Пример #1
0
int
SDL_VideoModeOK(int width, int height, int bpp, Uint32 flags)
{
    int i, actual_bpp = 0;

    if (!SDL_GetVideoDevice()) {
        return 0;
    }

    if (!(flags & SDL_FULLSCREEN)) {
        SDL_DisplayMode mode;
        SDL_GetDesktopDisplayMode(GetVideoDisplay(), &mode);
        return SDL_BITSPERPIXEL(mode.format);
    }

    for (i = 0; i < SDL_GetNumDisplayModes(GetVideoDisplay()); ++i) {
        SDL_DisplayMode mode;
        SDL_GetDisplayMode(GetVideoDisplay(), i, &mode);
        if (!mode.w || !mode.h || (width == mode.w && height == mode.h)) {
            if (!mode.format) {
                return bpp;
            }
            if (SDL_BITSPERPIXEL(mode.format) >= (Uint32) bpp) {
                actual_bpp = SDL_BITSPERPIXEL(mode.format);
            }
        }
    }
    return actual_bpp;
}
Пример #2
0
VideoMode VideoMode::getDesktopMode()
{
	SDL_DisplayMode dm;
	if (SDL_GetDesktopDisplayMode(0, &dm) != 0)
		return {};

	return {(u32)dm.w, (u32)dm.h, SDL_BITSPERPIXEL(dm.format)};
}
Пример #3
0
int SDL_COMPAT_GetBitsPerPixel(void)
{
  int bpp;
  SDL_DisplayMode mode;
  SDL_GetCurrentDisplayMode(0, &mode);
  bpp = SDL_BITSPERPIXEL(mode.format);
  return (bpp==24)? 32 : bpp;
}
Пример #4
0
int
sdl_init()
{
	/* Initialize defaults and Video subsystem */
	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
		LOGE("sdl-video", "Unable to initialize SDL: %s.", SDL_GetError());
		return -1;
	}

	/* Display program name and version in caption */
	char caption[64];
	snprintf(caption, 64, "freeserf %s", FREESERF_VERSION);

	/* Create window and renderer */
	window = SDL_CreateWindow(caption,
				  SDL_WINDOWPOS_UNDEFINED,
				  SDL_WINDOWPOS_UNDEFINED,
				  800, 600, SDL_WINDOW_RESIZABLE);
	if (window == NULL) {
		LOGE("sdl-video", "Unable to create SDL window: %s.", SDL_GetError());
		return -1;
	}

	/* Create renderer for window */
	renderer = SDL_CreateRenderer(window, -1, 0);
	if (renderer == NULL) {
		LOGE("sdl-video", "Unable to create SDL renderer: %s.", SDL_GetError());
		return -1;
	}

	/* Determine optimal pixel format for current window */
	SDL_RendererInfo render_info = {0};
	SDL_GetRendererInfo(renderer, &render_info);
	for (int i = 0; i < render_info.num_texture_formats; i++) {
		Uint32 format = render_info.texture_formats[i];
		int bpp = SDL_BITSPERPIXEL(format);
		if (32 == bpp) {
			pixel_format = format;
			break;
		}
	}
	SDL_PixelFormatEnumToMasks(pixel_format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);

	/* Set scaling mode */
	SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");

	/* Exit on signals */
	signal(SIGINT, exit);
	signal(SIGTERM, exit);

	/* Init sprite cache */
	surface_ht_init(&transp_sprite_cache, 4096);
	surface_ht_init(&overlay_sprite_cache, 512);
	surface_ht_init(&masked_sprite_cache, 1024);

	return 0;
}
Пример #5
0
static void osd_sdl_info(void)
{
#if SDL_VERSION_ATLEAST(1,3,0)
	int i, cur, num = SDL_GetNumVideoDrivers();

	mame_printf_verbose("Available videodrivers: ");
	for (i=0;i<num;i++)
	{
		const char *name = SDL_GetVideoDriver(i);
		mame_printf_verbose("%s ", name);
	}
	mame_printf_verbose("\n");
	mame_printf_verbose("Current Videodriver: %s\n", SDL_GetCurrentVideoDriver());
	num = SDL_GetNumVideoDisplays();
	cur = SDL_GetCurrentVideoDisplay();
	for (i=0;i<num;i++)
	{
		SDL_DisplayMode mode;
		int j;

		SDL_SelectVideoDisplay(i);
		mame_printf_verbose("\tDisplay #%d\n", i);
		if (SDL_GetDesktopDisplayMode(&mode));
			mame_printf_verbose("\t\tDesktop Mode:         %dx%d-%d@%d\n", mode.w, mode.h, SDL_BITSPERPIXEL(mode.format), mode.refresh_rate);
		if (SDL_GetCurrentDisplayMode(&mode));
			mame_printf_verbose("\t\tCurrent Display Mode: %dx%d-%d@%d\n", mode.w, mode.h, SDL_BITSPERPIXEL(mode.format), mode.refresh_rate);
		mame_printf_verbose("\t\tRenderdrivers:\n");
		for (j=0; j<SDL_GetNumRenderDrivers(); j++)
		{
			SDL_RendererInfo info;
			SDL_GetRenderDriverInfo(j, &info);
			mame_printf_verbose("\t\t\t%10s (%dx%d)\n", info.name, info.max_texture_width, info.max_texture_height);
		}
	}
	SDL_SelectVideoDisplay(cur);

	mame_printf_verbose("Available audio drivers: \n");
	num = SDL_GetNumAudioDrivers();
	for (i=0;i<num;i++)
	{
		mame_printf_verbose("\t%-20s\n", SDL_GetAudioDriver(i));
	}
#endif
}
Пример #6
0
static HRESULT WINAPI
DRI3Present_GetWindowInfo( struct DRI3Present *This,
                           HWND hWnd,
                           int *width, int *height, int *depth )
{
    int w,h;
    SDL_GetWindowSize(This->sdl_win, &w, &h);    
    Uint32 format = SDL_GetWindowPixelFormat(This->sdl_win);

    *width = w;
    *height = h;
    *depth = format != SDL_PIXELFORMAT_UNKNOWN ? SDL_BITSPERPIXEL(format) : 24;
    return D3D_OK;
}
Пример #7
0
int bbSDLGraphicsGraphicsModes( int display, int *imodes,int maxcount ) {
	SDL_DisplayMode mode;
	int count,i;

	count = SDL_GetNumDisplayModes(display);
	if (count>maxcount) count=maxcount;
	for (i=0;i<count;i++) {
		SDL_GetDisplayMode(display, i, &mode);

		*imodes++=mode.w;
		*imodes++=mode.h;
		*imodes++=SDL_BITSPERPIXEL(mode.format);
		*imodes++=mode.refresh_rate;
	}
	return count;
}
Пример #8
0
/*
 * Calculate the pad-aligned scanline width of a surface
 */
int
SDL_CalculatePitch(Uint32 format, int width)
{
    int pitch;

    /* Surface should be 4-byte aligned for speed */
    pitch = width * SDL_BYTESPERPIXEL(format);
    switch (SDL_BITSPERPIXEL(format)) {
    case 1:
        pitch = (pitch + 7) / 8;
        break;
    case 4:
        pitch = (pitch + 1) / 2;
        break;
    default:
        break;
    }
    pitch = (pitch + 3) & ~3;   /* 4-byte aligning */
    return pitch;
}
Пример #9
0
/*
 * VID_GetSysModes
 */
unsigned int VID_GetSysModes( vidmode_t *modes )
{
	int num;
	SDL_DisplayMode mode;
	int prevwidth = 0, prevheight = 0;
	unsigned int ret = 0;

	num = SDL_GetNumDisplayModes( 0 );
	if( num < 1 )
		return 0;

	while( num-- ) // reverse to help the sorting a little
	{
		if( SDL_GetDisplayMode( 0, num, &mode ) )
			continue;

		if( SDL_BITSPERPIXEL( mode.format ) < 16 )
			continue;

		if( ( mode.w == prevwidth ) && ( mode.h == prevheight ) )
			continue;

		if( modes )
		{
			modes[ret].width = mode.w;
			modes[ret].height = mode.h;
		}

		prevwidth = mode.w;
		prevheight = mode.h;

		ret++;
	}

	return ret;
}
Пример #10
0
const Array<VideoMode>& VideoMode::getFullscreenModes()
{
	LOCAL_PERSIST Array<VideoMode> modes{defaultAllocator()};

	if (len(modes) == 0)
	{
		s32 displayModeCount;
		SDL_DisplayMode dm;

		displayModeCount = SDL_GetNumDisplayModes(0);

		if (displayModeCount < 1)
		{
			std::cerr << "SDL_GetNumDisplayModes failed: " << SDL_GetError()
			          << std::endl;
			return modes;
		}

		for (s32 i = 0; i < displayModeCount; i++)
		{
			if (SDL_GetDisplayMode(0, i, &dm) != 0)
			{
				std::cerr << "SDL_GetNumDisplayModes failed: " << SDL_GetError()
				          << std::endl;
				continue;
			}
			append(
			    modes,
			    VideoMode{(u32)dm.w, (u32)dm.h, SDL_BITSPERPIXEL(dm.format)});
		}

		std::sort(begin(modes), end(modes), std::greater<VideoMode>());
	}

	return modes;
}
Пример #11
0
void WINDOW_SDL::ChangeDisplay(
	int width, int height,
	int bpp, int dbpp,
	bool fullscreen,
	unsigned int antialiasing,
	std::ostream & info_output,
	std::ostream & error_output)
{

