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kc3-lang/SDL/src/video/cocoa/SDL_cocoaopengl.m

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  • Author : David Ludwig
    Date : 2014-12-03 10:55:23
    Hash : 70438be2
    Message : WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!

  • src/video/cocoa/SDL_cocoaopengl.m
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely, subject to the following restrictions:
    
      1. The origin of this software must not be misrepresented; you must not
         claim that you wrote the original software. If you use this software
         in a product, an acknowledgment in the product documentation would be
         appreciated but is not required.
      2. Altered source versions must be plainly marked as such, and must not be
         misrepresented as being the original software.
      3. This notice may not be removed or altered from any source distribution.
    */
    #include "../../SDL_internal.h"
    
    /* NSOpenGL implementation of SDL OpenGL support */
    
    #if SDL_VIDEO_OPENGL_CGL
    #include "SDL_cocoavideo.h"
    #include "SDL_cocoaopengl.h"
    
    #include <OpenGL/CGLTypes.h>
    #include <OpenGL/OpenGL.h>
    #include <OpenGL/CGLRenderers.h>
    
    #include "SDL_loadso.h"
    #include "SDL_opengl.h"
    
    #define DEFAULT_OPENGL  "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"
    
    @implementation SDLOpenGLContext : NSOpenGLContext
    
    - (id)initWithFormat:(NSOpenGLPixelFormat *)format
            shareContext:(NSOpenGLContext *)share
    {
        self = [super initWithFormat:format shareContext:share];
        if (self) {
            SDL_AtomicSet(&self->dirty, 0);
            self->window = NULL;
        }
        return self;
    }
    
    - (void)scheduleUpdate
    {
        SDL_AtomicAdd(&self->dirty, 1);
    }
    
    /* This should only be called on the thread on which a user is using the context. */
    - (void)updateIfNeeded
    {
        int value = SDL_AtomicSet(&self->dirty, 0);
        if (value > 0) {
            /* We call the real underlying update here, since -[SDLOpenGLContext update] just calls us. */
            [super update];
        }
    }
    
    /* This should only be called on the thread on which a user is using the context. */
    - (void)update
    {
        /* This ensures that regular 'update' calls clear the atomic dirty flag. */
        [self scheduleUpdate];
        [self updateIfNeeded];
    }
    
    /* Updates the drawable for the contexts and manages related state. */
    - (void)setWindow:(SDL_Window *)newWindow
    {
        if (self->window) {
            SDL_WindowData *oldwindowdata = (SDL_WindowData *)self->window->driverdata;
    
            /* Make sure to remove us from the old window's context list, or we'll get scheduled updates from it too. */
            NSMutableArray *contexts = oldwindowdata->nscontexts;
            @synchronized (contexts) {
                [contexts removeObject:self];
            }
        }
    
        self->window = newWindow;
    
        if (newWindow) {
            SDL_WindowData *windowdata = (SDL_WindowData *)newWindow->driverdata;
    
            /* Now sign up for scheduled updates for the new window. */
            NSMutableArray *contexts = windowdata->nscontexts;
            @synchronized (contexts) {
                [contexts addObject:self];
            }
    
            if ([self view] != [windowdata->nswindow contentView]) {
                [self setView:[windowdata->nswindow contentView]];
                if (self == [NSOpenGLContext currentContext]) {
                    [self update];
                } else {
                    [self scheduleUpdate];
                }
            }
        } else {
            [self clearDrawable];
            if (self == [NSOpenGLContext currentContext]) {
                [self update];
            } else {
                [self scheduleUpdate];
            }
        }
    }
    
    @end
    
    
    int
    Cocoa_GL_LoadLibrary(_THIS, const char *path)
    {
        /* Load the OpenGL library */
        if (path == NULL) {
            path = SDL_getenv("SDL_OPENGL_LIBRARY");
        }
        if (path == NULL) {
            path = DEFAULT_OPENGL;
        }
        _this->gl_config.dll_handle = SDL_LoadObject(path);
        if (!_this->gl_config.dll_handle) {
            return -1;
        }
        SDL_strlcpy(_this->gl_config.driver_path, path,
                    SDL_arraysize(_this->gl_config.driver_path));
        return 0;
    }
    
    void *
    Cocoa_GL_GetProcAddress(_THIS, const char *proc)
    {
        return SDL_LoadFunction(_this->gl_config.dll_handle, proc);
    }
    
    void
    Cocoa_GL_UnloadLibrary(_THIS)
    {
        SDL_UnloadObject(_this->gl_config.dll_handle);
        _this->gl_config.dll_handle = NULL;
    }
    
