view src/video/quartz/SDL_QuartzGL.m @ 1554:0ca607a5d173

Fixed bug #84 Date: Sun, 23 Oct 2005 16:39:03 +0200 From: "A. Schmid" <sahib@phreaker.net> Subject: [SDL] no software surfaces with svgalib driver? Hi, I noticed that the SDL (1.2.9) svgalib driver only makes use of linear addressable (framebuffer) video modes. On older systems (like one of mine), linear addressable modes are often not available. Especially for cards with VESA VBE < 2.0 the svgalib vesa driver is unusable, since VESA only supports framebuffering for VBE 2.0 and later. The changes necessary to add support for software surfaces seem to be relatively small. I only had to hack src/video/svga/SDL_svgavideo.c (see attached patch). The code worked fine for me, but it is no more than a proof of concept and should be reviewed (probably has a memory leak when switching modes). It also uses the vgagl library (included in the svgalib package) and needs to be linked against it. -Alex
author Sam Lantinga <slouken@libsdl.org>
date Sun, 19 Mar 2006 12:04:40 +0000
parents 376665398b25
children 96c2f89cc7e1 3b2a92126f4d
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/*
    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_config.h"

#include "SDL_QuartzVideo.h"

/*
 * GL_ARB_Multisample is supposed to be available in 10.1, according to Apple:
 *
 *   http://developer.apple.com/opengl/extensions.html#GL_ARB_multisample
 *
 *  ...but it isn't in the system headers, according to Sam:
 *
 *   http://www.libsdl.org/pipermail/sdl/2003-December/058335.html
 *
 * These are normally enums and not #defines in the system headers.
 *
 *   --ryan.
 */
#if (MAC_OS_X_VERSION_MAX_ALLOWED < 1020)
#define NSOpenGLPFASampleBuffers ((NSOpenGLPixelFormatAttribute) 55)
#define NSOpenGLPFASamples ((NSOpenGLPixelFormatAttribute) 56)
#endif


@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 a GL library hasn't been loaded at this point, load the default. */
    if (!this->gl_config.driver_loaded) {
        if (QZ_GL_LoadLibrary(this, NULL) == -1)
            return 0;
    }

    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 ( (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 != 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;
        attr[i++] = NSOpenGLPFANoRecovery;
    }

    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];

    [ fmt release ];

    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. */

    return 1;
}

void QZ_TearDownOpenGL (_THIS) {

    [ NSOpenGLContext clearCurrentContext ];
    [ gl_context clearDrawable ];
    [ gl_context release ];
}


/* SDL OpenGL functions */
static const char *DEFAULT_OPENGL_LIB_NAME =
    "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib";

int    QZ_GL_LoadLibrary    (_THIS, const char *location) {
    if ( gl_context != NULL ) {
        SDL_SetError("OpenGL context already created");
        return -1;
    }

    if (opengl_library != NULL)
        SDL_UnloadObject(opengl_library);

    if (location == NULL)
        location = DEFAULT_OPENGL_LIB_NAME;

    opengl_library = SDL_LoadObject(location);
    if (opengl_library != NULL) {
        this->gl_config.driver_loaded = 1;
        return 0;
    }

    this->gl_config.driver_loaded = 0;
    return -1;
}

void*  QZ_GL_GetProcAddress (_THIS, const char *proc) {
    return SDL_LoadFunction(opengl_library, proc);
}

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 ];
}