diff src/video/quartz/SDL_QuartzGL.m @ 761:c5b2b6d2d1fe

Date: Wed, 31 Dec 2003 21:55:30 +0100 From: Max Horn Subject: SDL: video/quartz cleanup while doing some experimental changes in the quartz code, I was annoyed by having to recompile that one big .o file over and over again. So I decided to finally realize one TODO: properly splitting the code over multiple files :-). With two exceptions, I didn't make code changes, only rearranged files and added new headers. Since there are several new files, making a patch didn't work out so well, so I decided to just send you all the new & modified files. The one source change I made is related to showing/hiding the mouse. I renamed cursor_visible to cursor_should_be_visible and cursor_hidden to cursor_visible; I think that makes reading the code easier. Then I added two new functions: QZ_ShowMouse and QZ_HideMouse. They help manage cursor_visible (the former 'cursor_hidden'). Finally I replaced the Carbon ShowCursor/HiderCuror calls by [NSCursor hide] and [NSCursor unhide]. The API docs are not conclusive, but it might be that with those the "cursor_visible" (former 'cursor_hidden') hack may not be necessary anymore; however so far I didn't test this hypothesis, so I left that in. The other change was to remove in_foreground and use [NSApp isActive] instead: Manually keeping track of whether we are in the foreground is error prone. This should work better in some corner cases.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Jan 2004 14:55:35 +0000
parents
children ac44ddb84f6f
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/quartz/SDL_QuartzGL.m	Sun Jan 04 14:55:35 2004 +0000
@@ -0,0 +1,228 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2003  Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Library General Public
+    License as published by the Free Software Foundation; either
+    version 2 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Library General Public License for more details.
+
+    You should have received a copy of the GNU Library General Public
+    License along with this library; if not, write to the Free
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#include "SDL_QuartzVideo.h"
+
+/* 
+    This is a workaround to directly access NSOpenGLContext's CGL context
+    We need this to check for errors NSOpenGLContext doesn't support
+*/
+@interface NSOpenGLContext (CGLContextAccess)
+- (CGLContextObj) cglContext;
+@end
+
+@implementation NSOpenGLContext (CGLContextAccess)
+- (CGLContextObj) cglContext;
+{
+    return _contextAuxiliary;
+}
+@end
+
+/* OpenGL helper functions (used internally) */
+
+int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) {
+
+    NSOpenGLPixelFormatAttribute attr[32];
+    NSOpenGLPixelFormat *fmt;
+    int i = 0;
+    int colorBits = bpp;
+
+    if ( flags & SDL_FULLSCREEN ) {
+
+        attr[i++] = NSOpenGLPFAFullScreen;
+    }
+    /* In windowed mode, the OpenGL pixel depth must match device pixel depth */
+    else if ( colorBits != device_bpp ) {
+
+        colorBits = device_bpp;
+    }
+
+    attr[i++] = NSOpenGLPFAColorSize;
+    attr[i++] = colorBits;
+
+    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 != 0 ) {
+        attr[i++] = NSOpenGLPFAStencilSize;
+        attr[i++] = this->gl_config.stencil_size;
+    }
+
+#if NSOPENGL_CURRENT_VERSION > 1  /* What version should this be? */
+    if ( this->gl_config.multisamplebuffers != 0 ) {
+        attr[i++] = NSOpenGLPFASampleBuffers;
+        attr[i++] = this->gl_config.multisamplebuffers;
+    }
+
+    if ( this->gl_config.multisamplesamples != 0 ) {
+        attr[i++] = NSOpenGLPFASamples;
+        attr[i++] = this->gl_config.multisamplesamples;
+    }
+#endif
+
+    attr[i++] = NSOpenGLPFAScreenMask;
+    attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id);
+    attr[i] = 0;
+
+    fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ];
+    if (fmt == nil) {
+        SDL_SetError ("Failed creating OpenGL pixel format");
+        return 0;
+    }
+
+    gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt
+                                               shareContext:nil];
+
+    if (gl_context == nil) {
+        SDL_SetError ("Failed creating OpenGL context");
+        return 0;
+    }
+
+    /*
+     * Wisdom from Apple engineer in reference to UT2003's OpenGL performance:
+     *  "You are blowing a couple of the internal OpenGL function caches. This
+     *  appears to be happening in the VAO case.  You can tell OpenGL to up
+     *  the cache size by issuing the following calls right after you create
+     *  the OpenGL context.  The default cache size is 16."    --ryan.
