Better handling of X display in OpenGL contexts, which solves some multithreading issues (on Linux)
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1191 4e206d99-4929-0410-ac5d-dfc041789085
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@ -26,7 +26,7 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Linux/ContextGLX.hpp>
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#include <SFML/Window/WindowImpl.hpp>
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#include <SFML/Window/Linux/WindowImplX11.hpp>
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#include <SFML/OpenGL.hpp>
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#include <SFML/Window/glext/glxext.h>
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#include <iostream>
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@ -44,16 +44,19 @@ myWindow (0),
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myContext (NULL),
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myOwnsWindow(true)
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{
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// Open a connection with the X server
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myDisplay = XOpenDisplay(NULL);
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// Create a dummy window (disabled and hidden)
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int screen = DefaultScreen(myDisplay.GetDisplay());
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myWindow = XCreateWindow(myDisplay.GetDisplay(),
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RootWindow(myDisplay.GetDisplay(), screen),
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int screen = DefaultScreen(myDisplay);
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myWindow = XCreateWindow(myDisplay,
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RootWindow(myDisplay, screen),
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0, 0,
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1, 1,
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0,
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DefaultDepth(myDisplay.GetDisplay(), screen),
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DefaultDepth(myDisplay, screen),
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InputOutput,
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DefaultVisual(myDisplay.GetDisplay(), screen),
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DefaultVisual(myDisplay, screen),
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0, NULL);
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// Create the context
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@ -73,6 +76,9 @@ myWindow (0),
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myContext (NULL),
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myOwnsWindow(false)
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{
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// Use the same context as the owner window (important!)
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myDisplay = static_cast<const WindowImplX11*>(owner)->GetDisplay();
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// Get the owner window and its device context
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myWindow = static_cast<Window>(owner->GetHandle());
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@ -95,15 +101,21 @@ ContextGLX::~ContextGLX()
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if (myContext)
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{
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if (glXGetCurrentContext() == myContext)
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glXMakeCurrent(myDisplay.GetDisplay(), None, NULL);
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glXDestroyContext(myDisplay.GetDisplay(), myContext);
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glXMakeCurrent(myDisplay, None, NULL);
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glXDestroyContext(myDisplay, myContext);
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}
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// Destroy the window if we own it
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if (myWindow && myOwnsWindow)
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{
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XDestroyWindow(myDisplay.GetDisplay(), myWindow);
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XFlush(myDisplay.GetDisplay());
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XDestroyWindow(myDisplay, myWindow);
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XFlush(myDisplay);
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}
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// Close the connection with the X server
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if (myOwnsWindow)
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{
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XCloseDisplay(myDisplay);
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}
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}
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@ -118,7 +130,7 @@ bool ContextGLX::MakeCurrent(bool active)
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if (myContext)
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{
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if (glXGetCurrentContext() != myContext)
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return glXMakeCurrent(myDisplay.GetDisplay(), myWindow, myContext) != 0;
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return glXMakeCurrent(myDisplay, myWindow, myContext) != 0;
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else
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return true;
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}
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@ -130,7 +142,7 @@ bool ContextGLX::MakeCurrent(bool active)
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else
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{
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if (glXGetCurrentContext() == myContext)
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return glXMakeCurrent(myDisplay.GetDisplay(), None, NULL) != 0;
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return glXMakeCurrent(myDisplay, None, NULL) != 0;
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else
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return true;
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}
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@ -143,7 +155,7 @@ bool ContextGLX::MakeCurrent(bool active)
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void ContextGLX::Display()
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{
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if (myWindow)
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glXSwapBuffers(myDisplay.GetDisplay(), myWindow);
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glXSwapBuffers(myDisplay, myWindow);
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}
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@ -178,7 +190,7 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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// Get the attributes of the target window
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XWindowAttributes windowAttributes;
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if (XGetWindowAttributes(myDisplay.GetDisplay(), myWindow, &windowAttributes) == 0)
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if (XGetWindowAttributes(myDisplay, myWindow, &windowAttributes) == 0)
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{
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std::cerr << "Failed to get the window attributes" << std::endl;
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return;
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@ -188,11 +200,11 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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XVisualInfo tpl;
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tpl.depth = windowAttributes.depth;
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tpl.visualid = XVisualIDFromVisual(windowAttributes.visual);
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tpl.screen = DefaultScreen(myDisplay.GetDisplay());
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tpl.screen = DefaultScreen(myDisplay);
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// Get all the visuals matching the template
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int nbVisuals = 0;
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XVisualInfo* visuals = XGetVisualInfo(myDisplay.GetDisplay(), VisualDepthMask | VisualIDMask | VisualScreenMask, &tpl, &nbVisuals);
