Respect SDL_HINT_RENDER_DRIVER when creating an accelerated window surface

Fixes https://github.com/libsdl-org/SDL/issues/10061
This commit is contained in:
Sam Lantinga 2024-06-29 10:14:27 -07:00
parent a522bfe3f1
commit 2a58e7b11c

View file

@ -297,23 +297,37 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, S
if (!data) {
SDL_Renderer *renderer = NULL;
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
const SDL_bool specific_accelerated_renderer = (hint && *hint != '0' && *hint != '1' &&
SDL_strcasecmp(hint, "true") != 0 &&
SDL_strcasecmp(hint, "false") != 0 &&
SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0);
const char *render_driver = NULL;
const char *hint;
/* See if there's a render driver being requested */
hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
if (hint && *hint != '0' && *hint != '1' &&
SDL_strcasecmp(hint, "true") != 0 &&
SDL_strcasecmp(hint, "false") != 0 &&
SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0) {
render_driver = hint;
}
if (!render_driver) {
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint && *hint && SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0) {
render_driver = hint;
}
}
/* Check to see if there's a specific driver requested */
if (specific_accelerated_renderer) {
renderer = SDL_CreateRenderer(window, hint);
if (render_driver) {
renderer = SDL_CreateRenderer(window, render_driver);
if (!renderer) {
return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
/* The error for this specific renderer has already been set */
return -1;
}
} else {
const int total = SDL_GetNumRenderDrivers();
for (i = 0; i < total; ++i) {
const char *name = SDL_GetRenderDriver(i);
if (name && (SDL_strcmp(name, SDL_SOFTWARE_RENDERER) != 0)) {
if (name && SDL_strcmp(name, SDL_SOFTWARE_RENDERER) != 0) {
renderer = SDL_CreateRenderer(window, name);
if (renderer) {
break; /* this will work. */
@ -3231,6 +3245,55 @@ int SDL_SyncWindow(SDL_Window *window)
return 0;
}
static SDL_bool ShouldAttemptTextureFramebuffer(void)
{
const char *hint;
SDL_bool attempt_texture_framebuffer = SDL_TRUE;
/* The dummy driver never has GPU support, of course. */
if (_this->is_dummy) {
return SDL_FALSE;
}
/* See if there's a hint override */
hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
if (hint && *hint) {
if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0 || SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0) {
attempt_texture_framebuffer = SDL_FALSE;
} else {
attempt_texture_framebuffer = SDL_TRUE;
}
} else {
/* Check for platform specific defaults */
#ifdef SDL_PLATFORM_LINUX
/* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
struct stat sb;
if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
attempt_texture_framebuffer = SDL_FALSE;
}
}
#endif
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
if (_this->CreateWindowFramebuffer && (SDL_strcmp(_this->name, "windows") == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
}
#endif
#ifdef SDL_PLATFORM_EMSCRIPTEN
attempt_texture_framebuffer = SDL_FALSE;
#endif
}
if (attempt_texture_framebuffer) {
/* Using a software renderer will try to display on a window surface, so avoid recursion here */
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint && SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0) {
attempt_texture_framebuffer = SDL_FALSE;
}
}
return attempt_texture_framebuffer;
}
static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
{
SDL_PixelFormatEnum format = SDL_PIXELFORMAT_UNKNOWN;
@ -3245,59 +3308,23 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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;
if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
attempt_texture_framebuffer = SDL_FALSE;
} else {
/* See if the user or application wants to specifically disable the framebuffer */
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
if (hint && *hint) {
if ((*hint == '0') || (SDL_strcasecmp(hint, "false") == 0) || (SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
} else {
attempt_texture_framebuffer = SDL_TRUE;
}
if (ShouldAttemptTextureFramebuffer()) {
if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) < 0) {
/* !!! 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 {
attempt_texture_framebuffer = SDL_TRUE;
#ifdef SDL_PLATFORM_LINUX
/* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
struct stat sb;
if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
attempt_texture_framebuffer = SDL_FALSE;
}
}
#endif
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
if (_this->CreateWindowFramebuffer && (SDL_strcmp(_this->name, "windows") == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
}
#endif
#ifdef SDL_PLATFORM_EMSCRIPTEN
attempt_texture_framebuffer = SDL_FALSE;
#endif
}
if (attempt_texture_framebuffer) {
if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) < 0) {
/* !!! 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->SetWindowFramebufferVSync = SDL_SetWindowTextureVSync;
_this->GetWindowFramebufferVSync = SDL_GetWindowTextureVSync;
_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
created_framebuffer = SDL_TRUE;
}
/* 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->SetWindowFramebufferVSync = SDL_SetWindowTextureVSync;
_this->GetWindowFramebufferVSync = SDL_GetWindowTextureVSync;
_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
created_framebuffer = SDL_TRUE;
}
}