view src/video/quartz/SDL_QuartzGL.m @ 1676:e136f3ffdc1b SDL-1.3

Adding software renderer implementation
author Sam Lantinga <slouken@libsdl.org>
date Mon, 12 Jun 2006 09:10:06 +0000
parents 782fd950bd46
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2003  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];
}