Mercurial > sdl-ios-xcode
view src/video/cocoa/SDL_cocoaopengl.m @ 3335:b8d313de8a65
Adam Strzelecki to SDL
Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit.
Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes).
(1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs
(2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space
(3) Copy other planes for planar YUVs in UpdateTexture
(4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code
Waiting for comments,
--
Adam Strzelecki | nanoant.com
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 04 Oct 2009 04:03:37 +0000 |
parents | 089a77aebb7d |
children | 7812d3e9564e |
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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 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) { /* 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 = 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: */