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, dbpp);

	fsaa = 1;
	if (antialiasing > 1)
	{
		fsaa = antialiasing;
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
		info_output << "Enabling antialiasing: " << fsaa << "X" << std::endl;
	}
	else
	{
		info_output << "Disabling antialiasing" << std::endl;
	}

#if SDL_VERSION_ATLEAST(2,0,0)
	SDL_DisplayMode desktop_mode;
	int display = GetVideoDisplay();

	SDL_GetDesktopDisplayMode(display, &desktop_mode);

	if (width == 0)
		width = desktop_mode.w;

	if (height == 0)
		height = desktop_mode.h;

	if (bpp == 0)
		bpp = SDL_BITSPERPIXEL(desktop_mode.format);

	// Try to resize the existing window and surface
	if (!fullscreen && ResizeWindow(width, height))
		return;

	if (glcontext)
	{
		SDL_GL_DeleteContext(glcontext);
		glcontext = NULL;
	}

	if (window)
	{
		SDL_DestroyWindow(window);
	}

	// Create a new window
	Uint32 window_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
	if (fullscreen)
		window_flags |= SDL_WINDOW_FULLSCREEN;

	window = SDL_CreateWindow(NULL,
		SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
		width, height, window_flags);
	if (!window)
	{
		assert(0);
	}

	glcontext = SDL_GL_CreateContext(window);
	if (!glcontext)
	{
		assert(0);
	}
	if (SDL_GL_MakeCurrent(window, glcontext) < 0)
	{
		assert(0);
	}

#else
	const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
	if (!videoInfo)
	{
		error_output << "SDL video query failed: " << SDL_GetError() << std::endl;
		assert (0);
	}

	int videoFlags = SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE;
	if (fullscreen)
		videoFlags |= (SDL_HWSURFACE | SDL_ANYFORMAT | SDL_FULLSCREEN);
	else
		videoFlags |= (SDL_SWSURFACE | SDL_ANYFORMAT);

	if (surface != NULL)
	{
		SDL_FreeSurface(surface);
		surface = NULL;
	}
	surface = SDL_SetVideoMode(width, height, bpp, videoFlags);
	if (!surface)
	{
		error_output << "Display change failed: " << width << "x" << height << "x" << bpp << " " << dbpp << "z fullscreen=" << fullscreen << std::endl << "Error: " << SDL_GetError() << std::endl;
		assert (0);
	}
	else
	{
		info_output << "Display change was successful: " << width << "x" << height << "x" << bpp << " " << dbpp << "z fullscreen=" << fullscreen << std::endl;
	}
#endif

	w = width;
	h = height;
}
Пример #12
0
int video_mode(int f, int w, int h)
{
    //senquack
    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);


    int stereo  = config_get_d(CONFIG_STEREO)      ? 1 : 0;
    int stencil = config_get_d(CONFIG_REFLECTION)  ? 1 : 0;
    int buffers = config_get_d(CONFIG_MULTISAMPLE) ? 1 : 0;
    int samples = config_get_d(CONFIG_MULTISAMPLE);
    int vsync   = config_get_d(CONFIG_VSYNC)       ? 1 : 0;
    int hmd     = config_get_d(CONFIG_HMD)         ? 1 : 0;
    int highdpi = config_get_d(CONFIG_HIGHDPI)     ? 1 : 0;

    int dpy = config_get_d(CONFIG_DISPLAY);

    int X = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);
    int Y = SDL_WINDOWPOS_CENTERED_DISPLAY(dpy);

    hmd_free();

    if (window)
    {
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(window);
    }

    //senquack
//    SDL_GL_SetAttribute(SDL_GL_STEREO,             stereo);

    //senquack - disabled drawing shadows and reflections on GCW Zero, don't need a stencil buffer:
#ifdef GCWZERO
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,       0);
#endif

    //senquack - don't need or want these on GCW Zero:
#ifndef GCWZERO
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
#endif

    /* Require 16-bit double buffer with 16-bit depth buffer. */

   //senquack - GCW Zero port change
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,    8);
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,    32);
//    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
//    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   6);
//    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
//    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,    0);
//    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,    16);

    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    //senquack
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

    /* Try to set the currently specified mode. */

    log_printf("Creating a window (%dx%d, %s)\n",
               w, h, (f ? "fullscreen" : "windowed"));

    //senquack DEBUG -  DO NOT RUN - loads GLES2.0 for some reason
//    SDL_VideoInit(NULL);

    window = SDL_CreateWindow("", X, Y, w, h,
                              SDL_WINDOW_OPENGL |
                              (highdpi ? SDL_WINDOW_ALLOW_HIGHDPI : 0) |
                              (f ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));

    if (window)
    {
        if ((context = SDL_GL_CreateContext(window)))
        {
            int buf, smp;

            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buf);
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &smp);

            /*
             * Work around SDL+WGL returning pixel formats below
             * minimum specifications instead of failing, thus
             * bypassing our fallback path. SDL tries to ensure that
             * WGL plays by the rules, but forgets about extended
             * context attributes such as multisample. See SDL
             * Bugzilla #77.
             */

            if (buf < buffers || smp < samples)
            {
                log_printf("GL context does not meet minimum specifications\n");
                SDL_GL_DeleteContext(context);
                context = NULL;
            }
        }
    }

    if (window && context)
    {
        set_window_title(TITLE);
        set_window_icon(ICON);

        /*
         * SDL_GetWindowSize can be unreliable when going fullscreen
         * on OSX (and possibly elsewhere). We should really be
         * waiting for a resize / size change event, but for now we're
         * doing this lazy thing instead.
         */

        if (f)
        {
            SDL_DisplayMode dm;

            if (SDL_GetDesktopDisplayMode(video_display(), &dm) == 0)
            {
                video.window_w = dm.w;
                video.window_h = dm.h;

//                //senquack
                dm.format = SDL_PIXELFORMAT_RGBA8888;
//    dm.format = SDL_PIXELFORMAT_RGB565;
                dm.w = 320;
                dm.h = 240;
                dm.refresh_rate = 60;
                dm.driverdata = 0;
                SDL_SetWindowDisplayMode(window, &dm);
                printf("setting new video dm..\n");
                SDL_GetCurrentDisplayMode(0, &dm);
                SDL_Log("Screen w: %d h: %d\n", dm.w, dm.h);
                SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(dm.format));
                SDL_Log("Screen dm: ");
                SDL_Log("\n\n");
                SDL_Log("Vendor     : %s\n", glGetString(GL_VENDOR));
                SDL_Log("Renderer   : %s\n", glGetString(GL_RENDERER));
                SDL_Log("Version    : %s\n", glGetString(GL_VERSION));
                SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
                SDL_Log("\n");
                fflush(NULL);
            }
        }
        else
        {
            SDL_GetWindowSize(window, &video.window_w, &video.window_h);
        }

        if (highdpi)
        {
            SDL_GL_GetDrawableSize(window, &video.device_w, &video.device_h);
        }
        else
        {
            video.device_w = video.window_w;
            video.device_h = video.window_h;
        }

        video.device_scale = (float) video.device_h / (float) video.window_h;

        log_printf("Created a window (%u, %dx%d, %s)\n",
                   SDL_GetWindowID(window),
                   video.window_w, video.window_h,
                   (f ? "fullscreen" : "windowed"));

        config_set_d(CONFIG_DISPLAY,    video_display());
        config_set_d(CONFIG_FULLSCREEN, f);
        config_set_d(CONFIG_WIDTH,      video.window_w);
        config_set_d(CONFIG_HEIGHT,     video.window_h);

        SDL_GL_SetSwapInterval(vsync);

        if (!glext_init())
            return 0;

        glViewport(0, 0, video.device_w, video.device_h);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        glEnable(GL_NORMALIZE);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glEnable(GL_BLEND);

#if !ENABLE_OPENGLES
        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
                      GL_SEPARATE_SPECULAR_COLOR);
#endif

        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthFunc(GL_LEQUAL);

        /* If GL supports multisample, and SDL got a multisample buffer... */

        if (glext_check("ARB_multisample"))
        {
            SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
            if (buffers) glEnable(GL_MULTISAMPLE);
        }

        /* Set up HMD display if requested. */

        if (hmd)
            hmd_init();

        /* Initialize screen snapshotting. */

        snapshot_init();

        video_show_cursor();

        /* Grab input immediately in HMD mode. */

        if (hmd_stat())
            SDL_SetWindowGrab(window, SDL_TRUE);

        return 1;
    }

    /* If the mode failed, try it without stereo. */

    else if (stereo)
    {
        config_set_d(CONFIG_STEREO, 0);
        return video_mode(f, w, h);
    }

    /* If the mode failed, try decreasing the level of multisampling. */

    else if (buffers)
    {
        config_set_d(CONFIG_MULTISAMPLE, samples / 2);
        return video_mode(f, w, h);
    }

    /* If that mode failed, try it without reflections. */

    else if (stencil)
    {
        config_set_d(CONFIG_REFLECTION, 0);
        return video_mode(f, w, h);
    }

    /* If THAT mode failed, punt. */

    return 0;
}
	);

	int nib = SDL_GetDesktopDisplayMode(displayIdx, &desktop_mode);

	// Push the current resolution information into Lua.
	lua_newtable(L);
	lua_pushstring(L, "w");
	lua_pushnumber(L, current_mode.w);
	lua_settable(L, -3);

	lua_pushstring(L, "h");
	lua_pushnumber(L, current_mode.h);
	lua_settable(L,-3);

	lua_pushstring(L, "bpp");
	lua_pushnumber(L, SDL_BITSPERPIXEL(current_mode.format));
	lua_settable(L,-3);
	lua_pushstring(L, "refresh");
	lua_pushnumber(L, current_mode.refresh_rate);
	lua_settable(L,-3);