+     */
+
+    #ifndef GLI_ARRAY_FUNC_CACHE_MAX
+    #define GLI_ARRAY_FUNC_CACHE_MAX 284
+    #endif
+
+    #ifndef GLI_SUBMIT_FUNC_CACHE_MAX
+    #define GLI_SUBMIT_FUNC_CACHE_MAX 280
+    #endif
+
+    {
+        long cache_max = 64;
+        CGLContextObj ctx = [ gl_context cglContext ];
+        CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max);
+        CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max);
+    }
+
+    /* End Wisdom from Apple Engineer section. --ryan. */
+
+    /* Convince SDL that the GL "driver" is loaded */
+    this->gl_config.driver_loaded = 1;
+
+    [ fmt release ];
+
+    return 1;
+}
+
+void QZ_TearDownOpenGL (_THIS) {
+
+    [ NSOpenGLContext clearCurrentContext ];
+    [ gl_context clearDrawable ];
+    [ gl_context release ];
+}
+
+
+/* SDL OpenGL functions */
+
+int    QZ_GL_LoadLibrary    (_THIS, const char *location) {
+    this->gl_config.driver_loaded = 1;
+    return 1;
+}
+
+void*  QZ_GL_GetProcAddress (_THIS, const char *proc) {
+
+    /* We may want to cache the bundleRef at some point */
+    CFBundleRef bundle;
+    CFURLRef bundleURL = CFURLCreateWithFileSystemPath (kCFAllocatorDefault,
+                                                        CFSTR("/System/Library/Frameworks/OpenGL.framework"), kCFURLPOSIXPathStyle, true);
+
+    CFStringRef functionName = CFStringCreateWithCString
+        (kCFAllocatorDefault, proc, kCFStringEncodingASCII);
+
+    void *function;
+
+    bundle = CFBundleCreate (kCFAllocatorDefault, bundleURL);
+    assert (bundle != NULL);
+
+    function = CFBundleGetFunctionPointerForName (bundle, functionName);
+
+    CFRelease ( bundleURL );
+    CFRelease ( functionName );
+    CFRelease ( bundle );
+
+    return function;
+}
+
+int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value) {
+
+    GLenum attr = 0;
+
+    QZ_GL_MakeCurrent (this);
+
+    switch (attrib) {
+        case SDL_GL_RED_SIZE: attr = GL_RED_BITS;   break;
+        case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS;  break;
+        case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break;
+        case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break;
+        case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break;
+        case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS;  break;
+        case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break;
+        case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break;
+        case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break;
+        case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break;
+        case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break;
+        case SDL_GL_STEREO: attr = GL_STEREO; break;
+        case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break;
+        case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break;
+        case SDL_GL_BUFFER_SIZE:
+        {
+            GLint bits = 0;
+            GLint component;
+
+            /* there doesn't seem to be a single flag in OpenGL for this! */
+            glGetIntegerv (GL_RED_BITS, &component);   bits += component;
+            glGetIntegerv (GL_GREEN_BITS,&component);  bits += component;
+            glGetIntegerv (GL_BLUE_BITS, &component);  bits += component;
+            glGetIntegerv (GL_ALPHA_BITS, &component); bits += component;
+
+            *value = bits;
+        }
+        return 0;
+    }
+
+    glGetIntegerv (attr, (GLint *)value);
+    return 0;
+}
+
+int    QZ_GL_MakeCurrent    (_THIS) {
+    [ gl_context makeCurrentContext ];
+    return 0;
+}
+
+void   QZ_GL_SwapBuffers    (_THIS) {
+    [ gl_context flushBuffer ];
+}