplayMode
{
#ifdef LIBRW_SDL2
SDL_DisplayMode mode;
#else
#elif defined(LIBRW_SDL3)
SDL_DisplayMode mode;
#elif defined(LIBRW_GLFW)
GLFWvidmode mode;
#else
not implemented
#endif
int32 depth;
uint32 flags;
@ -42,13 +46,22 @@ struct GlGlobals
int numDisplays;
int currentDisplay;
#else
#elif defined(LIBRW_SDL3)
SDL_Window **pWindow;
SDL_Window *window;
SDL_GLContext glcontext;
int numDisplays;
int currentDisplay;
#elif defined(LIBRW_GLFW)
GLFWwindow **pWindow;
GLFWwindow *window;
GLFWmonitor *monitor;
int numMonitors;
int currentMonitor;
#else
not implemented
#endif
DisplayMode *modes;

View File

@ -7,7 +7,7 @@ target_link_libraries(dumprwtree
librw::librw
)
if(LIBRW_GL3_GFXLIB STREQUAL "SDL2")
if(LIBRW_GL3_GFXLIB MATCHES "SDL[23]")
target_compile_definitions(dumprwtree PRIVATE SDL_MAIN_HANDLED)
endif()

View File

@ -7,7 +7,7 @@ target_link_libraries(ska2anm
librw::librw
)
if(LIBRW_GL3_GFXLIB STREQUAL "SDL2")
if(LIBRW_GL3_GFXLIB MATCHES "SDL[23]")
target_compile_definitions(ska2anm PRIVATE SDL_MAIN_HANDLED)
endif()