    SDL_GLContext
    Cocoa_GL_CreateContext(_THIS, SDL_Window * window)
    {
        NSAutoreleasePool *pool;
        SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
        SDL_DisplayData *displaydata = (SDL_DisplayData *)display->driverdata;
        SDL_bool lion_or_later = floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6;
        NSOpenGLPixelFormatAttribute attr[32];
        NSOpenGLPixelFormat *fmt;
        SDLOpenGLContext *context;
        NSOpenGLContext *share_context = nil;
        int i = 0;
        const char *glversion;
        int glversion_major;
        int glversion_minor;
    
        if (_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES) {
            SDL_SetError ("OpenGL ES is not supported on this platform");
            return NULL;
        }
        if ((_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_CORE) && !lion_or_later) {
            SDL_SetError ("OpenGL Core Profile is not supported on this platform version");
            return NULL;
        }
    
        pool = [[NSAutoreleasePool alloc] init];
    
        /* specify a profile if we're on Lion (10.7) or later. */
        if (lion_or_later) {
            NSOpenGLPixelFormatAttribute profile = NSOpenGLProfileVersionLegacy;
            if (_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_CORE) {
                profile = NSOpenGLProfileVersion3_2Core;
            }
            attr[i++] = NSOpenGLPFAOpenGLProfile;
            attr[i++] = profile;
        }
    
        attr[i++] = NSOpenGLPFAColorSize;
        attr[i++] = SDL_BYTESPERPIXEL(display->current_mode.format)*8;
    
        attr[i++] = NSOpenGLPFADepthSize;
        attr[i++] = _this->gl_config.depth_size;
    
        if (_this->gl_config.double_buffer) {
            attr[i++] = NSOpenGLPFADoubleBuffer;
        }
    
        if (_this->gl_config.stereo) {
            attr[i++] = NSOpenGLPFAStereo;
        }
    
        if (_this->gl_config.stencil_size) {
            attr[i++] = NSOpenGLPFAStencilSize;
            attr[i++] = _this->gl_config.stencil_size;
        }
    
        if ((_this->gl_config.accum_red_size +
             _this->gl_config.accum_green_size +
             _this->gl_config.accum_blue_size +
             _this->gl_config.accum_alpha_size) > 0) {
            attr[i++] = NSOpenGLPFAAccumSize;
            attr[i++] = _this->gl_config.accum_red_size + _this->gl_config.accum_green_size + _this->gl_config.accum_blue_size + _this->gl_config.accum_alpha_size;
        }
    
        if (_this->gl_config.multisamplebuffers) {
            attr[i++] = NSOpenGLPFASampleBuffers;
            attr[i++] = _this->gl_config.multisamplebuffers;
        }
    
        if (_this->gl_config.multisamplesamples) {
            attr[i++] = NSOpenGLPFASamples;
            attr[i++] = _this->gl_config.multisamplesamples;
            attr[i++] = NSOpenGLPFANoRecovery;
        }
    
        if (_this->gl_config.accelerated >= 0) {
            if (_this->gl_config.accelerated) {
                attr[i++] = NSOpenGLPFAAccelerated;
            } else {
                attr[i++] = NSOpenGLPFARendererID;
                attr[i++] = kCGLRendererGenericFloatID;
            }
        }
    
        attr[i++] = NSOpenGLPFAScreenMask;
        attr[i++] = CGDisplayIDToOpenGLDisplayMask(displaydata->display);
        attr[i] = 0;
    
        fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attr];
        if (fmt == nil) {
            SDL_SetError("Failed creating OpenGL pixel format");
            [pool release];
            return NULL;
        }
    
        if (_this->gl_config.share_with_current_context) {
            share_context = (NSOpenGLContext*)SDL_GL_GetCurrentContext();
        }
    
        context = [[SDLOpenGLContext alloc] initWithFormat:fmt shareContext:share_context];
    
        [fmt release];
    
        if (context == nil) {
            SDL_SetError("Failed creating OpenGL context");
            [pool release];
            return NULL;
        }
    
        [pool release];
    
        if ( Cocoa_GL_MakeCurrent(_this, window, context) < 0 ) {
            Cocoa_GL_DeleteContext(_this, context);
            SDL_SetError("Failed making OpenGL context current");
            return NULL;
        }
    
        if (_this->gl_config.major_version < 3 &&
            _this->gl_config.profile_mask == 0 &&
            _this->gl_config.flags == 0) {
            /* This is a legacy profile, so to match other backends, we're done. */
        } else {
            const GLubyte *(APIENTRY * glGetStringFunc)(GLenum);
    
            glGetStringFunc = (const GLubyte *(APIENTRY *)(GLenum)) SDL_GL_GetProcAddress("glGetString");
            if (!glGetStringFunc) {
                Cocoa_GL_DeleteContext(_this, context);
                SDL_SetError ("Failed getting OpenGL glGetString entry point");
                return NULL;
            }
    