	// @todo	Determine whether fullscreen or not.
	lua_pushstring(L, "format");
	lua_pushnumber(L, current_mode.format);
	//lua_pushboolean(L, 0);
	lua_settable(L,-3);

#ifdef RETURNGLOBALS
	lua_setglobal(L,"resolutionCurrent");
#endif
Пример #14
0
SDL_Surface *
SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags)
{
    SDL_DisplayMode desktop_mode;
    int display = GetVideoDisplay();
    int window_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(display);
    int window_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(display);
    int window_w;
    int window_h;
    Uint32 window_flags;
    Uint32 surface_flags;

    if (!SDL_GetVideoDevice()) {
        if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) {
            return NULL;
        }
    }

    SDL_GetDesktopDisplayMode(display, &desktop_mode);

    if (width == 0) {
        width = desktop_mode.w;
    }
    if (height == 0) {
        height = desktop_mode.h;
    }
    if (bpp == 0) {
        bpp = SDL_BITSPERPIXEL(desktop_mode.format);
    }

    /* See if we can simply resize the existing window and surface */
    if (SDL_ResizeVideoMode(width, height, bpp, flags) == 0) {
        return SDL_PublicSurface;
    }

    /* Destroy existing window */
    SDL_PublicSurface = NULL;
    if (SDL_ShadowSurface) {
        SDL_ShadowSurface->flags &= ~SDL_DONTFREE;
        SDL_FreeSurface(SDL_ShadowSurface);
        SDL_ShadowSurface = NULL;
    }
    if (SDL_VideoSurface) {
        SDL_VideoSurface->flags &= ~SDL_DONTFREE;
        SDL_FreeSurface(SDL_VideoSurface);
        SDL_VideoSurface = NULL;
    }
    if (SDL_VideoContext) {
        /* SDL_GL_MakeCurrent(0, NULL); *//* Doesn't do anything */
        SDL_GL_DeleteContext(SDL_VideoContext);
        SDL_VideoContext = NULL;
    }
    if (SDL_VideoWindow) {
        SDL_GetWindowPosition(SDL_VideoWindow, &window_x, &window_y);
        SDL_DestroyWindow(SDL_VideoWindow);
    }

    /* Set up the event filter */
    if (!SDL_GetEventFilter(NULL, NULL)) {
        SDL_SetEventFilter(SDL_CompatEventFilter, NULL);
    }

    /* Create a new window */
    window_flags = SDL_WINDOW_SHOWN;
    if (flags & SDL_FULLSCREEN) {
        window_flags |= SDL_WINDOW_FULLSCREEN;
    }
    if (flags & SDL_OPENGL) {
        window_flags |= SDL_WINDOW_OPENGL;
    }
    if (flags & SDL_RESIZABLE) {
        window_flags |= SDL_WINDOW_RESIZABLE;
    }
    if (flags & SDL_NOFRAME) {
        window_flags |= SDL_WINDOW_BORDERLESS;
    }
    GetEnvironmentWindowPosition(width, height, &window_x, &window_y);
    SDL_VideoWindow =
        SDL_CreateWindow(wm_title, window_x, window_y, width, height,
                         window_flags);
    if (!SDL_VideoWindow) {
        return NULL;
    }
    SDL_SetWindowIcon(SDL_VideoWindow, SDL_VideoIcon);

    SetupScreenSaver(flags);

    window_flags = SDL_GetWindowFlags(SDL_VideoWindow);
    surface_flags = 0;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        surface_flags |= SDL_FULLSCREEN;
    }
    if ((window_flags & SDL_WINDOW_OPENGL) && (flags & SDL_OPENGL)) {
        surface_flags |= SDL_OPENGL;
    }
    if (window_flags & SDL_WINDOW_RESIZABLE) {
        surface_flags |= SDL_RESIZABLE;
    }
    if (window_flags & SDL_WINDOW_BORDERLESS) {
        surface_flags |= SDL_NOFRAME;
    }

    SDL_VideoFlags = flags;

    /* If we're in OpenGL mode, just create a stub surface and we're done! */
    if (flags & SDL_OPENGL) {
        SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow);
        if (!SDL_VideoContext) {
            return NULL;
        }
        if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) {
            return NULL;
        }
        SDL_VideoSurface =
            SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0);
        if (!SDL_VideoSurface) {
            return NULL;
        }
        SDL_VideoSurface->flags |= surface_flags;
        SDL_PublicSurface = SDL_VideoSurface;
        return SDL_PublicSurface;
    }

    /* Create the screen surface */
    SDL_WindowSurface = SDL_GetWindowSurface(SDL_VideoWindow);
    if (!SDL_WindowSurface) {
        return NULL;
    }

    /* Center the public surface in the window surface */
    SDL_GetWindowSize(SDL_VideoWindow, &window_w, &window_h);
    SDL_VideoViewport.x = (window_w - width)/2;
    SDL_VideoViewport.y = (window_h - height)/2;
    SDL_VideoViewport.w = width;
    SDL_VideoViewport.h = height;

    SDL_VideoSurface = SDL_CreateRGBSurfaceFrom(NULL, 0, 0, 32, 0, 0, 0, 0, 0);
    SDL_VideoSurface->flags |= surface_flags;
    SDL_VideoSurface->flags |= SDL_DONTFREE;
    SDL_FreeFormat(SDL_VideoSurface->format);
    SDL_VideoSurface->format = SDL_WindowSurface->format;
    SDL_VideoSurface->format->refcount++;
    SDL_VideoSurface->w = width;
    SDL_VideoSurface->h = height;
    SDL_VideoSurface->pitch = SDL_WindowSurface->pitch;
    SDL_VideoSurface->pixels = (void *)((Uint8 *)SDL_WindowSurface->pixels +
        SDL_VideoViewport.y * SDL_VideoSurface->pitch +
        SDL_VideoViewport.x  * SDL_VideoSurface->format->BytesPerPixel);
    SDL_SetClipRect(SDL_VideoSurface, NULL);

    /* Create a shadow surface if necessary */
    if ((bpp != SDL_VideoSurface->format->BitsPerPixel)
        && !(flags & SDL_ANYFORMAT)) {
        SDL_ShadowSurface =
            SDL_CreateRGBSurface(0, width, height, bpp, 0, 0, 0, 0);
        if (!SDL_ShadowSurface) {
            return NULL;
        }
        SDL_ShadowSurface->flags |= surface_flags;
        SDL_ShadowSurface->flags |= SDL_DONTFREE;

        /* 8-bit SDL_ShadowSurface surfaces report that they have exclusive palette */
        if (SDL_ShadowSurface->format->palette) {
            SDL_ShadowSurface->flags |= SDL_HWPALETTE;
            SDL_DitherColors(SDL_ShadowSurface->format->palette->colors,
                             SDL_ShadowSurface->format->BitsPerPixel);
        }
        SDL_FillRect(SDL_ShadowSurface, NULL,
            SDL_MapRGB(SDL_ShadowSurface->format, 0, 0, 0));
    }
    SDL_PublicSurface =
        (SDL_ShadowSurface ? SDL_ShadowSurface : SDL_VideoSurface);

    ClearVideoSurface();

    /* We're finally done! */
    return SDL_PublicSurface;
}
Пример #15
0
int lite3d_video_open(lite3d_video_settings *settings, int hideConsole)
{
    uint32_t windowFlags;
    SDL_DisplayMode displayMode;

    SDL_assert(settings);

#ifdef PLATFORM_Windows
    if (hideConsole)
    {
        FreeConsole();
    }
#endif

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, settings->colorBits > 24 ? 8 : 0);

    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 16);

    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

#ifndef GLES
    /* Specify openGL context */
    if (settings->FSAA > 1)
    {
        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, settings->FSAA);
    }

    if (settings->glProfile == LITE3D_GL_PROFILE_CORE)
    {
      SDL_LogInfo(
          SDL_LOG_CATEGORY_APPLICATION,
          "Setting Core OpenGL Profile");

      SDL_GL_SetAttribute(
          SDL_GL_CONTEXT_PROFILE_MASK,
          SDL_GL_CONTEXT_PROFILE_CORE);

      set_opengl_version(settings);
    }
    else if (settings->glProfile == LITE3D_GL_PROFILE_COMPATIBILITY)
    {
      SDL_LogInfo(
          SDL_LOG_CATEGORY_APPLICATION,
          "Setting Compatibility OpenGL Profile");

      SDL_GL_SetAttribute(
          SDL_GL_CONTEXT_PROFILE_MASK,
          SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);

      set_opengl_version(settings);
    }
    else
    {
      SDL_LogInfo(
          SDL_LOG_CATEGORY_APPLICATION,
          "Using Default OpenGL Profile");

      SDL_LogInfo(
          SDL_LOG_CATEGORY_APPLICATION,
          "Using Default OpenGL Version");
    }
#endif

#ifdef WITH_GLES2
    SDL_GL_SetAttribute(
        SDL_GL_CONTEXT_PROFILE_MASK,
        SDL_GL_CONTEXT_PROFILE_ES);

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);

#elif WITH_GLES3
    SDL_GL_SetAttribute(
        SDL_GL_CONTEXT_PROFILE_MASK,
        SDL_GL_CONTEXT_PROFILE_ES);

