video: Don't check if we can use a "texture framebuffer" until needed.
This prevents SDL from making an OpenGL context and maybe throwing it away immediately by default. It will now only do it when trying to request a window framebuffer directly, or creating an SDL_Renderer with the "software" backend, which makes that request itself. The way SDL decides if it should use a "texture framebuffer" needs dramatic updating, but this solves the immediate problem. Reference Issue #4624.main
parent
71e06a536a
commit
f37e4a94d3
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@ -330,6 +330,7 @@ struct SDL_VideoDevice
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/* * * */
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/* Data common to all drivers */
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SDL_bool checked_texture_framebuffer;
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SDL_bool is_dummy;
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SDL_bool suspend_screensaver;
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SDL_Window *wakeup_window;
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@ -414,6 +414,27 @@ SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window * window)
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}
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/* This will switch the video backend from using a software surface to
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using a GPU texture through the 2D render API, if we think this would
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be more efficient. This only checks once, on demand. */
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static void
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PrepareWindowFramebuffer()
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{
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/* Add the renderer framebuffer emulation if desired */
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if (_this->checked_texture_framebuffer) {
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return;
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}
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_this->checked_texture_framebuffer = SDL_TRUE;
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if (ShouldUseTextureFramebuffer()) {
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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}
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}
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static int
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cmpmodes(const void *A, const void *B)
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{
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@ -564,13 +585,6 @@ SDL_VideoInit(const char *driver_name)
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return SDL_SetError("The video driver did not add any displays");
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}
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/* Add the renderer framebuffer emulation if desired */
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if (ShouldUseTextureFramebuffer()) {
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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}
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/* Disable the screen saver by default. This is a change from <= 2.0.1,
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but most things using SDL are games or media players; you wouldn't
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want a screensaver to trigger if you're playing exclusively with a
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@ -1827,9 +1841,13 @@ SDL_RecreateWindow(SDL_Window * window, Uint32 flags)
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window->surface = NULL;
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window->surface_valid = SDL_FALSE;
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}
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if (_this->DestroyWindowFramebuffer) {
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_this->DestroyWindowFramebuffer(_this, window);
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if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
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if (_this->DestroyWindowFramebuffer) {
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_this->DestroyWindowFramebuffer(_this, window);
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}
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}
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if (_this->DestroyWindow && !(flags & SDL_WINDOW_FOREIGN)) {
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_this->DestroyWindow(_this, window);
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}
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@ -2547,6 +2565,8 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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PrepareWindowFramebuffer();
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if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
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return NULL;
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}
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@ -2610,6 +2630,8 @@ SDL_UpdateWindowSurfaceRects(SDL_Window * window, const SDL_Rect * rects,
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return SDL_SetError("Window surface is invalid, please call SDL_GetWindowSurface() to get a new surface");
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}
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SDL_assert(_this->checked_texture_framebuffer); /* we should have done this before we had a valid surface. */
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return _this->UpdateWindowFramebuffer(_this, window, rects, numrects);
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}
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@ -3138,8 +3160,10 @@ SDL_DestroyWindow(SDL_Window * window)
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window->surface = NULL;
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window->surface_valid = SDL_FALSE;
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}
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if (_this->DestroyWindowFramebuffer) {
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_this->DestroyWindowFramebuffer(_this, window);
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if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
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if (_this->DestroyWindowFramebuffer) {
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_this->DestroyWindowFramebuffer(_this, window);
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}
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}
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if (_this->DestroyWindow) {
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_this->DestroyWindow(_this, window);
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