diff --git a/src/SFML/Window/Linux/ContextGLX.cpp b/src/SFML/Window/Linux/ContextGLX.cpp index 37732376..bb32862e 100644 --- a/src/SFML/Window/Linux/ContextGLX.cpp +++ b/src/SFML/Window/Linux/ContextGLX.cpp @@ -188,59 +188,42 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co // Find the best visual int bestScore = 0xFFFF; XVisualInfo* bestVisual = NULL; - while (!bestVisual) + for (int i = 0; i < nbVisuals; ++i) { - for (int i = 0; i < nbVisuals; ++i) + // Get the current visual attributes + int RGBA, doubleBuffer, red, green, blue, alpha, depth, stencil, multiSampling, samples; + glXGetConfig(myDisplay, &visuals[i], GLX_RGBA, &RGBA); + glXGetConfig(myDisplay, &visuals[i], GLX_DOUBLEBUFFER, &doubleBuffer); + glXGetConfig(myDisplay, &visuals[i], GLX_RED_SIZE, &red); + glXGetConfig(myDisplay, &visuals[i], GLX_GREEN_SIZE, &green); + glXGetConfig(myDisplay, &visuals[i], GLX_BLUE_SIZE, &blue); + glXGetConfig(myDisplay, &visuals[i], GLX_ALPHA_SIZE, &alpha); + glXGetConfig(myDisplay, &visuals[i], GLX_DEPTH_SIZE, &depth); + glXGetConfig(myDisplay, &visuals[i], GLX_STENCIL_SIZE, &stencil); + glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLE_BUFFERS_ARB, &multiSampling); + glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLES_ARB, &samples); + + // First check the mandatory parameters + if ((RGBA == 0) || (doubleBuffer == 0)) + continue; + + // Evaluate the current configuration + int color = red + green + blue + alpha; + int score = EvaluateFormat(bitsPerPixel, mySettings, color, depth, stencil, multiSampling ? samples : 0); + + // Keep it if it's better than the current best + if (score < bestScore) { - // Get the current visual attributes - int RGBA, doubleBuffer, red, green, blue, alpha, depth, stencil, multiSampling, samples; - glXGetConfig(myDisplay, &visuals[i], GLX_RGBA, &RGBA); - glXGetConfig(myDisplay, &visuals[i], GLX_DOUBLEBUFFER, &doubleBuffer); - glXGetConfig(myDisplay, &visuals[i], GLX_RED_SIZE, &red); - glXGetConfig(myDisplay, &visuals[i], GLX_GREEN_SIZE, &green); - glXGetConfig(myDisplay, &visuals[i], GLX_BLUE_SIZE, &blue); - glXGetConfig(myDisplay, &visuals[i], GLX_ALPHA_SIZE, &alpha); - glXGetConfig(myDisplay, &visuals[i], GLX_DEPTH_SIZE, &depth); - glXGetConfig(myDisplay, &visuals[i], GLX_STENCIL_SIZE, &stencil); - glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLE_BUFFERS_ARB, &multiSampling); - glXGetConfig(myDisplay, &visuals[i], GLX_SAMPLES_ARB, &samples); - - // First check the mandatory parameters - if ((RGBA == 0) || (doubleBuffer == 0)) - continue; - - // Evaluate the current configuration - int color = red + green + blue + alpha; - int score = EvaluateFormat(bitsPerPixel, mySettings, color, depth, stencil, multiSampling ? samples : 0); - - // Keep it if it's better than the current best - if (score < bestScore) - { - bestScore = score; - bestVisual = &visuals[i]; - } + bestScore = score; + bestVisual = &visuals[i]; } + } - // If no visual has been found, try a lower level of antialiasing - if (!bestVisual) - { - if (mySettings.AntialiasingLevel > 2) - { - std::cerr << "Failed to find a pixel format supporting " - << mySettings.AntialiasingLevel << " antialiasing levels ; trying with 2 levels" << std::endl; - mySettings.AntialiasingLevel = 2; - } - else if (mySettings.AntialiasingLevel > 0) - { - std::cerr << "Failed to find a pixel format supporting antialiasing ; antialiasing will be disabled" << std::endl; - mySettings.AntialiasingLevel = 0; - } - else - { - std::cerr << "Failed to find a suitable pixel format for the window -- cannot create OpenGL context" << std::endl; - return; - } - } + // Make sure that we have found a visual + if (!bestVisual) + { + std::cerr << "Failed to find a suitable pixel format for the window -- cannot create OpenGL context" << std::endl; + return; } // Get the context to share display lists with @@ -296,11 +279,14 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co } // Update the creation settings from the chosen format - int depth, stencil; - glXGetConfig(myDisplay, bestVisual, GLX_DEPTH_SIZE, &depth); - glXGetConfig(myDisplay, bestVisual, GLX_STENCIL_SIZE, &stencil); - mySettings.DepthBits = static_cast(depth); - mySettings.StencilBits = static_cast(stencil); + int depth, stencil, multiSampling, samples; + glXGetConfig(myDisplay, bestVisual, GLX_DEPTH_SIZE, &depth); + glXGetConfig(myDisplay, bestVisual, GLX_STENCIL_SIZE, &stencil); + glXGetConfig(myDisplay, bestVisual, GLX_SAMPLE_BUFFERS_ARB, &multiSampling); + glXGetConfig(myDisplay, bestVisual, GLX_SAMPLES_ARB, &samples); + mySettings.DepthBits = static_cast(depth); + mySettings.StencilBits = static_cast(stencil); + mySettings.AntialiasingLevel = multiSampling ? samples : 0; // Change the target window's colormap so that it matches the context's one ::Window root = RootWindow(myDisplay, DefaultScreen(myDisplay));