mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-07-09 18:59:55 +00:00
Clean up any renderer in SDL_DestroyWindowSurface()
Also added an automated test to verify window surface functionality.
Fixes https://github.com/libsdl-org/SDL/issues/10133
(cherry picked from commit a522bfe3f1)
This commit is contained in:
@@ -1947,12 +1947,6 @@ int SDL_RecreateWindow(SDL_Window *window, Uint32 flags)
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/* Tear down the old native window */
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SDL_DestroyWindowSurface(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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@@ -2667,55 +2661,57 @@ 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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be more efficient. This only checks once, on demand. */
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if (!_this->checked_texture_framebuffer) {
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SDL_bool attempt_texture_framebuffer = SDL_TRUE;
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/* See if the user or application wants to specifically disable the framebuffer */
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const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint) {
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if ((*hint == '0') || (SDL_strcasecmp(hint, "false") == 0) || (SDL_strcasecmp(hint, "software") == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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}
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SDL_bool attempt_texture_framebuffer;
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if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
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attempt_texture_framebuffer = SDL_FALSE;
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}
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} else {
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/* See if the user or application wants to specifically disable the framebuffer */
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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, "software") == 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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attempt_texture_framebuffer = SDL_TRUE;
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#if defined(__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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else 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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/* 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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}
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#endif
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#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
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else 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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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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#if defined(__EMSCRIPTEN__)
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else {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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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) == -1) {
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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->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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created_framebuffer = SDL_TRUE;
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if (attempt_texture_framebuffer) {
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if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {
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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->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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@@ -2724,6 +2720,7 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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if (!created_framebuffer) {
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if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
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SDL_SetError("Window framebuffer support not available");
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return NULL;
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}
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@@ -2733,6 +2730,7 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
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}
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if (window->surface) {
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/* We may have gone recursive and already created the surface */
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return window->surface;
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}
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@@ -2755,7 +2753,12 @@ SDL_Surface *SDL_GetWindowSurface(SDL_Window *window)
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CHECK_WINDOW_MAGIC(window, NULL);
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if (!window->surface_valid) {
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SDL_DestroyWindowSurface(window);
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if (window->surface) {
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window->surface->flags &= ~SDL_DONTFREE;
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SDL_FreeSurface(window->surface);
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window->surface = NULL;
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}
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window->surface = SDL_CreateWindowFramebuffer(window);
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if (window->surface) {
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window->surface_valid = SDL_TRUE;
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@@ -2792,6 +2795,25 @@ int SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects,
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return _this->UpdateWindowFramebuffer(_this, window, rects, numrects);
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}
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int SDL_DestroyWindowSurface(SDL_Window *window)
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{
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CHECK_WINDOW_MAGIC(window, -1);
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if (window->surface) {
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window->surface->flags &= ~SDL_DONTFREE;
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SDL_FreeSurface(window->surface);
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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->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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return 0;
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}
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int SDL_SetWindowBrightness(SDL_Window * window, float brightness)
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{
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Uint16 ramp[256];
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@@ -2837,19 +2859,6 @@ int SDL_SetWindowOpacity(SDL_Window * window, float opacity)
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return retval;
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}
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int SDL_DestroyWindowSurface(SDL_Window *window)
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{
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CHECK_WINDOW_MAGIC(window, -1);
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if (window->surface) {
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window->surface->flags &= ~SDL_DONTFREE;
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SDL_FreeSurface(window->surface);
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window->surface = NULL;
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window->surface_valid = SDL_FALSE;
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}
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return 0;
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}
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int SDL_GetWindowOpacity(SDL_Window *window, float *out_opacity)
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{
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CHECK_WINDOW_MAGIC(window, -1);
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@@ -3288,19 +3297,15 @@ void SDL_DestroyWindow(SDL_Window *window)
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SDL_SetMouseFocus(NULL);
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}
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/* make no context current if this is the current context window. */
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SDL_DestroyWindowSurface(window);
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/* Make no context current if this is the current context window */
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if (window->flags & SDL_WINDOW_OPENGL) {
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if (_this->current_glwin == window) {
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SDL_GL_MakeCurrent(window, NULL);
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}
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}
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SDL_DestroyWindowSurface(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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}
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