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif

    windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
    if (settings->fullscreen)
    {
        windowFlags |= SDL_WINDOW_FULLSCREEN;
        windowFlags |= SDL_WINDOW_BORDERLESS;
    }

    if (settings->screenWidth == 0 || settings->screenHeight == 0)
    {
        if (!lite3d_video_get_display_size(
              &settings->screenWidth,
              &settings->screenHeight))
        {
          SDL_LogWarn(
              SDL_LOG_CATEGORY_APPLICATION,
              "lite3d_video_get_display_size failed");

            return LITE3D_FALSE;
        }
    }

    /* setup render window */
    gRenderWindow = SDL_CreateWindow(
        settings->caption,
        SDL_WINDOWPOS_CENTERED,
        SDL_WINDOWPOS_CENTERED,
        settings->screenWidth,
        settings->screenHeight,
        windowFlags);

    if (!gRenderWindow)
    {
        SDL_LogCritical(
            SDL_LOG_CATEGORY_APPLICATION,
            "%s: SDL_CreateWindow failed..",
            LITE3D_CURRENT_FUNCTION);

        return LITE3D_FALSE;
    }

    SDL_LogInfo(
        SDL_LOG_CATEGORY_APPLICATION,
        "%s: render window created %dx%d (%s)",
        LITE3D_CURRENT_FUNCTION,
        settings->screenWidth,
        settings->screenHeight,
        settings->fullscreen ? "fullscreen" : "windowed");

    /* Create an OpenGL context associated with the window. */
    gGLContext = SDL_GL_CreateContext(gRenderWindow);
    if (!gGLContext)
    {
        SDL_LogCritical(
            SDL_LOG_CATEGORY_APPLICATION,
            "%s: GL Context create failed..",
            LITE3D_CURRENT_FUNCTION);

        return LITE3D_FALSE;
    }

    /* set gl context */
    SDL_GL_MakeCurrent(gRenderWindow, gGLContext);

    SDL_GetWindowDisplayMode(gRenderWindow, &displayMode);
    SDL_LogInfo(
        SDL_LOG_CATEGORY_APPLICATION,
        "%s: selected pixel format: %d bpp, %s",
        LITE3D_CURRENT_FUNCTION,
        SDL_BITSPERPIXEL(displayMode.format),
        SDL_GetPixelFormatName(displayMode.format));

    SDL_GL_SetSwapInterval(settings->vsync ? 1 : 0);

    if (!init_gl_extensions(settings))
    {
        SDL_LogWarn(
            SDL_LOG_CATEGORY_APPLICATION,
            "init_gl_extensions failed");

        lite3d_video_close();

        return LITE3D_FALSE;
    }

    if (!settings->hidden)
    {
        SDL_ShowWindow(gRenderWindow);
    }

    return LITE3D_TRUE;
}
Пример #16
0
int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i, done;
    SDL_DisplayMode mode;
    SDL_Event event;
    Uint32 then, now, frames;
    int status;

    /* Initialize parameters */
    fsaa = 0;
    accel = 0;

    /* Initialize test framework */
    state = CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = CommonArg(state, i);
        if (consumed == 0) {
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
                ++fsaa;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
                ++accel;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
                i++;
                if (!argv[i]) {
                    consumed = -1;
                } else {
                    depth = SDL_atoi(argv[i]);
                    consumed = 1;
                }
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
                    CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = depth;
    if (fsaa) {
        state->gl_multisamplebuffers=1;
        state->gl_multisamplesamples=fsaa;
    }
    if (accel) {
        state->gl_accelerated=1;
    }
    if (!CommonInit(state)) {
        quit(2);
    }

    context = SDL_calloc(state->num_windows, sizeof(context));
    if (context == NULL) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }

    /* Create OpenGL ES contexts */
    for (i = 0; i < state->num_windows; i++) {
        context[i] = SDL_GL_CreateContext(state->windows[i]);
        if (!context[i]) {
            fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
            quit(2);
        }
    }

    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }

    SDL_GetCurrentDisplayMode(&mode);
    printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
    printf("\n");
    printf("Vendor     : %s\n", glGetString(GL_VENDOR));
    printf("Renderer   : %s\n", glGetString(GL_RENDERER));
    printf("Version    : %s\n", glGetString(GL_VERSION));
    printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
    printf("\n");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    if (!status) {
        printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    } else {
        fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    if (!status) {
        printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    } else {
        fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    if (!status) {
        printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
    } else {
        fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
                SDL_GetError());
    }
    if (fsaa) {
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
        if (!status) {
            printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
        } else {
            fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
                    SDL_GetError());
        }
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
        if (!status) {
            printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
                   value);
        } else {
            fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
                    SDL_GetError());
        }
    }
    if (accel) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
        } else {
            fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                    SDL_GetError());
        }
    }

    /* Set rendering settings for each context */
    for (i = 0; i < state->num_windows; ++i) {
        status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
        if (status) {
            printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());

            /* Continue for next window */
            continue;
        }

        glViewport(0, 0, state->window_w, state->window_h);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrthof(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LESS);
        glShadeModel(GL_SMOOTH);
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_WINDOWEVENT:
                switch (event.window.event) {
                    case SDL_WINDOWEVENT_RESIZED:
                        for (i = 0; i < state->num_windows; ++i) {
                            if (event.window.windowID == state->windows[i]) {
                                status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
                                if (status) {
                                    printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
                                    break;
                                }
                                /* Change view port to the new window dimensions */
                                glViewport(0, 0, event.window.data1, event.window.data2);
                                /* Update window content */
                                Render();
                                SDL_GL_SwapWindow(state->windows[i]);
                                break;
                            }
                        }
                        break;
                }
            }
            CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
            if (status) {
                printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());

                /* Continue for next window */
                continue;
            }
            Render();
            SDL_GL_SwapWindow(state->windows[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        printf("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }
    quit(0);
    return 0;
}
Пример #17
0
int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i;
    SDL_DisplayMode mode;
    Uint32 then, now;
    int status;
    shader_data *data;

    /* Initialize parameters */
    fsaa = 0;
    accel = 0;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
                ++fsaa;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
                ++accel;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
                i++;
                if (!argv[i]) {
                    consumed = -1;
                } else {
                    depth = SDL_atoi(argv[i]);
                    consumed = 1;
                }
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
                    SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = depth;
    state->gl_major_version = 2;
    state->gl_minor_version = 0;
    state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;

    if (fsaa) {
        state->gl_multisamplebuffers=1;
        state->gl_multisamplesamples=fsaa;
    }
    if (accel) {
        state->gl_accelerated=1;
    }
    if (!SDLTest_CommonInit(state)) {
        quit(2);
        return 0;
    }

    context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
    if (context == NULL) {
        SDL_Log("Out of memory!\n");
        quit(2);
    }
    
    /* Create OpenGL ES contexts */
    for (i = 0; i < state->num_windows; i++) {
        context[i] = SDL_GL_CreateContext(state->windows[i]);
        if (!context[i]) {
            SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
            quit(2);
        }
    }

    /* Important: call this *after* creating the context */
    if (LoadContext(&ctx) < 0) {
        SDL_Log("Could not load GLES2 functions\n");
        quit(2);
        return 0;
    }

    /* from here on out, it should be ok to call gles 2.0 routines */

    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }
    SDL_Log("first call address is %llx data is %lx\n",(long long)(&glGetString),GL_VENDOR);
        
    const char *test = ctx.glGetString(GL_VENDOR);
    if (test) {
      SDL_Log("we got %s\n",test);
      }
    else {
      SDL_Log("we got a null.\n");
      quit(2);
      }
    
    SDL_Log("try again call address is %lx\n",(long long)(&glGetString));
    SDL_Log("first ctx address is %llx data is %lx ind %llx\n",(long long)(ctx.glGetString),GL_VENDOR,((long long *)(ctx.glGetString))[0] );
    {const char *test = glGetString(GL_VENDOR);
    if (test) {
      SDL_Log("we got %s\n",test);
      }
    else {
      SDL_Log("we got a null.\n");
      quit(2);
      }
    }

    SDL_GetCurrentDisplayMode(0, &mode);
    SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
    SDL_Log("\n");
    SDL_Log("Vendor     : %s\n", glGetString(GL_VENDOR));
    SDL_Log("Renderer   : %s\n", glGetString(GL_RENDERER));
    SDL_Log("Version    : %s\n", glGetString(GL_VERSION));
    SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
    SDL_Log("\n");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
                SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
    } else {
        SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
                SDL_GetError());
    }
    if (fsaa) {
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
        } else {
            SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
                    SDL_GetError());
        }
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
                   value);
        } else {
            SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
                    SDL_GetError());
        }
    }
    if (accel) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
        } else {
            SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                    SDL_GetError());
        }
    }

    datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data));

    /* Set rendering settings for each context */
    for (i = 0; i < state->num_windows; ++i) {

        int w, h;
        status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
        if (status) {
            SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());

            /* Continue for next window */
            continue;
        }
        SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
        glViewport(0, 0, w, h);

        data = &datas[i];
        data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;

        /* Shader Initialization */
        process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
        process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);

        /* Create shader_program (ready to attach shaders) */
        data->shader_program = GL_CHECK(glCreateProgram());

        /* Attach shaders and link shader_program */
        GL_CHECK(glAttachShader(data->shader_program, data->shader_vert));
        GL_CHECK(glAttachShader(data->shader_program, data->shader_frag));
        GL_CHECK(glLinkProgram(data->shader_program));

        /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
        data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position"));
        data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color"));

        /* Get uniform locations */
        data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp"));

        GL_CHECK(glUseProgram(data->shader_program));

        /* Enable attributes for position, color and texture coordinates etc. */
        GL_CHECK(glEnableVertexAttribArray(data->attr_position));
        GL_CHECK(glEnableVertexAttribArray(data->attr_color));

