ref: dc0f242f251e59fd2bebf2a1c4dd7a8dc2677f5d
dir: /external/SDL2/src/video/emscripten/SDL_emscriptenopengles.c/
/* Simple DirectMedia Layer Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "../../SDL_internal.h" #if SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL #include <emscripten/emscripten.h> #include <GLES2/gl2.h> #include "SDL_emscriptenvideo.h" #include "SDL_emscriptenopengles.h" #define LOAD_FUNC(NAME) _this->egl_data->NAME = NAME; /* EGL implementation of SDL OpenGL support */ int Emscripten_GLES_LoadLibrary(_THIS, const char *path) { /*we can't load EGL dynamically*/ _this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData)); if (!_this->egl_data) { return SDL_OutOfMemory(); } /* Emscripten forces you to manually cast eglGetProcAddress to the real function type; grep for "__eglMustCastToProperFunctionPointerType" in Emscripten's egl.h for details. */ _this->egl_data->eglGetProcAddress = (void *(EGLAPIENTRY *)(const char *)) eglGetProcAddress; LOAD_FUNC(eglGetDisplay); LOAD_FUNC(eglInitialize); LOAD_FUNC(eglTerminate); LOAD_FUNC(eglChooseConfig); LOAD_FUNC(eglGetConfigAttrib); LOAD_FUNC(eglCreateContext); LOAD_FUNC(eglDestroyContext); LOAD_FUNC(eglCreateWindowSurface); LOAD_FUNC(eglDestroySurface); LOAD_FUNC(eglMakeCurrent); LOAD_FUNC(eglSwapBuffers); LOAD_FUNC(eglSwapInterval); LOAD_FUNC(eglWaitNative); LOAD_FUNC(eglWaitGL); LOAD_FUNC(eglBindAPI); LOAD_FUNC(eglQueryString); LOAD_FUNC(eglGetError); _this->egl_data->egl_display = _this->egl_data->eglGetDisplay(EGL_DEFAULT_DISPLAY); if (!_this->egl_data->egl_display) { return SDL_SetError("Could not get EGL display"); } if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) { return SDL_SetError("Could not initialize EGL"); } if (path) { SDL_strlcpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1); } else { *_this->gl_config.driver_path = '\0'; } return 0; } void Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context) { /* WebGL contexts can't actually be deleted, so we need to reset it. ES2 renderer resets state on init anyway, clearing the canvas should be enough */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); SDL_EGL_DeleteContext(_this, context); } SDL_EGL_CreateContext_impl(Emscripten) SDL_EGL_SwapWindow_impl(Emscripten) SDL_EGL_MakeCurrent_impl(Emscripten) void Emscripten_GLES_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h) { SDL_WindowData *data; if (window->driverdata) { data = (SDL_WindowData *) window->driverdata; if (w) { *w = window->w * data->pixel_ratio; } if (h) { *h = window->h * data->pixel_ratio; } } } #endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN && SDL_VIDEO_OPENGL_EGL */ /* vi: set ts=4 sw=4 expandtab: */