view src/video/cocoa/SDL_cocoaopengl.m @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 089a77aebb7d
children 7812d3e9564e
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include "SDL_cocoavideo.h"

/* NSOpenGL implementation of SDL OpenGL support */

#if SDL_VIDEO_OPENGL_CGL
#include <OpenGL/CGLTypes.h>
#include <OpenGL/OpenGL.h>

#include "SDL_loadso.h"
#include "SDL_opengl.h"


#define DEFAULT_OPENGL  "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"

/* This is implemented in Mac OS X 10.3 and above */
#if MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_3
@implementation NSOpenGLContext(CGLContextAccess)
- (CGLContextObj)CGLContextObj;
{
    return _contextAuxiliary;
}
@end
#endif /* < 10.3 */

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_GetDisplayFromWindow(window);
    SDL_DisplayData *displaydata = (SDL_DisplayData *)display->driverdata;
    NSOpenGLPixelFormatAttribute attr[32];
    NSOpenGLPixelFormat *fmt;
    NSOpenGLContext *context;
    int i = 0;

    pool = [[NSAutoreleasePool alloc] init];

    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        attr[i++] = NSOpenGLPFAFullScreen;
    }

    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) {
        attr[i++] = NSOpenGLPFAAccelerated;
    }

    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;
    }

    context = [[NSOpenGLContext alloc] initWithFormat:fmt shareContext:nil];

    [fmt release];

    if (context == nil) {
        SDL_SetError ("Failed creating OpenGL context");
        [pool release];
        return NULL;
    }

    /*
     * 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 = [context CGLContextObj];
        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. */

    [pool release];

    if ( Cocoa_GL_MakeCurrent(_this, window, context) < 0 ) {
        Cocoa_GL_DeleteContext(_this, context);
        return NULL;
    }

    return context;
}

int
Cocoa_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
    NSAutoreleasePool *pool;

    pool = [[NSAutoreleasePool alloc] init];

    if (context) {
        SDL_WindowData *windowdata = (SDL_WindowData *)window->driverdata;
        NSOpenGLContext *nscontext = (NSOpenGLContext *)context;

        if (window->flags & SDL_WINDOW_FULLSCREEN) {
            [nscontext setFullScreen];
        } else {
            [nscontext setView:[windowdata->window contentView]];
            [nscontext update];
        }
        [nscontext makeCurrentContext];
    } else {
        [NSOpenGLContext clearCurrentContext];
    }

    [pool release];
    return 0;
}

int
Cocoa_GL_SetSwapInterval(_THIS, int interval)
{
    NSAutoreleasePool *pool;
    NSOpenGLContext *nscontext;
    GLint value;
    int status;

    pool = [[NSAutoreleasePool alloc] init];

    nscontext = [NSOpenGLContext currentContext];
    if (nscontext != nil) {
        value = interval;
        [nscontext setValues:&value forParameter:NSOpenGLCPSwapInterval];
        status = 0;
    } else {
        SDL_SetError("No current OpenGL context");
        status = -1;
    }

    [pool release];
    return status;
}

int
Cocoa_GL_GetSwapInterval(_THIS)
{
    NSAutoreleasePool *pool;
    NSOpenGLContext *nscontext;
    GLint value;
    int status;

    pool = [[NSAutoreleasePool alloc] init];

    nscontext = [NSOpenGLContext currentContext];
    if (nscontext != nil) {
        [nscontext getValues:&value forParameter:NSOpenGLCPSwapInterval];
        status = (int)value;
    } else {
        SDL_SetError("No current OpenGL context");
        status = -1;
    }

    [pool release];
    return status;
}

void
Cocoa_GL_SwapWindow(_THIS, SDL_Window * window)
{
    NSAutoreleasePool *pool;
    NSOpenGLContext *nscontext;

    pool = [[NSAutoreleasePool alloc] init];

    /* FIXME: Do we need to get the context for the window? */
    nscontext = [NSOpenGLContext currentContext];
    if (nscontext != nil) {
        [nscontext flushBuffer];
    }

    [pool release];
}

void
Cocoa_GL_DeleteContext(_THIS, SDL_GLContext context)
{
    NSAutoreleasePool *pool;
    NSOpenGLContext *nscontext = (NSOpenGLContext *)context;

    pool = [[NSAutoreleasePool alloc] init];

    [nscontext clearDrawable];
    [nscontext release];

    [pool release];
}

#endif /* SDL_VIDEO_OPENGL_CGL */

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