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The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
118 lines
3.5 KiB
C
118 lines
3.5 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL
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#include <emscripten/emscripten.h>
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#include <GLES2/gl2.h>
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#include "SDL_emscriptenvideo.h"
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#include "SDL_emscriptenopengles.h"
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#define LOAD_FUNC(NAME) _this->egl_data->NAME = NAME;
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/* EGL implementation of SDL OpenGL support */
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int
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Emscripten_GLES_LoadLibrary(_THIS, const char *path) {
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/*we can't load EGL dynamically*/
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_this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData));
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if (!_this->egl_data) {
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return SDL_OutOfMemory();
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}
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LOAD_FUNC(eglGetDisplay);
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LOAD_FUNC(eglInitialize);
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LOAD_FUNC(eglTerminate);
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LOAD_FUNC(eglGetProcAddress);
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LOAD_FUNC(eglChooseConfig);
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LOAD_FUNC(eglGetConfigAttrib);
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LOAD_FUNC(eglCreateContext);
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LOAD_FUNC(eglDestroyContext);
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LOAD_FUNC(eglCreateWindowSurface);
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LOAD_FUNC(eglDestroySurface);
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LOAD_FUNC(eglMakeCurrent);
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LOAD_FUNC(eglSwapBuffers);
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LOAD_FUNC(eglSwapInterval);
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LOAD_FUNC(eglWaitNative);
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LOAD_FUNC(eglWaitGL);
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LOAD_FUNC(eglBindAPI);
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_this->egl_data->egl_display = _this->egl_data->eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (!_this->egl_data->egl_display) {
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return SDL_SetError("Could not get EGL display");
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}
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if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
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return SDL_SetError("Could not initialize EGL");
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}
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_this->gl_config.driver_loaded = 1;
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if (path) {
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SDL_strlcpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1);
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} else {
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*_this->gl_config.driver_path = '\0';
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}
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return 0;
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}
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void
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Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context)
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{
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/*
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WebGL contexts can't actually be deleted, so we need to reset it.
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ES2 renderer resets state on init anyway, clearing the canvas should be enough
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*/
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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SDL_EGL_DeleteContext(_this, context);
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}
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SDL_EGL_CreateContext_impl(Emscripten)
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SDL_EGL_SwapWindow_impl(Emscripten)
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SDL_EGL_MakeCurrent_impl(Emscripten)
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void
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Emscripten_GLES_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
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{
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SDL_WindowData *data;
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if (window->driverdata) {
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data = (SDL_WindowData *) window->driverdata;
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if (w) {
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*w = window->w * data->pixel_ratio;
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}
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if (h) {
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*h = window->h * data->pixel_ratio;
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL */
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/* vi: set ts=4 sw=4 expandtab: */
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