        /* Populate attributes for position, color and texture coordinates etc. */
        GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
        GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));

        GL_CHECK(glEnable(GL_CULL_FACE));
        GL_CHECK(glEnable(GL_DEPTH_TEST));
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;

#ifdef __EMSCRIPTEN__
    emscripten_set_main_loop(loop, 0, 1);
#else
    while (!done) {
        loop();
    }
#endif

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        SDL_Log("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }
#if !defined(__ANDROID__) && !defined(__NACL__)  
    quit(0);
#endif    
    return 0;
}
Пример #18
0
/**
 * Initializes OpenGL
 */
void SpringApp::InitOpenGL()
{
	// reinit vsync
	VSync.Init();

	// check if FSAA init worked fine
	if (globalRendering->FSAA && !MultisampleVerify())
		globalRendering->FSAA = 0;

	// setup GL smoothing
	const int lineSmoothing = configHandler->GetInt("SmoothLines");
	if (lineSmoothing > 0) {
		GLenum hint = GL_FASTEST;
		if (lineSmoothing >= 3) {
			hint = GL_NICEST;
		} else if (lineSmoothing >= 2) {
			hint = GL_DONT_CARE;
		}
		glEnable(GL_LINE_SMOOTH);
		glHint(GL_LINE_SMOOTH_HINT, hint);
	}
	const int pointSmoothing = configHandler->GetInt("SmoothPoints");
	if (pointSmoothing > 0) {
		GLenum hint = GL_FASTEST;
		if (pointSmoothing >= 3) {
			hint = GL_NICEST;
		} else if (pointSmoothing >= 2) {
			hint = GL_DONT_CARE;
		}
		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, hint);
	}

	// setup LOD bias factor
	const float lodBias = configHandler->GetFloat("TextureLODBias");
	if (math::fabs(lodBias) > 0.01f) {
		glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, lodBias );
	}

	//FIXME not needed anymore with SDL2?
	if (configHandler->GetBool("FixAltTab")) {
		// free GL resources
		GLContext::Free();

		// initialize any GL resources that were lost
		GLContext::Init();
	}

	// setup viewport
	SetupViewportGeometry();
	glViewport(globalRendering->viewPosX, globalRendering->viewPosY, globalRendering->viewSizeX, globalRendering->viewSizeY);
	gluPerspective(45.0f, globalRendering->aspectRatio, 2.8f, CGlobalRendering::MAX_VIEW_RANGE);

	// Initialize some GL states
	glShadeModel(GL_SMOOTH);
	glClearDepth(1.0f);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	// Clear Window
	glClearColor(0.0f,0.0f,0.0f,0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	SDL_GL_SwapWindow(window);

	// Print Final Mode (call after SetupViewportGeometry, which updates viewSizeX/Y)
	SDL_DisplayMode dmode;
	SDL_GetWindowDisplayMode(window, &dmode);
	bool isBorderless = (SDL_GetWindowFlags(window) & SDL_WINDOW_BORDERLESS) != 0;
	LOG("[%s] video mode set to %ix%i:%ibit @%iHz %s", __FUNCTION__, globalRendering->viewSizeX, globalRendering->viewSizeY, SDL_BITSPERPIXEL(dmode.format), dmode.refresh_rate, globalRendering->fullScreen ? (isBorderless ? "(borderless)" : "") : "(windowed)");
}
Пример #19
0
        virtual std::vector<std::string> GetSupportedResolutions() const {
            std::vector<std::string> mode_vec;

            unsigned valid_mode_count = SDL_GetNumDisplayModes(m_display_id);

            /* Check if our resolution is restricted */
            if ( valid_mode_count < 1 ) {
                Logger().errorStream() << "No valid resolutions found!?";
            } else {
                for (int i = 0; i < valid_mode_count; ++i) {
                    SDL_DisplayMode mode;
                    if (SDL_GetDisplayMode(m_display_id, i, &mode) != 0) {
                        SDL_Log("SDL_GetDisplayMode failed: %s", SDL_GetError());
                    } else {
                        mode_vec.push_back(boost::io::str(boost::format("%1% x %2% @ %3%") % mode.w % mode.h % SDL_BITSPERPIXEL(mode.format)));
                    }
                }
            }

            return mode_vec;
        }
Пример #20
0
SDL_bool
SDL_PixelFormatEnumToMasks(Uint32 format, int *bpp, Uint32 * Rmask,
                           Uint32 * Gmask, Uint32 * Bmask, Uint32 * Amask)
{
    Uint32 masks[4];

    /* Initialize the values here */
    if (SDL_BYTESPERPIXEL(format) <= 2) {
        *bpp = SDL_BITSPERPIXEL(format);
    } else {
        *bpp = SDL_BYTESPERPIXEL(format) * 8;
    }
    *Rmask = *Gmask = *Bmask = *Amask = 0;

    if (format == SDL_PIXELFORMAT_RGB24) {
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
        *Rmask = 0x00FF0000;
        *Gmask = 0x0000FF00;
        *Bmask = 0x000000FF;
#else
        *Rmask = 0x000000FF;
        *Gmask = 0x0000FF00;
        *Bmask = 0x00FF0000;
#endif
        return SDL_TRUE;
    }

    if (format == SDL_PIXELFORMAT_BGR24) {
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
        *Rmask = 0x000000FF;
        *Gmask = 0x0000FF00;
        *Bmask = 0x00FF0000;
#else
        *Rmask = 0x00FF0000;
        *Gmask = 0x0000FF00;
        *Bmask = 0x000000FF;
#endif
        return SDL_TRUE;
    }

    if (SDL_PIXELTYPE(format) != SDL_PIXELTYPE_PACKED8 &&
        SDL_PIXELTYPE(format) != SDL_PIXELTYPE_PACKED16 &&
        SDL_PIXELTYPE(format) != SDL_PIXELTYPE_PACKED32) {
        /* Not a format that uses masks */
        return SDL_TRUE;
    }

    switch (SDL_PIXELLAYOUT(format)) {
    case SDL_PACKEDLAYOUT_332:
        masks[0] = 0x00000000;
        masks[1] = 0x000000E0;
        masks[2] = 0x0000001C;
        masks[3] = 0x00000003;
        break;
    case SDL_PACKEDLAYOUT_4444:
        masks[0] = 0x0000F000;
        masks[1] = 0x00000F00;
        masks[2] = 0x000000F0;
        masks[3] = 0x0000000F;
        break;
    case SDL_PACKEDLAYOUT_1555:
        masks[0] = 0x00008000;
        masks[1] = 0x00007C00;
        masks[2] = 0x000003E0;
        masks[3] = 0x0000001F;
        break;
    case SDL_PACKEDLAYOUT_5551:
        masks[0] = 0x0000F800;
        masks[1] = 0x000007C0;
        masks[2] = 0x0000003E;
        masks[3] = 0x00000001;
        break;
    case SDL_PACKEDLAYOUT_565:
        masks[0] = 0x00000000;
        masks[1] = 0x0000F800;
        masks[2] = 0x000007E0;
        masks[3] = 0x0000001F;
        break;
    case SDL_PACKEDLAYOUT_8888:
        masks[0] = 0xFF000000;
        masks[1] = 0x00FF0000;
        masks[2] = 0x0000FF00;
        masks[3] = 0x000000FF;
        break;
    case SDL_PACKEDLAYOUT_2101010:
        masks[0] = 0xC0000000;
        masks[1] = 0x3FF00000;
        masks[2] = 0x000FFC00;
        masks[3] = 0x000003FF;
        break;
    case SDL_PACKEDLAYOUT_1010102:
        masks[0] = 0xFFC00000;
        masks[1] = 0x003FF000;
        masks[2] = 0x00000FFC;
        masks[3] = 0x00000003;
        break;
    default:
        SDL_SetError("Unknown pixel format");
        return SDL_FALSE;
    }

    switch (SDL_PIXELORDER(format)) {
    case SDL_PACKEDORDER_XRGB:
        *Rmask = masks[1];
        *Gmask = masks[2];
        *Bmask = masks[3];
        break;
    case SDL_PACKEDORDER_RGBX:
        *Rmask = masks[0];
        *Gmask = masks[1];
        *Bmask = masks[2];
        break;
    case SDL_PACKEDORDER_ARGB:
        *Amask = masks[0];
        *Rmask = masks[1];
        *Gmask = masks[2];
        *Bmask = masks[3];
        break;
    case SDL_PACKEDORDER_RGBA:
        *Rmask = masks[0];
        *Gmask = masks[1];
        *Bmask = masks[2];
        *Amask = masks[3];
        break;
    case SDL_PACKEDORDER_XBGR:
        *Bmask = masks[1];
        *Gmask = masks[2];
        *Rmask = masks[3];
        break;
    case SDL_PACKEDORDER_BGRX:
        *Bmask = masks[0];
        *Gmask = masks[1];
        *Rmask = masks[2];
        break;
    case SDL_PACKEDORDER_BGRA:
        *Bmask = masks[0];
        *Gmask = masks[1];
        *Rmask = masks[2];
        *Amask = masks[3];
        break;
    case SDL_PACKEDORDER_ABGR:
        *Amask = masks[0];
        *Bmask = masks[1];
        *Gmask = masks[2];
        *Rmask = masks[3];
        break;
    default:
        SDL_SetError("Unknown pixel format");
        return SDL_FALSE;
    }
    return SDL_TRUE;
}
Пример #21
0
// This stage, we handle display mode setting
bool wzMainScreenSetup(int antialiasing, bool fullscreen, bool vsync)
{
	// populate with the saved values (if we had any)
	int width = pie_GetVideoBufferWidth();
	int height = pie_GetVideoBufferHeight();
	int bitDepth = pie_GetVideoBufferDepth();

