view src/video/cocoa/SDL_cocoaopengl.m @ 5080:6d94060d16a9

Fixed bug #1011 Daniel Ellis 2010-06-25 15:20:31 PDT SDL based applications sometimes display the wrong application name in the Sound Preferences dialog when using pulseaudio. I can see from the code that the SDL pulse module is initiating a new pulse audio context and passing an application name using the function get_progname(). The get_progname() function returns the name of the current process. However, the process name is often not a suitable name to use. For example, the OpenShot video editor is a python application, and so "python" is displayed in the Sound Preferences window (see Bug #596504), when it should be displaying "OpenShot". PulseAudio allows applications to specify the application name, either at the time the context is created (as SDL does currently), or by special environment variables (see http://www.pulseaudio.org/wiki/ApplicationProperties). If no name is specified, then pulseaudio will determine the name based on the process. If you specify the application name when initiating the pulseaudio context, then that will override any application name specified using an environment variable. As libsdl is a library, I believe the solution is for libsdl to not specify any application name when initiating a pulseaudio context, which will enable applications to specify the application name using environment variables. In the case that the applications do not specify anything, pulseaudio will fall back to using the process name anyway. The attached patch removes the get_progname() function and passes NULL as the application name when creating the pulseaudio context, which fixes the issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 23 Jan 2011 21:55:04 -0800
parents 3d91e31fcf71
children 514f811a4887
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 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 <OpenGL/CGLRenderers.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 = window->display;
    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) {
        if (_this->gl_config.accelerated) {
            attr[i++] = NSOpenGLPFAAccelerated;
        } else {
            attr[i++] = NSOpenGLPFARendererID;
            attr[i++] = kCGLRendererGenericFloatID;
        }
    }

    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->nswindow 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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