Improve window recreation logic in OpenGL* renderers

This commit is contained in:
Gabriel Jacobo 2014-02-27 20:21:46 -03:00
parent 0d5957dfee
commit f61602b434
3 changed files with 28 additions and 14 deletions

View File

@ -32,8 +32,12 @@
#include <OpenGL/OpenGL.h>
#endif
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
#define RENDERER_CONTEXT_MINOR 1
/* OpenGL renderer implementation */
@ -389,13 +393,14 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_CORE || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);

View File

@ -26,6 +26,10 @@
#include "SDL_opengles.h"
#include "../SDL_sysrender.h"
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 1
#define RENDERER_CONTEXT_MINOR 1
@ -288,13 +292,14 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
windowFlags = SDL_GetWindowFlags(window);
if (!(windowFlags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
windowFlags = SDL_GetWindowFlags(window);
if (!(windowFlags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
if (SDL_RecreateWindow(window, windowFlags | SDL_WINDOW_OPENGL) < 0) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);

View File

@ -28,6 +28,9 @@
#include "../../video/SDL_blit.h"
#include "SDL_shaders_gles2.h"
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
@ -1749,13 +1752,14 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
windowFlags = SDL_GetWindowFlags(window);
if (!(windowFlags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
windowFlags = SDL_GetWindowFlags(window);
if (!(windowFlags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
if (SDL_RecreateWindow(window, windowFlags | SDL_WINDOW_OPENGL) < 0) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);