	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
	{
		debug(LOG_ERROR, "Error: Could not initialise SDL (%s).", SDL_GetError());
		return false;
	}

	// Populated our resolution list (does all displays now)
	SDL_DisplayMode	displaymode;
	struct screeninfo screenlist;
	for (int i = 0; i < SDL_GetNumVideoDisplays(); ++i)		// How many monitors we got
	{
		int numdisplaymodes = SDL_GetNumDisplayModes(i);	// Get the number of display modes on this monitor
		for (int j = 0; j < numdisplaymodes; j++)
		{
			displaymode.format = displaymode.w = displaymode.h = displaymode.refresh_rate = 0;
			displaymode.driverdata = 0;
			if (SDL_GetDisplayMode(i, j, &displaymode) < 0)
			{
				debug(LOG_FATAL, "SDL_LOG_CATEGORY_APPLICATION error:%s", SDL_GetError());
				SDL_Quit();
				exit(EXIT_FAILURE);
			}

			debug(LOG_WZ, "Monitor[%d]%dx%d %d %s", i, displaymode.w, displaymode.h, displaymode.refresh_rate, getSDL_fmt_string(displaymode.format));
			if (displaymode.refresh_rate < 59)
			{
				continue;    // only store 60Hz & higher modes, some display report 59 on linux
			}
			screenlist.height = displaymode.h;
			screenlist.width = displaymode.w;
			screenlist.refresh_rate = displaymode.refresh_rate;
			screenlist.screen = i;		// which monitor this belongs to
			displaylist.push_back(screenlist);
		}
	}

	SDL_DisplayMode current = { 0, 0, 0, 0, 0 };
	for (int i = 0; i < SDL_GetNumVideoDisplays(); ++i)
	{
		int display = SDL_GetCurrentDisplayMode(i, &current);
		if (display != 0)
		{
			debug(LOG_FATAL, "Can't get the current display mode, because: %s", SDL_GetError());
			SDL_Quit();
			exit(EXIT_FAILURE);
		}
		debug(LOG_WZ, "Monitor[%d]%dx%d %d", i, current.w, current.h, current.refresh_rate);
	}

	if (width == 0 || height == 0)
	{
		pie_SetVideoBufferWidth(width = screenWidth = current.w);
		pie_SetVideoBufferHeight(height = screenHeight = current.h);
	}
	else
	{
		screenWidth = width;
		screenHeight = height;
	}
	screenWidth = MAX(screenWidth, 640);
	screenHeight = MAX(screenHeight, 480);

	//// The flags to pass to SDL_CreateWindow
	int video_flags  = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;

	if (war_getFullscreen())
	{
		video_flags |= SDL_WINDOW_FULLSCREEN;
	}

	SDL_Rect bounds;
	for (int i = 0; i < SDL_GetNumVideoDisplays(); i++)
	{
		SDL_GetDisplayBounds(i, &bounds);
		debug(LOG_WZ, "Monitor %d: pos %d x %d : res %d x %d", i, (int)bounds.x, (int)bounds.y, (int)bounds.w, (int)bounds.h);
	}
	if (war_GetScreen() > SDL_GetNumVideoDisplays())
	{
		debug(LOG_FATAL, "Invalid screen defined in configuration");
		SDL_Quit();
		exit(EXIT_FAILURE);
	}
	SDL_GetDisplayBounds(war_GetScreen(), &bounds);
	bounds.w -= (bounds.w + screenWidth) / 2;
	bounds.h -= (bounds.h + screenHeight) / 2;
	WZwindow = SDL_CreateWindow(PACKAGE_NAME, bounds.x + bounds.w, bounds.y + bounds.h, screenWidth, screenHeight, video_flags);

	if (!WZwindow)
	{
		debug(LOG_FATAL, "Can't create a window, because: %s", SDL_GetError());
		SDL_Quit();
		exit(EXIT_FAILURE);
	}

	WZglcontext = SDL_GL_CreateContext(WZwindow);
	if (!WZglcontext)
	{
		debug(LOG_ERROR, "Failed to create a openGL context! [%s]", SDL_GetError());
		return false;
	}
	// Set the double buffer OpenGL attribute.
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	// Enable FSAA anti-aliasing if and at the level requested by the user
	if (antialiasing)
	{
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing);
	}

	int bpp = SDL_BITSPERPIXEL(SDL_GetWindowPixelFormat(WZwindow));
	debug(LOG_WZ, "Bpp = %d format %s" , bpp, getSDL_fmt_string(SDL_GetWindowPixelFormat(WZwindow)));
	if (!bpp)
	{
		debug(LOG_ERROR, "Video mode %dx%d@%dbpp is not supported!", width, height, bitDepth);
		return false;
	}
	switch (bpp)
	{
	case 32:
	case 24:		// all is good...
		break;
	case 16:
		info("Using colour depth of %i instead of a 32/24 bit depth (True color).", bpp);
		info("You will experience graphics glitches!");
		break;
	case 8:
		debug(LOG_FATAL, "You don't want to play Warzone with a bit depth of %i, do you?", bpp);
		SDL_Quit();
		exit(1);
		break;
	default:
		debug(LOG_FATAL, "Unsupported bit depth: %i", bpp);
		exit(1);
		break;
	}

	// Enable/disable vsync if requested by the user
	wzSetSwapInterval(war_GetVsync());

	int value = 0;
	if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1 || value == 0)
	{
		debug(LOG_FATAL, "OpenGL initialization did not give double buffering!");
		debug(LOG_FATAL, "Double buffering is required for this game!");
		SDL_Quit();
		exit(1);
	}

#if SDL_BYTEORDER == SDL_BIG_ENDIAN
	uint32_t rmask = 0xff000000;
	uint32_t gmask = 0x00ff0000;
	uint32_t bmask = 0x0000ff00;
	uint32_t amask = 0x000000ff;
#else
	uint32_t rmask = 0x000000ff;
	uint32_t gmask = 0x0000ff00;
	uint32_t bmask = 0x00ff0000;
	uint32_t amask = 0xff000000;
#endif

	SDL_Surface *surface_icon = SDL_CreateRGBSurfaceFrom((void *)wz2100icon.pixel_data, wz2100icon.width, wz2100icon.height, wz2100icon.bytes_per_pixel * 8,
	                            wz2100icon.width * wz2100icon.bytes_per_pixel, rmask, gmask, bmask, amask);
	if (surface_icon)
	{
		SDL_SetWindowIcon(WZwindow, surface_icon);
		SDL_FreeSurface(surface_icon);
	}
	else
	{
		debug(LOG_ERROR, "Could not set window icon because %s", SDL_GetError());
	}

	SDL_SetWindowTitle(WZwindow, PACKAGE_NAME);

	/* initialise all cursors */
	if (war_GetColouredCursor())
	{
		sdlInitColoredCursors();
	}
	else
	{
		sdlInitCursors();
	}

	// FIXME: aspect ratio
	glViewport(0, 0, width, height);
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, width, height, 0, 1, -1);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glCullFace(GL_FRONT);
	glEnable(GL_CULL_FACE);

	return true;
}
Пример #22
0
SDL_Surface *
SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags)
{
    SDL_DisplayMode desktop_mode;
    SDL_DisplayMode mode;
    int window_x = SDL_WINDOWPOS_UNDEFINED;
    int window_y = SDL_WINDOWPOS_UNDEFINED;
    Uint32 window_flags;
    Uint32 desktop_format;
    Uint32 desired_format;
    Uint32 surface_flags;

    if (!SDL_GetVideoDevice()) {
        if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) {
            return NULL;
        }
    }
    
    SDL_GetDesktopDisplayMode(&desktop_mode);

    if (width == 0) {
        width = desktop_mode.w;
    }
    if (height == 0) {
        height = desktop_mode.h;
    }

    /* See if we can simply resize the existing window and surface */
    if (SDL_ResizeVideoMode(width, height, bpp, flags) == 0) {
        return SDL_PublicSurface;
    }

    /* Destroy existing window */
    SDL_PublicSurface = NULL;
    if (SDL_ShadowSurface) {
        SDL_FreeSurface(SDL_ShadowSurface);
        SDL_ShadowSurface = NULL;
    }
    if (SDL_VideoSurface) {
        SDL_DelPaletteWatch(SDL_VideoSurface->format->palette,
                            SDL_VideoPaletteChanged, NULL);
        SDL_FreeSurface(SDL_VideoSurface);
        SDL_VideoSurface = NULL;
    }
    if (SDL_VideoContext) {
        /* SDL_GL_MakeCurrent(0, NULL); *//* Doesn't do anything */
        SDL_GL_DeleteContext(SDL_VideoContext);
        SDL_VideoContext = NULL;
    }
    if (SDL_VideoWindow) {
        SDL_GetWindowPosition(SDL_VideoWindow, &window_x, &window_y);
        SDL_DestroyWindow(SDL_VideoWindow);
    }

    /* Set up the event filter */
    if (!SDL_GetEventFilter(NULL, NULL)) {
        SDL_SetEventFilter(SDL_CompatEventFilter, NULL);
    }

