Mercurial > touhou
annotate pytouhou/ui/opengl/backend.pyx @ 670:cdb484115c5b
Use the requested rank in eclrenderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 12 Aug 2019 15:10:39 +0200 |
parents | 4fa0a8e7d941 |
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rev | line source |
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635
80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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1 cimport pytouhou.lib.gui as gui |
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2 from pytouhou.lib.gui import Error as GUIError |
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3 from .backend_sdl import create_sdl_window |
636
4fa0a8e7d941
Add a GLFW implementation of gui.Window.
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4 from .backend_glfw import create_glfw_window |
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5 |
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6 from pytouhou.lib.opengl cimport \ |
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7 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, |
8f51e34d911c
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8 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
579
b8df946d394d
Add grouping for OpenGL calls, making traces much more readable.
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9 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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parents:
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10 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, |
585
e0166cda75d5
Use primitive-restart to lower the size of our ibo, if supported.
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parents:
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11 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:
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12 GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei, |
611
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Add back a GL_QUADS path for legacy applications.
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13 GL_PACK_INVERT_MESA, GL_QUADS, GL_TRIANGLE_STRIP, GL_TRIANGLES) |
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14 |
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15 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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16 GameRenderer = None |
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17 |
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18 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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19 def init(options): |
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20 ''' |
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21 Initialize the OpenGL module, and raise if something bad prevents it from |
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parents:
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22 working. |
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23 ''' |
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24 |
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25 cdef str flavor |
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26 |
636
4fa0a8e7d941
Add a GLFW implementation of gui.Window.
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parents:
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27 global profile, major, minor, double_buffer, is_legacy, GameRenderer, use_glfw |
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parents:
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28 |
636
4fa0a8e7d941
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parents:
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29 use_glfw = options['frontend'] == 'glfw' |
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parents:
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30 flavor = options['flavor'] |
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parents:
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31 assert flavor in ('core', 'es', 'compatibility', 'legacy') |
635
80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
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parents:
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32 profile = flavor |
556
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Make the OpenGL flavor and version options work.
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33 version = str(options['version']) |
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Make the OpenGL flavor and version options work.
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34 assert len(version) == 3 and version[1] == '.' |
c34b23e29d16
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parents:
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35 major = int(version[0]) |
c34b23e29d16
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parents:
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36 minor = int(version[2]) |
553
8f51e34d911c
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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37 |
554
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Make both double- and single-buffer available on the CLI, but default to SDL’s default.
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38 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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39 double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1 |
653a9f087673
Make both double- and single-buffer available on the CLI, but default to SDL’s default.
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40 |
595
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41 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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42 |
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43 #TODO: check for framebuffer/renderbuffer support. |
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44 |
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45 from pytouhou.ui.opengl.gamerenderer import GameRenderer |
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parents:
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46 |
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Refactor graphics backend selection, to make them fallbackable and optional.
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47 |
617
a6af3ff86612
Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
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612
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48 cdef bint discover_features() except True: |
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49 '''Discover which features are supported by our context.''' |
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50 |
610
1b31169dc344
Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.
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51 global use_debug_group, use_vao, use_primitive_restart, use_framebuffer_blit, use_pack_invert, use_scaled_rendering |
593
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Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.
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parents:
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52 global primitive_mode |
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53 global shader_header |
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54 global is_legacy |
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parents:
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55 |
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parents:
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56 version = epoxy_gl_version() |
47cf4e3d159d
Use libepoxy to discover the actual GL version we are using, and available extensions.
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parents:
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57 is_desktop = epoxy_is_desktop_gl() |
610
1b31169dc344
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58 is_legacy = is_legacy or (is_desktop and version < 20) |
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parents:
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59 |
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parents:
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60 use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug') |
47cf4e3d159d
Use libepoxy to discover the actual GL version we are using, and available extensions.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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61 use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object') |
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parents:
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62 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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63 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
diff
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64 use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert') |
610
1b31169dc344
Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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65 use_scaled_rendering = not is_legacy #TODO: try to use the EXT framebuffer extension. |
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parents:
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66 |
611
a6a191e371c7
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67 primitive_mode = (GL_QUADS if is_legacy else |
a6a191e371c7
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68 GL_TRIANGLE_STRIP if use_primitive_restart else |
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69 GL_TRIANGLES) |
593
974decb8df4f
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parents:
592
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70 |
595
b7b4a234bf70
Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
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71 if not is_legacy: |
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72 if is_desktop: |
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73 # gl_FragColor isn’t supported anymore starting with GLSL 4.2. |
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parents:
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74 if version >= 42: |
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Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
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parents:
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75 version = 41 |
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76 try: |
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77 glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version] |
b7b4a234bf70
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parents:
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78 except KeyError: |
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79 assert version >= 33 |
b7b4a234bf70
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
593
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80 glsl_version = version * 10 |
b7b4a234bf70
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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81 shader_header = ('#version %d\n\n' % glsl_version).encode() |
b7b4a234bf70
Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
593
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82 else: |
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Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
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83 # The attribute keyword isn’t supported past GLSL ES 3.0. |
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parents:
593
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84 if version >= 30: |
b7b4a234bf70
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85 version = 20 |
b7b4a234bf70
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86 glsl_version = {20: '100', 30: '300 es'}[version] |
b7b4a234bf70
Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
593
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87 shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode() |
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parents:
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88 |
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89 |
589
0768122da817
Add a frameskip option, and use swap interval to implement it.
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90 def create_window(title, x, y, width, height, swap_interval): |
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91 '''Create a window (using SDL) and an OpenGL context.''' |
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92 |
635
80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
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93 cdef gui.Window window |
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4fa0a8e7d941
Add a GLFW implementation of gui.Window.
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94 if use_glfw: |
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Add a GLFW implementation of gui.Window.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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95 window = create_glfw_window(title, width, height) |
4fa0a8e7d941
Add a GLFW implementation of gui.Window.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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96 else: |
4fa0a8e7d941
Add a GLFW implementation of gui.Window.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
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97 window = create_sdl_window(title, x, y, width, height) |
635
80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
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parents:
617
diff
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98 window.create_gl_context() |
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parents:
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99 discover_features() |
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100 |
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101 if use_debug_group: |
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102 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation") |
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103 |
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104 # Initialize OpenGL |
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105 glEnable(GL_BLEND) |
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106 if is_legacy: |
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107 glEnable(GL_TEXTURE_2D) |
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108 glHint(GL_FOG_HINT, GL_NICEST) |
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109 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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110 glEnableClientState(GL_COLOR_ARRAY) |
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111 glEnableClientState(GL_VERTEX_ARRAY) |
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112 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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113 |
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114 if use_primitive_restart: |
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115 glEnable(GL_PRIMITIVE_RESTART) |
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116 glPrimitiveRestartIndex(0xFFFF); |
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117 |
592
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118 if use_pack_invert: |
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119 glPixelStorei(GL_PACK_INVERT_MESA, True) |
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120 |
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121 if use_debug_group: |
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122 glPopDebugGroup() |
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123 |
589
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124 if swap_interval is not None: |
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125 try: |
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126 window.set_swap_interval(swap_interval) |
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127 except GUIError: |
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128 # The OpenGL context doesn’t support setting the swap interval, |
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129 # we’ll probably fallback to SDL_Delay-based clocking. |
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130 pass |
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131 |
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132 return window |