Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzGL.m @ 889:eac8c69b5706
ate: Fri, 09 Apr 2004 20:07:10 +0200
From: Hibernatus
Subject: [SDL] BUG: changing video mode in opengl + windows
In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call
WIN_GL_ResetWindow when SetPixelFormat fails.
WIN_GL_ResetWindow cannot properly work in its current state, because there
are several things to update once you've created a new window. At least
DirectInput doesn't work anymore here (which is somewhat annoying for the
player :).
I think you can simply remove that function. Many games don't try to
recover from that exception, that's why the newest ATI drivers emulate 16
bpp display in 32 bpp mode so the error never occurs (but the games may run
much slower).
Having SDL_SetVideoMode return NULL would be better than actually setting
the video mode and losing focus, directinput and maybe directsound too. It
also made my previous drivers crash (when switching from 32 bpp windowed to
16 bpp fullscreen).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 16 May 2004 18:02:48 +0000 |
parents | ce05e92d909b |
children | 416158ec61a0 |
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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_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 ( 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.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++] = 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]; if (gl_context == nil) { SDL_SetError ("Failed creating OpenGL context"); return 0; } /* * 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. */ /* Convince SDL that the GL "driver" is loaded */ this->gl_config.driver_loaded = 1; [ fmt release ]; return 1; } void QZ_TearDownOpenGL (_THIS) { [ NSOpenGLContext clearCurrentContext ]; [ gl_context clearDrawable ]; [ gl_context release ]; } /* SDL OpenGL functions */ int QZ_GL_LoadLibrary (_THIS, const char *location) { this->gl_config.driver_loaded = 1; return 1; } void* QZ_GL_GetProcAddress (_THIS, const char *proc) { /* We may want to cache the bundleRef at some point */ CFBundleRef bundle; CFURLRef bundleURL = CFURLCreateWithFileSystemPath (kCFAllocatorDefault, CFSTR("/System/Library/Frameworks/OpenGL.framework"), kCFURLPOSIXPathStyle, true); CFStringRef functionName = CFStringCreateWithCString (kCFAllocatorDefault, proc, kCFStringEncodingASCII); void *function; bundle = CFBundleCreate (kCFAllocatorDefault, bundleURL); assert (bundle != NULL); function = CFBundleGetFunctionPointerForName (bundle, functionName); CFRelease ( bundleURL ); CFRelease ( functionName ); CFRelease ( bundle ); return function; } 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; } glGetIntegerv (attr, (GLint *)value); return 0; } int QZ_GL_MakeCurrent (_THIS) { [ gl_context makeCurrentContext ]; return 0; } void QZ_GL_SwapBuffers (_THIS) { [ gl_context flushBuffer ]; }