            glversion = (const char *)glGetStringFunc(GL_VERSION);
            if (glversion == NULL) {
                Cocoa_GL_DeleteContext(_this, context);
                SDL_SetError ("Failed getting OpenGL context version");
                return NULL;
            }
    
            if (SDL_sscanf(glversion, "%d.%d", &glversion_major, &glversion_minor) != 2) {
                Cocoa_GL_DeleteContext(_this, context);
                SDL_SetError ("Failed parsing OpenGL context version");
                return NULL;
            }
    
            if ((glversion_major < _this->gl_config.major_version) ||
               ((glversion_major == _this->gl_config.major_version) && (glversion_minor < _this->gl_config.minor_version))) {
                Cocoa_GL_DeleteContext(_this, context);
                SDL_SetError ("Failed creating OpenGL context at version requested");
                return NULL;
            }
    
            /* In the future we'll want to do this, but to match other platforms
               we'll leave the OpenGL version the way it is for now
             */
            /*_this->gl_config.major_version = glversion_major;*/
            /*_this->gl_config.minor_version = glversion_minor;*/
        }
        return context;
    }
    
    int
    Cocoa_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
    {
        NSAutoreleasePool *pool;
    
        pool = [[NSAutoreleasePool alloc] init];
    
        if (context) {
            SDLOpenGLContext *nscontext = (SDLOpenGLContext *)context;
            [nscontext setWindow:window];
            [nscontext updateIfNeeded];
            [nscontext makeCurrentContext];
        } else {
            [NSOpenGLContext clearCurrentContext];
        }
    
        [pool release];
        return 0;
    }
    
    void
    Cocoa_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
    {
        SDL_WindowData *windata = (SDL_WindowData *) window->driverdata;
        NSView *contentView = [windata->nswindow contentView];
        NSRect viewport = [contentView bounds];
    
        /* This gives us the correct viewport for a Retina-enabled view, only
         * supported on 10.7+. */
        if ([contentView respondsToSelector:@selector(convertRectToBacking:)]) {
            viewport = [contentView convertRectToBacking:viewport];
        }
    
        if (w) {
            *w = viewport.size.width;
        }
    
        if (h) {
            *h = viewport.size.height;
        }
    }
    
    int
    Cocoa_GL_SetSwapInterval(_THIS, int interval)
    {
        NSAutoreleasePool *pool;
        NSOpenGLContext *nscontext;
        GLint value;
        int status;
    
        if (interval < 0) {  /* no extension for this on Mac OS X at the moment. */
            return SDL_SetError("Late swap tearing currently unsupported");
        }
    
        pool = [[NSAutoreleasePool alloc] init];
    
        nscontext = (NSOpenGLContext*)SDL_GL_GetCurrentContext();
        if (nscontext != nil) {
            value = interval;
            [nscontext setValues:&value forParameter:NSOpenGLCPSwapInterval];
            status = 0;
        } else {
            status = SDL_SetError("No current OpenGL context");
        }
    
        [pool release];
        return status;
    }
    
    int
    Cocoa_GL_GetSwapInterval(_THIS)
    {
        NSAutoreleasePool *pool;
        NSOpenGLContext *nscontext;
        GLint value;
        int status = 0;
    
        pool = [[NSAutoreleasePool alloc] init];
    
        nscontext = (NSOpenGLContext*)SDL_GL_GetCurrentContext();
        if (nscontext != nil) {
            [nscontext getValues:&value forParameter:NSOpenGLCPSwapInterval];
            status = (int)value;
        }
    
        [pool release];
        return status;
    }
    
    void
    Cocoa_GL_SwapWindow(_THIS, SDL_Window * window)
    {
        NSAutoreleasePool *pool;
    
        pool = [[NSAutoreleasePool alloc] init];
    
        SDLOpenGLContext* nscontext = (SDLOpenGLContext*)SDL_GL_GetCurrentContext();
        [nscontext flushBuffer];
        [nscontext updateIfNeeded];
    
        [pool release];
    }
    
    void
    Cocoa_GL_DeleteContext(_THIS, SDL_GLContext context)
    {
        NSAutoreleasePool *pool;
        SDLOpenGLContext *nscontext = (SDLOpenGLContext *)context;
    
        pool = [[NSAutoreleasePool alloc] init];
    
        [nscontext setWindow:NULL];
        [nscontext release];
    
        [pool release];
    }
    
    #endif /* SDL_VIDEO_OPENGL_CGL */
    
    /* vi: set ts=4 sw=4 expandtab: */