view src/video/cocoa/SDL_cocoaopengl.m @ 3846:66fb40445587 SDL-ryan-multiple-audio-device

Removed distinction between "available" and "init" in audio backends, since both had to be checked for success as a pair at the higher level and several of the Available methods were just always-succeed placeholders anyhow. Now the availability check is done in the init code, and the higher level tries all possible drivers until one manages to initialize successfully.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 17 Oct 2006 09:09:21 +0000
parents 81255f93dfcd
children 114a541cfae2
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/*
    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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