view src/video/quartz/SDL_QuartzGL.m @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents a1b03ba2fcd0
children 9701c96e2cbb
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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/opengl/extensions.html#GL_ARB_multisample
 *
 *  ...but it isn't in the system headers, according to Sam:
 *
 *   http://www.libsdl.org/pipermail/sdl/2003-December/058335.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


@implementation NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
{
    return _contextAuxiliary;
}
@end

/* 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 = [ gl_context cglContext ];
        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 ];
}