    /* Create a new window */
    window_flags = SDL_WINDOW_SHOWN;
    if (flags & SDL_FULLSCREEN) {
        window_flags |= SDL_WINDOW_FULLSCREEN;
    }
    if (flags & SDL_OPENGL) {
        window_flags |= SDL_WINDOW_OPENGL;
    }
    if (flags & SDL_RESIZABLE) {
        window_flags |= SDL_WINDOW_RESIZABLE;
    }
    if (flags & SDL_NOFRAME) {
        window_flags |= SDL_WINDOW_BORDERLESS;
    }
    GetEnvironmentWindowPosition(width, height, &window_x, &window_y);
    SDL_SetFullscreenDisplayMode(NULL);
    SDL_VideoWindow =
        SDL_CreateWindow(wm_title, window_x, window_y, width, height,
                         window_flags);
    if (!SDL_VideoWindow) {
        return NULL;
    }
    SDL_SetWindowIcon(SDL_VideoWindow, SDL_VideoIcon);

    window_flags = SDL_GetWindowFlags(SDL_VideoWindow);
    surface_flags = 0;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        surface_flags |= SDL_FULLSCREEN;
    }
    if (window_flags & SDL_WINDOW_OPENGL) {
        surface_flags |= SDL_OPENGL;
    }
    if (window_flags & SDL_WINDOW_RESIZABLE) {
        surface_flags |= SDL_RESIZABLE;
    }
    if (window_flags & SDL_WINDOW_BORDERLESS) {
        surface_flags |= SDL_NOFRAME;
    }

    /* Set up the desired display mode */
    desktop_format = desktop_mode.format;
    if (desktop_format && ((flags & SDL_ANYFORMAT)
                           || (bpp == SDL_BITSPERPIXEL(desktop_format)))) {
        desired_format = desktop_format;
    } else {
        switch (bpp) {
        case 0:
            if (desktop_format) {
                desired_format = desktop_format;
            } else {
                desired_format = SDL_PIXELFORMAT_RGB888;
            }
            bpp = SDL_BITSPERPIXEL(desired_format);
            break;
        case 8:
            desired_format = SDL_PIXELFORMAT_INDEX8;
            break;
        case 15:
            desired_format = SDL_PIXELFORMAT_RGB555;
            break;
        case 16:
            desired_format = SDL_PIXELFORMAT_RGB565;
            break;
        case 24:
            desired_format = SDL_PIXELFORMAT_RGB24;
            break;
        case 32:
            desired_format = SDL_PIXELFORMAT_RGB888;
            break;
        default:
            SDL_SetError("Unsupported bpp in SDL_SetVideoMode()");
            return NULL;
        }
    }
    mode.format = desired_format;
    mode.w = width;
    mode.h = height;
    mode.refresh_rate = 0;

    /* Set the desired display mode */
    if (flags & SDL_FULLSCREEN) {
        if (SDL_SetFullscreenDisplayMode(&mode) < 0) {
            return NULL;
        }
    }

    /* If we're in OpenGL mode, just create a stub surface and we're done! */
    if (flags & SDL_OPENGL) {
        SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow);
        if (!SDL_VideoContext) {
            return NULL;
        }
        if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) {
            return NULL;
        }
        SDL_VideoSurface =
            SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0);
        if (!SDL_VideoSurface) {
            return NULL;
        }
        SDL_VideoSurface->flags |= surface_flags;
        SDL_PublicSurface = SDL_VideoSurface;
        return SDL_PublicSurface;
    }

    /* Create a renderer for the window */
    if (SDL_CreateRenderer
        (SDL_VideoWindow, -1,
         SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD) < 0) {
        return NULL;
    }
    SDL_GetRendererInfo(&SDL_VideoRendererInfo);

    /* Create a texture for the screen surface */
    SDL_VideoTexture =
        SDL_CreateTexture(desired_format, SDL_TEXTUREACCESS_STREAMING, width,
                          height);

    if (!SDL_VideoTexture) {
        SDL_VideoTexture =
            SDL_CreateTexture(desktop_format,
                              SDL_TEXTUREACCESS_STREAMING, width, height);
    }
    if (!SDL_VideoTexture) {
        return NULL;
    }

    /* Create the screen surface */
    SDL_VideoSurface = CreateVideoSurface(SDL_VideoTexture);
    if (!SDL_VideoSurface) {
        return NULL;
    }
    SDL_VideoSurface->flags |= surface_flags;

    /* Set a default screen palette */
    if (SDL_VideoSurface->format->palette) {
        SDL_VideoSurface->flags |= SDL_HWPALETTE;
        SDL_DitherColors(SDL_VideoSurface->format->palette->colors,
                         SDL_VideoSurface->format->BitsPerPixel);
        SDL_AddPaletteWatch(SDL_VideoSurface->format->palette,
                            SDL_VideoPaletteChanged, SDL_VideoSurface);
        SDL_SetPaletteColors(SDL_VideoSurface->format->palette,
                             SDL_VideoSurface->format->palette->colors, 0,
                             SDL_VideoSurface->format->palette->ncolors);
    }

    /* Create a shadow surface if necessary */
    if ((bpp != SDL_VideoSurface->format->BitsPerPixel)
        && !(flags & SDL_ANYFORMAT)) {
        SDL_ShadowSurface =
            SDL_CreateRGBSurface(0, width, height, bpp, 0, 0, 0, 0);
        if (!SDL_ShadowSurface) {
            return NULL;
        }
        SDL_ShadowSurface->flags |= surface_flags;

        /* 8-bit SDL_ShadowSurface surfaces report that they have exclusive palette */
        if (SDL_ShadowSurface->format->palette) {
            SDL_ShadowSurface->flags |= SDL_HWPALETTE;
            if (SDL_VideoSurface->format->palette) {
                SDL_SetSurfacePalette(SDL_ShadowSurface,
                                      SDL_VideoSurface->format->palette);
            } else {
                SDL_DitherColors(SDL_ShadowSurface->format->palette->colors,
                                 SDL_ShadowSurface->format->BitsPerPixel);
            }
            SDL_AddPaletteWatch(SDL_ShadowSurface->format->palette,
                                SDL_VideoPaletteChanged, SDL_ShadowSurface);
        }
    }
    SDL_PublicSurface =
        (SDL_ShadowSurface ? SDL_ShadowSurface : SDL_VideoSurface);

    SDL_VideoFlags = flags;

    ClearVideoSurface();

    SetupScreenSaver(flags);

    /* We're finally done! */
    return SDL_PublicSurface;
}
Пример #23
0
void Window::ChangeDisplay(
	int width, int height,
	int bpp, int dbpp,
	bool fullscreen,
	unsigned int antialiasing,
	std::ostream & info_output,
	std::ostream & error_output)
{

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, dbpp);

	fsaa = 1;
	if (antialiasing > 1)
	{
		fsaa = antialiasing;
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
		info_output << "Enabling antialiasing: " << fsaa << "X" << std::endl;
	}
	else
	{
		info_output << "Disabling antialiasing" << std::endl;
	}

	SDL_DisplayMode desktop_mode;
	int display = GetVideoDisplay();

	SDL_GetDesktopDisplayMode(display, &desktop_mode);

	if (width == 0)
		width = desktop_mode.w;

	if (height == 0)
		height = desktop_mode.h;

	if (bpp == 0)
		bpp = SDL_BITSPERPIXEL(desktop_mode.format);

	// Try to resize the existing window and surface
	if (!fullscreen && ResizeWindow(width, height))
		return;

	if (glcontext)
	{
		SDL_GL_DeleteContext(glcontext);
		glcontext = NULL;
	}

	if (window)
	{
		SDL_DestroyWindow(window);
	}

	// Create a new window
	Uint32 window_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
	if (fullscreen)
		window_flags |= SDL_WINDOW_FULLSCREEN;

	window = SDL_CreateWindow(NULL,
		SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
		width, height, window_flags);
	if (!window)
	{
		assert(0);
	}

	glcontext = SDL_GL_CreateContext(window);
	if (!glcontext)
	{
		assert(0);
	}
	if (SDL_GL_MakeCurrent(window, glcontext) < 0)
	{
		assert(0);
	}

	w = width;
	h = height;
}
Пример #24
0
static HBITMAP
GDI_CreateDIBSection(HDC hdc, int w, int h, int pitch, Uint32 format,
                     HPALETTE * hpal, void ** pixels)
{
    int bmi_size;
    LPBITMAPINFO bmi;

    bmi_size = sizeof(BITMAPINFOHEADER) + 256 * sizeof(RGBQUAD);
    bmi = (LPBITMAPINFO) SDL_calloc(1, bmi_size);
    if (!bmi) {
        SDL_OutOfMemory();
        return NULL;
    }
    bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
    bmi->bmiHeader.biWidth = w;
    bmi->bmiHeader.biHeight = -h;  /* topdown bitmap */
    bmi->bmiHeader.biPlanes = 1;
    bmi->bmiHeader.biSizeImage = h * pitch;
    bmi->bmiHeader.biXPelsPerMeter = 0;
    bmi->bmiHeader.biYPelsPerMeter = 0;
    bmi->bmiHeader.biClrUsed = 0;
    bmi->bmiHeader.biClrImportant = 0;
    bmi->bmiHeader.biBitCount = SDL_BYTESPERPIXEL(format) * 8;
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
        bmi->bmiHeader.biCompression = BI_RGB;
        if (hpal) {
            int i, ncolors;
            LOGPALETTE *palette;

            ncolors = (1 << SDL_BITSPERPIXEL(format));
            palette =
                (LOGPALETTE *) SDL_malloc(sizeof(*palette) +
                                          ncolors * sizeof(PALETTEENTRY));
            if (!palette) {
                SDL_free(bmi);
                SDL_OutOfMemory();
                return NULL;
            }
            palette->palVersion = 0x300;
            palette->palNumEntries = ncolors;
            for (i = 0; i < ncolors; ++i) {
                palette->palPalEntry[i].peRed = 0xFF;
                palette->palPalEntry[i].peGreen = 0xFF;
                palette->palPalEntry[i].peBlue = 0xFF;
                palette->palPalEntry[i].peFlags = 0;
            }
            *hpal = CreatePalette(palette);
            SDL_free(palette);
        }
    } else {
        int bpp;
        Uint32 Rmask, Gmask, Bmask, Amask;

        bmi->bmiHeader.biCompression = BI_BITFIELDS;
        SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
                                   &Amask);
        ((Uint32 *) bmi->bmiColors)[0] = Rmask;
        ((Uint32 *) bmi->bmiColors)[1] = Gmask;
        ((Uint32 *) bmi->bmiColors)[2] = Bmask;
        if (hpal) {
            *hpal = NULL;
        }
    }
    return CreateDIBSection(hdc, bmi, DIB_RGB_COLORS, pixels, NULL, 0);
}
Пример #25
0
int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i, done;
    SDL_DisplayMode mode;
    SDL_Event event;
    Uint32 then, now, frames;
    int status;
    int dw, dh;