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XVisualInfo* visuals = XGetVisualInfo(myDisplay, VisualDepthMask | VisualIDMask | VisualScreenMask, &tpl, &nbVisuals);
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if (!visuals || (nbVisuals == 0))
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{
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if (visuals)
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@ -210,16 +222,16 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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{
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// Get the current visual attributes
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int RGBA, doubleBuffer, red, green, blue, alpha, depth, stencil, multiSampling, samples;
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_RGBA, &RGBA);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_DOUBLEBUFFER, &doubleBuffer);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_RED_SIZE, &red);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_GREEN_SIZE, &green);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_BLUE_SIZE, &blue);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_ALPHA_SIZE, &alpha);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_DEPTH_SIZE, &depth);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_STENCIL_SIZE, &stencil);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_SAMPLE_BUFFERS_ARB, &multiSampling);
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glXGetConfig(myDisplay.GetDisplay(), &visuals[i], GLX_SAMPLES_ARB, &samples);
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glXGetConfig(myDisplay, &visuals[i], GLX_RGBA, &RGBA);
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glXGetConfig(myDisplay, &visuals[i], GLX_DOUBLEBUFFER, &doubleBuffer);
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glXGetConfig(myDisplay, &visuals[i], GLX_RED_SIZE, &red);
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glXGetConfig(myDisplay, &visuals[i], GLX_GREEN_SIZE, &green);
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glXGetConfig(myDisplay, &visuals[i], GLX_BLUE_SIZE, &blue);
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glXGetConfig(myDisplay, &visuals[i], GLX_ALPHA_SIZE, &alpha);
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glXGetConfig(myDisplay, &visuals[i], GLX_DEPTH_SIZE, &depth);
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glXGetConfig(myDisplay, &visuals[i], GLX_STENCIL_SIZE, &stencil);
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glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLE_BUFFERS_ARB, &multiSampling);
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glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLES_ARB, &samples);
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// First check the mandatory parameters
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if ((RGBA == 0) || (doubleBuffer == 0))
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@ -263,7 +275,7 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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GLXContext toShare = shared ? shared->myContext : NULL;
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// Create the context
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myContext = glXCreateContext(myDisplay.GetDisplay(), bestVisual, toShare, true);
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myContext = glXCreateContext(myDisplay, bestVisual, toShare, true);
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if (!myContext)
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{
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std::cerr << "Failed to create an OpenGL context for this window" << std::endl;
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@ -272,15 +284,15 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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// Update the creation settings from the chosen format
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int depth, stencil;
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glXGetConfig(myDisplay.GetDisplay(), bestVisual, GLX_DEPTH_SIZE, &depth);
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glXGetConfig(myDisplay.GetDisplay(), bestVisual, GLX_STENCIL_SIZE, &stencil);
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glXGetConfig(myDisplay, bestVisual, GLX_DEPTH_SIZE, &depth);
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glXGetConfig(myDisplay, bestVisual, GLX_STENCIL_SIZE, &stencil);
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mySettings.DepthBits = static_cast<unsigned int>(depth);
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mySettings.StencilBits = static_cast<unsigned int>(stencil);
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// Change the target window's colormap so that it matches the context's one
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::Window root = RootWindow(myDisplay.GetDisplay(), DefaultScreen(myDisplay.GetDisplay()));
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Colormap colorMap = XCreateColormap(myDisplay.GetDisplay(), root, bestVisual->visual, AllocNone);
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XSetWindowColormap(myDisplay.GetDisplay(), myWindow, colorMap);
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::Window root = RootWindow(myDisplay, DefaultScreen(myDisplay));
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Colormap colorMap = XCreateColormap(myDisplay, root, bestVisual->visual, AllocNone);
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XSetWindowColormap(myDisplay, myWindow, colorMap);
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// Free the temporary visuals array
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XFree(visuals);
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@ -29,7 +29,6 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/ContextGL.hpp>
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#include <SFML/Window/Linux/DisplayRef.hpp>
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#include <X11/Xlib.h>
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#include <GL/glx.h>
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@ -111,7 +110,7 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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DisplayRef myDisplay; ///< Connection to the X server
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::Display* myDisplay; ///< Connection to the X server
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::Window myWindow; ///< Window to which the context is attached
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GLXContext myContext; ///< OpenGL context
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bool myOwnsWindow; ///< Do we own the window associated to the context?
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}
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////////////////////////////////////////////////////////////
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/// Get the display used by the window.
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/// This functions is meant to be used internally by ContextGLX.
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////////////////////////////////////////////////////////////
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::Display* WindowImplX11::GetDisplay() const
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{
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return myDisplay;
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}
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////////////////////////////////////////////////////////////
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/// /see WindowImpl::GetHandle
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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~WindowImplX11();
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////////////////////////////////////////////////////////////
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/// Get the display used by the window.
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/// This functions is meant to be used internally by ContextGLX.
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///
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/// \return Pointer to the X display of the window
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///
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////////////////////////////////////////////////////////////
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::Display* GetDisplay() const;
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private :
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////////////////////////////////////////////////////////////
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