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https://github.com/encounter/SDL.git
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Aaron Barany Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set. When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation. When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
207 lines
7.0 KiB
C
207 lines
7.0 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 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_ANDROID
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#include "SDL_androidevents.h"
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#include "SDL_events.h"
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#include "SDL_androidkeyboard.h"
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#include "SDL_androidwindow.h"
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#include "../SDL_sysvideo.h"
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/* Can't include sysaudio "../../audio/android/SDL_androidaudio.h"
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* because of THIS redefinition */
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#if !SDL_AUDIO_DISABLED && SDL_AUDIO_DRIVER_ANDROID
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extern void ANDROIDAUDIO_ResumeDevices(void);
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extern void ANDROIDAUDIO_PauseDevices(void);
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#else
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static void ANDROIDAUDIO_ResumeDevices(void) {}
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static void ANDROIDAUDIO_PauseDevices(void) {}
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#endif
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#if !SDL_AUDIO_DISABLED && SDL_AUDIO_DRIVER_OPENSLES
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extern void openslES_ResumeDevices(void);
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extern void openslES_PauseDevices(void);
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#else
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static void openslES_ResumeDevices(void) {}
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static void openslES_PauseDevices(void) {}
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#endif
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/* Number of 'type' events in the event queue */
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static int
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SDL_NumberOfEvents(Uint32 type)
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{
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return SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type);
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}
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static void
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android_egl_context_restore(SDL_Window *window)
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{
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if (window) {
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SDL_Event event;
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SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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if (SDL_GL_MakeCurrent(window, (SDL_GLContext) data->egl_context) < 0) {
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/* The context is no longer valid, create a new one */
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data->egl_context = (EGLContext) SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, (SDL_GLContext) data->egl_context);
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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}
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}
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}
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static void
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android_egl_context_backup(SDL_Window *window)
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{
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if (window) {
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/* Keep a copy of the EGL Context so we can try to restore it when we resume */
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SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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data->egl_context = SDL_GL_GetCurrentContext();
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/* We need to do this so the EGLSurface can be freed */
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SDL_GL_MakeCurrent(window, NULL);
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}
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}
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/*
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* Android_ResumeSem and Android_PauseSem are signaled from Java_org_libsdl_app_SDLActivity_nativePause and Java_org_libsdl_app_SDLActivity_nativeResume
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* When the pause semaphore is signaled, if Android_PumpEvents_Blocking is used, the event loop will block until the resume signal is emitted.
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*
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* No polling necessary
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*/
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void
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Android_PumpEvents_Blocking(_THIS)
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{
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SDL_VideoData *videodata = (SDL_VideoData *)_this->driverdata;
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if (videodata->isPaused) {
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SDL_bool isContextExternal = SDL_IsVideoContextExternal();
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/* Make sure this is the last thing we do before pausing */
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if (!isContextExternal) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_backup(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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ANDROIDAUDIO_PauseDevices();
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openslES_PauseDevices();
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if (SDL_SemWait(Android_ResumeSem) == 0) {
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videodata->isPaused = 0;
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ANDROIDAUDIO_ResumeDevices();
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openslES_ResumeDevices();
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!isContextExternal && !SDL_HasEvent(SDL_QUIT)) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_restore(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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/* Make sure SW Keyboard is restored when an app becomes foreground */
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if (SDL_IsTextInputActive()) {
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Android_StartTextInput(_this); /* Only showTextInput */
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}
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}
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} else {
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if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) {
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/* We've been signaled to pause (potentially several times), but before we block ourselves,
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* we need to make sure that the very last event (of the first pause sequence, if several)
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* has reached the app */
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if (SDL_NumberOfEvents(SDL_APP_DIDENTERBACKGROUND) > SDL_SemValue(Android_PauseSem)) {
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videodata->isPausing = 1;
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} else {
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videodata->isPausing = 0;
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videodata->isPaused = 1;
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}
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}
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}
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}
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void
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Android_PumpEvents_NonBlocking(_THIS)
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{
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SDL_VideoData *videodata = (SDL_VideoData *)_this->driverdata;
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static int backup_context = 0;
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if (videodata->isPaused) {
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SDL_bool isContextExternal = SDL_IsVideoContextExternal();
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if (backup_context) {
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if (!isContextExternal) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_backup(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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ANDROIDAUDIO_PauseDevices();
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openslES_PauseDevices();
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backup_context = 0;
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}
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if (SDL_SemTryWait(Android_ResumeSem) == 0) {
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videodata->isPaused = 0;
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ANDROIDAUDIO_ResumeDevices();
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openslES_ResumeDevices();
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!isContextExternal && !SDL_HasEvent(SDL_QUIT)) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_restore(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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/* Make sure SW Keyboard is restored when an app becomes foreground */
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if (SDL_IsTextInputActive()) {
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Android_StartTextInput(_this); /* Only showTextInput */
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}
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}
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} else {
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if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) {
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/* We've been signaled to pause (potentially several times), but before we block ourselves,
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* we need to make sure that the very last event (of the first pause sequence, if several)
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* has reached the app */
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if (SDL_NumberOfEvents(SDL_APP_DIDENTERBACKGROUND) > SDL_SemValue(Android_PauseSem)) {
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videodata->isPausing = 1;
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} else {
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videodata->isPausing = 0;
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videodata->isPaused = 1;
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backup_context = 1;
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}
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_ANDROID */
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/* vi: set ts=4 sw=4 expandtab: */
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