    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

    /* Initialize parameters */
    fsaa = 0;
    accel = -1;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
                fsaa = atoi(argv[i+1]);
                consumed = 2;
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
                accel = atoi(argv[i+1]);
                consumed = 2;
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
                    SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = 16;
    state->gl_double_buffer = 1;
    if (fsaa) {
        state->gl_multisamplebuffers = 1;
        state->gl_multisamplesamples = fsaa;
    }
    if (accel >= 0) {
        state->gl_accelerated = accel;
    }

    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    /* Create OpenGL context */
    context = SDL_GL_CreateContext(state->windows[0]);
    if (!context) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
        quit(2);
    }
    
    /* Important: call this *after* creating the context */
    if (LoadContext(&ctx) < 0) {
        SDL_Log("Could not load GL functions\n");
        quit(2);
        return 0;
    }

    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
        /* try late-swap-tearing first. If not supported, try normal vsync. */
        if (SDL_GL_SetSwapInterval(-1) == -1) {
            SDL_GL_SetSwapInterval(1);
        }
    } else {
        SDL_GL_SetSwapInterval(0);  /* disable vsync. */
    }

    SDL_GetCurrentDisplayMode(0, &mode);
    SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode.format));
    SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
    SDL_GetWindowSize(state->windows[0], &dw, &dh);
    SDL_Log("Window Size   : %d,%d\n", dw, dh);
    SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
    SDL_Log("Draw Size     : %d,%d\n", dw, dh);
    SDL_Log("\n");
    SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
    SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
    SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
    SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
    SDL_Log("\n");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
    }
    if (fsaa) {
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
                   SDL_GetError());
        }
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
                   SDL_GetError());
        }
    }
    if (accel >= 0) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                   SDL_GetError());
        }
    }

    /* Set rendering settings */
    ctx.glMatrixMode(GL_PROJECTION);
    ctx.glLoadIdentity();
    ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
    ctx.glMatrixMode(GL_MODELVIEW);
    ctx.glLoadIdentity();
    ctx.glEnable(GL_DEPTH_TEST);
    ctx.glDepthFunc(GL_LESS);
    ctx.glShadeModel(GL_SMOOTH);
    
    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            SDLTest_CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            int w, h;
            if (state->windows[i] == NULL)
                continue;
            SDL_GL_MakeCurrent(state->windows[i], context);
            SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
            ctx.glViewport(0, 0, w, h);
            Render();
            SDL_GL_SwapWindow(state->windows[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        SDL_Log("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }
    quit(0);
    return 0;
}
Пример #26
0
void initSDL()
{
	SDL_DisplayMode video_info;
	int init_flags = SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK;

	if(SDL_Init(init_flags) < 0)
	{
		printf("SDL Failed to Init!!!! (%s)\n", SDL_GetError());
		borExit(0);
	}
	SDL_ShowCursor(SDL_DISABLE);
	atexit(SDL_Quit);

#ifdef LOADGL
	if(SDL_GL_LoadLibrary(NULL) < 0)
	{
		printf("Warning: couldn't load OpenGL library (%s)\n", SDL_GetError());
	}
#endif

	SDL_GetCurrentDisplayMode(0, &video_info);
	nativeWidth = video_info.w;
	nativeHeight = video_info.h;
	printf("debug:nativeWidth, nativeHeight, bpp, Hz  %d, %d, %d, %d\n", nativeWidth, nativeHeight, SDL_BITSPERPIXEL(video_info.format), video_info.refresh_rate);

	SDL_initFramerate(&framerate_manager);
	SDL_setFramerate(&framerate_manager, 200);
}
Пример #27
0
rserr_t R_ChangeDisplaySettings( int width, int height, qboolean fullscreen )
{
#ifdef XASH_SDL
	SDL_DisplayMode displayMode;

	SDL_GetCurrentDisplayMode(0, &displayMode);

	R_SaveVideoMode( width, height );

	// check our desktop attributes
	glw_state.desktopBitsPixel = SDL_BITSPERPIXEL(displayMode.format);
	glw_state.desktopWidth = displayMode.w;
	glw_state.desktopHeight = displayMode.h;

	glState.fullScreen = fullscreen;

	// check for 4:3 or 5:4
	if( width * 3 != height * 4 && width * 4 != height * 5 )
		glState.wideScreen = true;
	else glState.wideScreen = false;


	if(!host.hWnd)
	{
		if( !VID_CreateWindow( width, height, fullscreen ) )
			return rserr_invalid_mode;
	}
	else if( fullscreen )
	{
		SDL_DisplayMode want, got;

		want.w = width;
		want.h = height;
		want.driverdata = NULL;
		want.format = want.refresh_rate = 0; // don't care

		if( !SDL_GetClosestDisplayMode(0, &want, &got) )
			return rserr_invalid_mode;

		MsgDev(D_NOTE, "Got closest display mode: %ix%i@%i\n", got.w, got.h, got.refresh_rate);

		if( ( SDL_GetWindowFlags(host.hWnd) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN)
			if( SDL_SetWindowFullscreen(host.hWnd, 0) == -1 )
				return rserr_invalid_fullscreen;

		if( SDL_SetWindowDisplayMode(host.hWnd, &got) )
			return rserr_invalid_mode;

		if( SDL_SetWindowFullscreen(host.hWnd, SDL_WINDOW_FULLSCREEN) == -1 )
			return rserr_invalid_fullscreen;

		R_ChangeDisplaySettingsFast( got.w, got.h );
	}
	else
	{
		if( SDL_SetWindowFullscreen(host.hWnd, 0) )
			return rserr_invalid_fullscreen;
		SDL_SetWindowSize(host.hWnd, width, height);
		R_ChangeDisplaySettingsFast( width, height );
	}
#endif // XASH_SDL
	return rserr_ok;
}
Пример #28
0
bool RenderWindow2D::CreateWindowAndRenderer(unsigned int width, unsigned int height)
{
   int iRet = SDL_Init(SDL_INIT_VIDEO);
   if (iRet < 0)
   {
      ATLTRACE(_T("couldn't init SDL\n"));
      return false;
   }

   unsigned int scaledWidth = width * scaleFactor;
   unsigned int scaledHeight = height * scaleFactor;

   SDL_DisplayMode mode = {0};
   if (SDL_GetDisplayMode(0, 0, &mode) < 0)
   {
      return false;
   }

   int bitsPerPixel = SDL_BITSPERPIXEL(mode.format) == 24 ? 32 : SDL_BITSPERPIXEL(mode.format);

   unscaledSurfaceBuffer.resize(width * height * (bitsPerPixel / 8), 0);

   SDL_Window* rawWindow = nullptr;
   SDL_Renderer* rawRenderer = nullptr;
   SDL_CreateWindowAndRenderer(
      scaledWidth,
      scaledHeight,
      SDL_WINDOW_SHOWN | SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC,
      &rawWindow, &rawRenderer);

   if (rawWindow == nullptr || rawRenderer == nullptr)
      return false;

   window.reset(rawWindow, &SDL_DestroyWindow);
   renderer.reset(rawRenderer, &SDL_DestroyRenderer);

   SDL_RenderSetLogicalSize(renderer.get(), scaledWidth, scaledHeight);

   ATLTRACE(_T("SDL window, res=%ux%u, %i bpp, refresh rate: %i Hz\n"),
      scaledWidth,
      scaledHeight,
      bitsPerPixel,
      mode.refresh_rate);

   // create texture
   Uint32 pixelFormat = bitsPerPixel == 16 ? SDL_PIXELFORMAT_RGB565 : SDL_PIXELFORMAT_ARGB8888;

   int bpp = 0;
   Uint32 rmask = 0, gmask = 0, bmask = 0, amask = 0;
   SDL_PixelFormatEnumToMasks(pixelFormat, &bpp, &rmask, &gmask, &bmask, &amask);

   SDL_Surface* rawSurface = SDL_CreateRGBSurface(0, scaledWidth, scaledHeight, bpp,
      rmask, gmask, bmask, amask);

   if (rawSurface == nullptr)
      return false;

   surface.reset(rawSurface, &SDL_FreeSurface);

   SDL_Texture* rawTexture = SDL_CreateTexture(
      renderer.get(),
      pixelFormat,
      SDL_TEXTUREACCESS_STREAMING,
      scaledWidth,
      scaledHeight);

   if (rawTexture != nullptr)
      texture.reset(rawTexture, &SDL_DestroyTexture);

   return rawTexture != nullptr;
}