diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 2b20b1774..aac3893b5 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1690,6 +1690,32 @@ GL_SetVSync(SDL_Renderer * renderer, const int vsync) return retval; } +static SDL_bool +GL_IsProbablyAccelerated(const GL_RenderData *data) +{ + /*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/ + const char *renderer = (const char *) data->glGetString(GL_RENDERER); + +#ifdef __WINDOWS__ + if (SDL_strcmp(renderer, "GDI Generic") == 0) { + return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */ + } +#endif + +#ifdef __APPLE__ + if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) { + return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */ + } +#endif + + if (SDL_strcmp(renderer, "Software Rasterizer") == 0) { + return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */ + } + + /* !!! FIXME: swrast? llvmpipe? softpipe? */ + + return SDL_TRUE; +} static SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) @@ -1760,7 +1786,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->GL_BindTexture = GL_BindTexture; renderer->GL_UnbindTexture = GL_UnbindTexture; renderer->info = GL_RenderDriver.info; - renderer->info.flags = SDL_RENDERER_ACCELERATED; + renderer->info.flags = 0; /* will set some flags below. */ renderer->driverdata = data; renderer->window = window; @@ -1784,6 +1810,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags) goto error; } + if (GL_IsProbablyAccelerated(data)) { + renderer->info.flags |= SDL_RENDERER_ACCELERATED; + } + #ifdef __MACOSX__ /* Enable multi-threaded rendering */ /* Disabled until Ryan finishes his VBO/PBO code... diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c index 00f84efbc..b38c78920 100644 --- a/src/video/SDL_video.c +++ b/src/video/SDL_video.c @@ -172,129 +172,64 @@ typedef struct { int bytes_per_pixel; } SDL_WindowTextureData; -static SDL_bool -ShouldUseTextureFramebuffer() -{ - const char *hint; - - /* If there's no native framebuffer support then there's no option */ - if (!_this->CreateWindowFramebuffer) { - return SDL_TRUE; - } - - /* If this is the dummy driver there is no texture support */ - if (_this->is_dummy) { - return SDL_FALSE; - } - - /* See if the user or application wants a specific behavior */ - hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION); - if (hint) { - if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) { - return SDL_FALSE; - } else { - return SDL_TRUE; - } - } - - /* Each platform has different performance characteristics */ -#if defined(__WIN32__) - /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. - */ - return SDL_FALSE; - -#elif defined(__MACOSX__) - /* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */ - return SDL_TRUE; - -#elif defined(__LINUX__) - /* Properly configured OpenGL drivers are faster than MIT-SHM */ -#if SDL_VIDEO_OPENGL - /* Ugh, find a way to cache this value! */ - { - SDL_Window *window; - SDL_GLContext context; - SDL_bool hasAcceleratedOpenGL = SDL_FALSE; - - window = SDL_CreateWindow("OpenGL test", -32, -32, 32, 32, SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN); - if (window) { - context = SDL_GL_CreateContext(window); - if (context) { - const GLubyte *(APIENTRY * glGetStringFunc) (GLenum); - const char *vendor = NULL; - - glGetStringFunc = SDL_GL_GetProcAddress("glGetString"); - if (glGetStringFunc) { - vendor = (const char *) glGetStringFunc(GL_VENDOR); - } - /* Add more vendors here at will... */ - if (vendor && - (SDL_strstr(vendor, "ATI Technologies") || - SDL_strstr(vendor, "NVIDIA"))) { - hasAcceleratedOpenGL = SDL_TRUE; - } - SDL_GL_DeleteContext(context); - } - SDL_DestroyWindow(window); - } - return hasAcceleratedOpenGL; - } -#elif SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2 - /* Let's be optimistic about this! */ - return SDL_TRUE; -#else - return SDL_FALSE; -#endif - -#else - /* Play it safe, assume that if there is a framebuffer driver that it's - optimized for the current platform. - */ - return SDL_FALSE; -#endif -} static int -SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch) +SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch) { - SDL_WindowTextureData *data; + SDL_RendererInfo info; + SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); + int i; - data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); if (!data) { SDL_Renderer *renderer = NULL; - int i; const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION); - - /* Check to see if there's a specific driver requested */ - if (hint && *hint != '0' && *hint != '1' && + const SDL_bool specific_accelerated_renderer = ( + hint && *hint != '0' && *hint != '1' && SDL_strcasecmp(hint, "true") != 0 && SDL_strcasecmp(hint, "false") != 0 && - SDL_strcasecmp(hint, "software") != 0) { + SDL_strcasecmp(hint, "software") != 0 + ); + + /* Check to see if there's a specific driver requested */ + if (specific_accelerated_renderer) { for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) { - SDL_RendererInfo info; SDL_GetRenderDriverInfo(i, &info); if (SDL_strcasecmp(info.name, hint) == 0) { renderer = SDL_CreateRenderer(window, i, 0); break; } } - } - - if (!renderer) { + if (!renderer) { + return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available"); + } else if (SDL_GetRendererInfo(renderer, &info) == -1) { + SDL_DestroyRenderer(renderer); + return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available"); + } else