Mercurial > touhou
annotate pytouhou/ui/opengl/backend.pyx @ 602:c84227022765
Don’t crash when a sound file isn’t present in the resources.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 25 Oct 2014 20:02:56 +0200 |
parents | b7b4a234bf70 |
children | 23b9418e4b2f |
rev | line source |
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589
0768122da817
Add a frameskip option, and use swap interval to implement it.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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1 from pytouhou.lib import sdl |
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2 from pytouhou.lib cimport sdl |
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3 from pytouhou.lib.sdl cimport Window |
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4 |
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5 from pytouhou.lib.opengl cimport \ |
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6 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, |
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7 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
579
b8df946d394d
Add grouping for OpenGL calls, making traces much more readable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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8 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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9 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, |
585
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Use primitive-restart to lower the size of our ibo, if supported.
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10 epoxy_gl_version, epoxy_is_desktop_gl, epoxy_has_gl_extension, |
592
19d930f9e3f0
Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
590
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11 GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei, |
593
974decb8df4f
Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.
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12 GL_PACK_INVERT_MESA, GL_TRIANGLE_STRIP, GL_TRIANGLES) |
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13 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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14 |
8f51e34d911c
Refactor graphics backend selection, to make them fallbackable and optional.
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15 GameRenderer = None |
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16 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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17 |
8f51e34d911c
Refactor graphics backend selection, to make them fallbackable and optional.
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18 def init(options): |
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19 ''' |
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20 Initialize the OpenGL module, and raise if something bad prevents it from |
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21 working. |
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22 ''' |
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23 |
595
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24 cdef str flavor |
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25 |
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26 global profile, major, minor, double_buffer, is_legacy, GameRenderer |
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27 |
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28 flavor = options['flavor'] |
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29 assert flavor in ('core', 'es', 'compatibility', 'legacy') |
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30 profile = (sdl.GL_CONTEXT_PROFILE_CORE if flavor == 'core' else |
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31 sdl.GL_CONTEXT_PROFILE_ES if flavor == 'es' else |
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32 sdl.GL_CONTEXT_PROFILE_COMPATIBILITY) |
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33 |
556
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Make the OpenGL flavor and version options work.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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34 version = str(options['version']) |
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Make the OpenGL flavor and version options work.
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35 assert len(version) == 3 and version[1] == '.' |
c34b23e29d16
Make the OpenGL flavor and version options work.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
555
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36 major = int(version[0]) |
c34b23e29d16
Make the OpenGL flavor and version options work.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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37 minor = int(version[2]) |
553
8f51e34d911c
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parents:
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38 |
554
653a9f087673
Make both double- and single-buffer available on the CLI, but default to SDL’s default.
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parents:
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39 maybe_double_buffer = options['double-buffer'] |
653a9f087673
Make both double- and single-buffer available on the CLI, but default to SDL’s default.
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parents:
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40 double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1 |
653a9f087673
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parents:
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41 |
595
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42 is_legacy = flavor == 'legacy' or flavor == 'compatibility' and major < 2 |
557
0f2af7552462
Don’t hardcode GLSL version in our shaders, instead make them dependent on GL version.
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43 |
553
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44 #TODO: check for framebuffer/renderbuffer support. |
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45 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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46 from pytouhou.ui.opengl.gamerenderer import GameRenderer |
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47 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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48 |
595
b7b4a234bf70
Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
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49 cdef void discover_features() except *: |
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50 '''Discover which features are supported by our context.''' |
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51 |
595
b7b4a234bf70
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parents:
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52 global use_debug_group, use_vao, use_primitive_restart, use_framebuffer_blit, use_pack_invert |
593
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53 global primitive_mode |
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54 global shader_header |
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55 global is_legacy |
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parents:
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56 |
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parents:
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57 version = epoxy_gl_version() |
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58 is_desktop = epoxy_is_desktop_gl() |
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59 is_legacy = is_desktop and version < 20 |
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parents:
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60 |
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61 use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug') |
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parents:
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62 use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object') |
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63 use_primitive_restart = (is_desktop and version >= 31) |
587
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Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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64 use_framebuffer_blit = (is_desktop and version >= 30) |
592
19d930f9e3f0
Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
590
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65 use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert') |
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66 |
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67 primitive_mode = GL_TRIANGLE_STRIP if use_primitive_restart else GL_TRIANGLES |
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68 |
595
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69 if not is_legacy: |
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70 if is_desktop: |
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71 # gl_FragColor isn’t supported anymore starting with GLSL 4.2. |
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72 if version >= 42: |
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73 version = 41 |
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74 try: |
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75 glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version] |
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76 except KeyError: |
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77 assert version >= 33 |
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parents:
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78 glsl_version = version * 10 |
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79 shader_header = ('#version %d\n\n' % glsl_version).encode() |
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parents:
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80 else: |
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81 # The attribute keyword isn’t supported past GLSL ES 3.0. |
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82 if version >= 30: |
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83 version = 20 |
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84 glsl_version = {20: '100', 30: '300 es'}[version] |
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parents:
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85 shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode() |
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parents:
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86 |
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87 |
589
0768122da817
Add a frameskip option, and use swap interval to implement it.
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88 def create_window(title, x, y, width, height, swap_interval): |
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89 '''Create a window (using SDL) and an OpenGL context.''' |
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90 |
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91 sdl.gl_set_attribute(sdl.GL_CONTEXT_PROFILE_MASK, profile) |
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92 sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, major) |
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93 sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, minor) |
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94 sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24) |
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95 if double_buffer >= 0: |
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96 sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, double_buffer) |
553
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97 |
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98 flags = sdl.WINDOW_SHOWN | sdl.WINDOW_OPENGL |
8f51e34d911c
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99 if not is_legacy: |
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100 flags |= sdl.WINDOW_RESIZABLE |
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101 |
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102 window = Window(title, x, y, width, height, flags) |
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103 window.gl_create_context() |
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104 |
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105 discover_features() |
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106 |
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107 #TODO: legacy could support one of the framebuffer extensions for resize, |
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108 # but for now set the window to a fixed size. |
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109 if is_legacy and flags & sdl.WINDOW_RESIZABLE: |
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110 flags &= ~sdl.WINDOW_RESIZABLE |
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111 window = Window(title, x, y, width, height, flags) |
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112 window.gl_create_context() |
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113 |
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114 if use_debug_group: |
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115 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation") |
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116 |
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117 # Initialize OpenGL |
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118 glEnable(GL_BLEND) |
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119 if is_legacy: |
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120 glEnable(GL_TEXTURE_2D) |
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121 glHint(GL_FOG_HINT, GL_NICEST) |
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122 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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123 glEnableClientState(GL_COLOR_ARRAY) |
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124 glEnableClientState(GL_VERTEX_ARRAY) |
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125 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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126 |
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127 if use_primitive_restart: |
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128 glEnable(GL_PRIMITIVE_RESTART) |
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129 glPrimitiveRestartIndex(0xFFFF); |
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130 |
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131 if use_pack_invert: |
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132 glPixelStorei(GL_PACK_INVERT_MESA, True) |
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133 |
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134 if use_debug_group: |
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135 glPopDebugGroup() |
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136 |
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137 if swap_interval is not None: |
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138 try: |
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139 sdl.gl_set_swap_interval(swap_interval) |
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140 except sdl.SDLError: |
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141 # The OpenGL context doesn’t support setting the swap interval, |
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142 # we’ll probably fallback to SDL_Delay-based clocking. |
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143 pass |
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144 |
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145 return window |