view src/video/cocoa/SDL_cocoaopengl.m @ 1982:3b4ce57c6215

First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 24 Aug 2006 12:10:46 +0000
parents 81255f93dfcd
children 114a541cfae2
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 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 "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)
{
    if (_this->gl_config.driver_loaded) {
        if (path) {
            SDL_SetError("OpenGL library already loaded");
            return -1;
        } else {
            ++_this->gl_config.driver_loaded;
            return 0;
        }
    }
    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));
    _this->gl_config.driver_loaded = 1;
    return 0;
}

void *
Cocoa_GL_GetProcAddress(_THIS, const char *proc)
{
    return SDL_LoadFunction(_this->gl_config.dll_handle, proc);
}

static void
Cocoa_GL_UnloadLibrary(_THIS)
{
    if (_this->gl_config.driver_loaded > 0) {
        if (--_this->gl_config.driver_loaded > 0) {
            return;
        }
        SDL_UnloadObject(_this->gl_config.dll_handle);
        _this->gl_config.dll_handle = NULL;
    }
}

static int
Cocoa_GL_Initialize(_THIS)
{
    if (_this->gl_data) {
        ++_this->gl_data->initialized;
        return 0;
    }

    _this->gl_data =
        (struct SDL_GLDriverData *) SDL_calloc(1,
                                               sizeof(struct
                                                      SDL_GLDriverData));
    if (!_this->gl_data) {
        SDL_OutOfMemory();
        return -1;
    }
    _this->gl_data->initialized = 1;

    if (Cocoa_GL_LoadLibrary(_this, NULL) < 0) {
        return -1;
    }
    return 0;
}

static void
Cocoa_GL_Shutdown(_THIS)
{
    if (!_this->gl_data || (--_this->gl_data->initialized > 0)) {
        return;
    }

    Cocoa_GL_UnloadLibrary(_this);

    SDL_free(_this->gl_data);
    _this->gl_data = NULL;
}

int
Cocoa_GL_SetupWindow(_THIS, SDL_Window * window)
{
    if (Cocoa_GL_Initialize(_this) < 0) {
        return -1;
    }
    return 0;
}

void
Cocoa_GL_CleanupWindow(_THIS, SDL_Window * window)
{
    Cocoa_GL_Shutdown(_this);
}

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 *nscontext;
    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;
    }

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

    [fmt release];

    if (nscontext == 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 = [nscontext 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];
    return nscontext;
}

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;
    long 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;
    long 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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