int DirectFB_GL_LoadLibrary(_THIS, const char *path) { SDL_DFB_DEVICEDATA(_this); void *handle = NULL; SDL_DFB_DEBUG("Loadlibrary : %s\n", path); if (_this->gl_data->gl_active) { SDL_SetError("OpenGL context already created"); return -1; } if (path == NULL) { path = SDL_getenv("SDL_VIDEO_GL_DRIVER"); if (path == NULL) { path = "libGL.so"; } } handle = GL_LoadObject(path); if (handle == NULL) { SDL_DFB_ERR("Library not found: %s\n", path); /* SDL_LoadObject() will call SDL_SetError() for us. */ return -1; } SDL_DFB_DEBUG("Loaded library: %s\n", path); /* Unload the old driver and reset the pointers */ DirectFB_GL_UnloadLibrary(_this); _this->gl_config.dll_handle = handle; _this->gl_config.driver_loaded = 1; if (path) { SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path)); } else { *_this->gl_config.driver_path = '\0'; } devdata->glFinish = DirectFB_GL_GetProcAddress(_this, "glFinish"); devdata->glFlush = DirectFB_GL_GetProcAddress(_this, "glFlush"); return 0; }
void DirectFB_DestroyWindow(_THIS, SDL_Window * window) { SDL_DFB_DEVICEDATA(_this); SDL_DFB_WINDOWDATA(window); DFB_WindowData *p; SDL_DFB_DEBUG("Trace\n"); /* Some cleanups */ windata->window->UngrabPointer(windata->window); windata->window->UngrabKeyboard(windata->window); windata->window_surface->SetFont(windata->window_surface, NULL); SDL_DFB_RELEASE(windata->icon); SDL_DFB_RELEASE(windata->eventbuffer); SDL_DFB_RELEASE(windata->surface); SDL_DFB_RELEASE(windata->window_surface); SDL_DFB_RELEASE(windata->window); /* Remove from list ... */ p = devdata->firstwin; while (p && p->next != windata) p = p->next; if (p) p->next = windata->next; else devdata->firstwin = windata->next; SDL_free(windata); return; }
static int DirectFB_AcquireVidLayer(SDL_Renderer * renderer, SDL_Texture * texture) { //SDL_DFB_RENDERERDATA(renderer); SDL_Window *window = renderer->window; SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); SDL_DFB_DEVICEDATA(display->device); DFB_DisplayData *dispdata = (DFB_DisplayData *) display->driverdata; DirectFB_TextureData *data = texture->driverdata; DFBDisplayLayerConfig layconf; DFBResult ret; if (devdata->use_yuv_direct && (dispdata->vidID >= 0) && (!dispdata->vidIDinuse) && SDL_ISPIXELFORMAT_FOURCC(data->format)) { layconf.flags = DLCONF_WIDTH | DLCONF_HEIGHT | DLCONF_PIXELFORMAT | DLCONF_SURFACE_CAPS; layconf.width = texture->w; layconf.height = texture->h; layconf.pixelformat = DirectFB_SDLToDFBPixelFormat(data->format); layconf.surface_caps = DSCAPS_VIDEOONLY | DSCAPS_DOUBLE; SDL_DFB_CHECKERR(devdata->dfb->GetDisplayLayer(devdata->dfb, dispdata->vidID, &dispdata->vidlayer)); SDL_DFB_CHECKERR(dispdata-> vidlayer->SetCooperativeLevel(dispdata->vidlayer, DLSCL_EXCLUSIVE)); if (devdata->use_yuv_underlays) { ret = dispdata->vidlayer->SetLevel(dispdata->vidlayer, -1); if (ret != DFB_OK) SDL_DFB_DEBUG("Underlay Setlevel not supported\n"); } SDL_DFB_CHECKERR(dispdata-> vidlayer->SetConfiguration(dispdata->vidlayer, &layconf)); SDL_DFB_CHECKERR(dispdata-> vidlayer->GetSurface(dispdata->vidlayer, &data->surface)); dispdata->vidIDinuse = 1; data->display = display; return 0; } return 1; error: if (dispdata->vidlayer) { SDL_DFB_RELEASE(data->surface); SDL_DFB_CHECKERR(dispdata-> vidlayer->SetCooperativeLevel(dispdata->vidlayer, DLSCL_ADMINISTRATIVE)); SDL_DFB_RELEASE(dispdata->vidlayer); } return 1; }