if ((info.flags & SDL_RENDERER_ACCELERATED) == 0) { + SDL_DestroyRenderer(renderer); + return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not accelerated"); + } + } else { for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) { - SDL_RendererInfo info; SDL_GetRenderDriverInfo(i, &info); if (SDL_strcmp(info.name, "software") != 0) { renderer = SDL_CreateRenderer(window, i, 0); - if (renderer) { - break; + if (renderer && (SDL_GetRendererInfo(renderer, &info) == 0) && (info.flags & SDL_RENDERER_ACCELERATED)) { + break; /* this will work. */ + } + if (renderer) { /* wasn't accelerated, etc, skip it. */ + SDL_DestroyRenderer(renderer); + renderer = NULL; } } } + if (!renderer) { + return SDL_SetError("No hardware accelerated renderers available"); + } } - if (!renderer) { - return SDL_SetError("No hardware accelerated renderers available"); - } + + /* Both of these checks should be handled above. */ + SDL_assert(renderer != NULL); + SDL_assert(info.flags & SDL_RENDERER_ACCELERATED); /* Create the data after we successfully create the renderer (bug #1116) */ data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data)); @@ -305,6 +240,10 @@ SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * f SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data); data->renderer = renderer; + } else { + if (SDL_GetRendererInfo(data->renderer, &info) == -1) { + return -1; + } } /* Free any old texture and pixel data */ @@ -315,23 +254,14 @@ SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * f SDL_free(data->pixels); data->pixels = NULL; - { - SDL_RendererInfo info; - Uint32 i; + /* Find the first format without an alpha channel */ + *format = info.texture_formats[0]; - if (SDL_GetRendererInfo(data->renderer, &info) < 0) { - return -1; - } - - /* Find the first format without an alpha channel */ - *format = info.texture_formats[0]; - - for (i = 0; i < info.num_texture_formats; ++i) { - if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) && - !SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) { - *format = info.texture_formats[i]; - break; - } + for (i = 0; i < (int) info.num_texture_formats; ++i) { + if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) && + !SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) { + *format = info.texture_formats[i]; + break; } } @@ -413,28 +343,6 @@ SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window * window) SDL_free(data); } - -/* This will switch the video backend from using a software surface to - using a GPU texture through the 2D render API, if we think this would - be more efficient. This only checks once, on demand. */ -static void -PrepareWindowFramebuffer() -{ - /* Add the renderer framebuffer emulation if desired */ - if (_this->checked_texture_framebuffer) { - return; - } - - _this->checked_texture_framebuffer = SDL_TRUE; - - if (ShouldUseTextureFramebuffer()) { - _this->CreateWindowFramebuffer = SDL_CreateWindowTexture; - _this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture; - _this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture; - } -} - - static int cmpmodes(const void *A, const void *B) { @@ -2554,15 +2462,53 @@ SDL_CreateWindowFramebuffer(SDL_Window * window) int pitch; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; + SDL_bool created_framebuffer = SDL_FALSE; - PrepareWindowFramebuffer(); + /* This will switch the video backend from using a software surface to + using a GPU texture through the 2D render API, if we think this would + be more efficient. This only checks once, on demand. */ + if (!_this->checked_texture_framebuffer) { + SDL_bool attempt_texture_framebuffer = SDL_TRUE; - if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) { - return NULL; + if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */ + attempt_texture_framebuffer = SDL_FALSE; + } + + #if defined(__WIN32__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */ + else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) { + attempt_texture_framebuffer = SDL_FALSE; + } + #endif + + if (attempt_texture_framebuffer) { + if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) { + /* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc), + !!! FIXME: we probably need to clean this up so it doesn't interfere with + !!! FIXME: a software fallback at the system level (can we blit to an + !!! FIXME: OpenGL window? etc). */ + } else { + /* future attempts will just try to use a texture framebuffer. */ + /* !!! FIXME: maybe we shouldn't override these but check if we used a texture + !!! FIXME: framebuffer at the right places; is it feasible we could have an + !!! FIXME: accelerated OpenGL window and a second ends up in software? */ + _this->CreateWindowFramebuffer = SDL_CreateWindowTexture; + _this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture; + _this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture; + created_framebuffer = SDL_TRUE; + } + } + + _this->checked_texture_framebuffer = SDL_TRUE; /* don't check this again. */ } - if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) { - return NULL; + if (!created_framebuffer) { + if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) { + return NULL; + } + + if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) { + return NULL; + } } if (window->surface) {