Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzGL.m @ 4266:62849663f20a SDL-1.2
Removed duplicate memset() calls.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Tue, 29 Sep 2009 13:40:34 +0000 |
parents | 976bc19f8f6b |
children | 8d67936e32ec |
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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 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/graphicsimaging/opengl/extensions.html#GL_ARB_multisample * * ...but it isn't in the system headers, according to Sam: * * http://lists.libsdl.org/pipermail/sdl-libsdl.org/2003-December/039794.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 #ifdef __powerpc__ /* we lost this in 10.6, which has no PPC support. */ @implementation NSOpenGLContext (CGLContextAccess) - (CGLContextObj) cglContext; { return _contextAuxiliary; } @end CGLContextObj QZ_GetCGLContextObj(NSOpenGLContext *nsctx) { return [nsctx cglContext]; } #else CGLContextObj QZ_GetCGLContextObj(NSOpenGLContext *nsctx) { return (CGLContextObj) [nsctx CGLContextObj]; } #endif /* 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; } if ( this->gl_config.accelerated > 0 ) { attr[i++] = NSOpenGLPFAAccelerated; } 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; } /* Synchronize QZ_GL_SwapBuffers() to vertical retrace. * (Apple's documentation is not completely clear about what this setting * exactly does, IMHO - for a detailed explanation see * http://lists.apple.com/archives/mac-opengl/2006/Jan/msg00080.html ) */ if ( this->gl_config.swap_control >= 0 ) { long value; value = this->gl_config.swap_control; [ gl_context setValues: &value forParameter: NSOpenGLCPSwapInterval ]; } /* * 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 = QZ_GetCGLContextObj(gl_context); 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; } case SDL_GL_ACCELERATED_VISUAL: { long val; /* FIXME: How do we get this information here? [fmt getValues: &val forAttribute: NSOpenGLPFAAccelerated attr forVirtualScreen: 0]; */ val = (this->gl_config.accelerated != 0);; *value = val; return 0; } case SDL_GL_SWAP_CONTROL: { long val; [ gl_context getValues: &val forParameter: NSOpenGLCPSwapInterval ]; *value = val; 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 ]; }