Respect SDL_HINT_RENDER_DRIVER when creating an accelerated window surface
Fixes https://github.com/libsdl-org/SDL/issues/10061
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1 changed files with 88 additions and 61 deletions
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@ -297,23 +297,37 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, S
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if (!data) {
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if (!data) {
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SDL_Renderer *renderer = NULL;
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SDL_Renderer *renderer = NULL;
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const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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const char *render_driver = NULL;
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const SDL_bool specific_accelerated_renderer = (hint && *hint != '0' && *hint != '1' &&
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const char *hint;
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SDL_strcasecmp(hint, "true") != 0 &&
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SDL_strcasecmp(hint, "false") != 0 &&
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/* See if there's a render driver being requested */
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SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0);
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hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint && *hint != '0' && *hint != '1' &&
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SDL_strcasecmp(hint, "true") != 0 &&
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SDL_strcasecmp(hint, "false") != 0 &&
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SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0) {
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render_driver = hint;
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}
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if (!render_driver) {
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hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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if (hint && *hint && SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) != 0) {
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render_driver = hint;
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}
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}
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/* Check to see if there's a specific driver requested */
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/* Check to see if there's a specific driver requested */
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if (specific_accelerated_renderer) {
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if (render_driver) {
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renderer = SDL_CreateRenderer(window, hint);
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renderer = SDL_CreateRenderer(window, render_driver);
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if (!renderer) {
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if (!renderer) {
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return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
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/* The error for this specific renderer has already been set */
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return -1;
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}
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}
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} else {
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} else {
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const int total = SDL_GetNumRenderDrivers();
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const int total = SDL_GetNumRenderDrivers();
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for (i = 0; i < total; ++i) {
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for (i = 0; i < total; ++i) {
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const char *name = SDL_GetRenderDriver(i);
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const char *name = SDL_GetRenderDriver(i);
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if (name && (SDL_strcmp(name, SDL_SOFTWARE_RENDERER) != 0)) {
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if (name && SDL_strcmp(name, SDL_SOFTWARE_RENDERER) != 0) {
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renderer = SDL_CreateRenderer(window, name);
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renderer = SDL_CreateRenderer(window, name);
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if (renderer) {
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if (renderer) {
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break; /* this will work. */
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break; /* this will work. */
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@ -3231,6 +3245,55 @@ int SDL_SyncWindow(SDL_Window *window)
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return 0;
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return 0;
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}
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}
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static SDL_bool ShouldAttemptTextureFramebuffer(void)
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{
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const char *hint;
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SDL_bool attempt_texture_framebuffer = SDL_TRUE;
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/* The dummy driver never has GPU support, of course. */
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if (_this->is_dummy) {
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return SDL_FALSE;
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}
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/* See if there's a hint override */
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hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint && *hint) {
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if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0 || SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0) {
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attempt_texture_framebuffer = SDL_FALSE;
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} else {
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attempt_texture_framebuffer = SDL_TRUE;
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}
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} else {
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/* Check for platform specific defaults */
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#ifdef SDL_PLATFORM_LINUX
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/* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
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if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
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struct stat sb;
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if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
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attempt_texture_framebuffer = SDL_FALSE;
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}
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}
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#endif
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#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?) */
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if (_this->CreateWindowFramebuffer && (SDL_strcmp(_this->name, "windows") == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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#endif
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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attempt_texture_framebuffer = SDL_FALSE;
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#endif
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}
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if (attempt_texture_framebuffer) {
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/* Using a software renderer will try to display on a window surface, so avoid recursion here */
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hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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if (hint && SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0) {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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}
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return attempt_texture_framebuffer;
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}
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static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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{
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{
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SDL_PixelFormatEnum format = SDL_PIXELFORMAT_UNKNOWN;
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SDL_PixelFormatEnum format = SDL_PIXELFORMAT_UNKNOWN;
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@ -3245,59 +3308,23 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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using a GPU texture through the 2D render API, if we think this would
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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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be more efficient. This only checks once, on demand. */
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if (!_this->checked_texture_framebuffer) {
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if (!_this->checked_texture_framebuffer) {
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SDL_bool attempt_texture_framebuffer;
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if (ShouldAttemptTextureFramebuffer()) {
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if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) < 0) {
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if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
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/* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
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attempt_texture_framebuffer = SDL_FALSE;
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!!! FIXME: we probably need to clean this up so it doesn't interfere with
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} else {
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!!! FIXME: a software fallback at the system level (can we blit to an
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/* See if the user or application wants to specifically disable the framebuffer */
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!!! FIXME: OpenGL window? etc). */
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const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint && *hint) {
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if ((*hint == '0') || (SDL_strcasecmp(hint, "false") == 0) || (SDL_strcasecmp(hint, SDL_SOFTWARE_RENDERER) == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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} else {
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attempt_texture_framebuffer = SDL_TRUE;
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}
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} else {
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} else {
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attempt_texture_framebuffer = SDL_TRUE;
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/* future attempts will just try to use a texture framebuffer. */
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/* !!! FIXME: maybe we shouldn't override these but check if we used a texture
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#ifdef SDL_PLATFORM_LINUX
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!!! FIXME: framebuffer at the right places; is it feasible we could have an
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/* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
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!!! FIXME: accelerated OpenGL window and a second ends up in software? */
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if ((_this->CreateWindowFramebuffer) && (SDL_strcmp(_this->name, "x11") == 0)) {
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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struct stat sb;
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_this->SetWindowFramebufferVSync = SDL_SetWindowTextureVSync;
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if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
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_this->GetWindowFramebufferVSync = SDL_GetWindowTextureVSync;
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attempt_texture_framebuffer = SDL_FALSE;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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}
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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}
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created_framebuffer = SDL_TRUE;
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#endif
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#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?) */
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if (_this->CreateWindowFramebuffer && (SDL_strcmp(_this->name, "windows") == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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#endif
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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attempt_texture_framebuffer = SDL_FALSE;
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#endif
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}
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if (attempt_texture_framebuffer) {
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if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) < 0) {
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/* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
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!!! FIXME: we probably need to clean this up so it doesn't interfere with
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!!! FIXME: a software fallback at the system level (can we blit to an
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!!! FIXME: OpenGL window? etc). */
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} else {
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/* future attempts will just try to use a texture framebuffer. */
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/* !!! FIXME: maybe we shouldn't override these but check if we used a texture
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!!! FIXME: framebuffer at the right places; is it feasible we could have an
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!!! FIXME: accelerated OpenGL window and a second ends up in software? */
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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_this->SetWindowFramebufferVSync = SDL_SetWindowTextureVSync;
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_this->GetWindowFramebufferVSync = SDL_GetWindowTextureVSync;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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created_framebuffer = SDL_TRUE;
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}
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}
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}
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}
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}
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