Mercurial > sdl-ios-xcode
view src/video/cocoa/SDL_cocoaopengl.m @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 79c1bd651f04 |
children | 99210400e8b9 |
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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 <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) { 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 *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 */ /* vi: set ts=4 sw=4 expandtab: */