mirror of
https://github.com/glfw/glfw.git
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c3ca88055f
This only supports a swap interval of zero or one, as that is all NSGL supports.
370 lines
11 KiB
Objective-C
370 lines
11 KiB
Objective-C
//========================================================================
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// GLFW 3.4 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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// It is fine to use C99 in this file because it will not be built with VS
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//========================================================================
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#include "internal.h"
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#include <unistd.h>
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#include <math.h>
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static void makeContextCurrentNSGL(_GLFWwindow* window)
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{
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@autoreleasepool {
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if (window)
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[window->context.nsgl.object makeCurrentContext];
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else
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[NSOpenGLContext clearCurrentContext];
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_glfwPlatformSetTls(&_glfw.contextSlot, window);
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} // autoreleasepool
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}
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static void swapBuffersNSGL(_GLFWwindow* window)
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{
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@autoreleasepool {
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// HACK: Simulate vsync with usleep as NSGL swap interval does not apply to
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// windows with a non-visible occlusion state
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if (!([window->ns.object occlusionState] & NSWindowOcclusionStateVisible))
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{
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int interval = 0;
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[window->context.nsgl.object getValues:&interval
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forParameter:NSOpenGLContextParameterSwapInterval];
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if (interval > 0)
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{
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const double framerate = 60.0;
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const uint64_t frequency = _glfwPlatformGetTimerFrequency();
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const uint64_t value = _glfwPlatformGetTimerValue();
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const double elapsed = value / (double) frequency;
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const double period = 1.0 / framerate;
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const double delay = period - fmod(elapsed, period);
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usleep(floorl(delay * 1e6));
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}
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}
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[window->context.nsgl.object flushBuffer];
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} // autoreleasepool
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}
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static void swapIntervalNSGL(int interval)
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{
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@autoreleasepool {
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_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
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if (window)
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{
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[window->context.nsgl.object setValues:&interval
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forParameter:NSOpenGLContextParameterSwapInterval];
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}
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} // autoreleasepool
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}
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static int extensionSupportedNSGL(const char* extension)
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{
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// There are no NSGL extensions
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return GLFW_FALSE;
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}
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static GLFWglproc getProcAddressNSGL(const char* procname)
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{
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CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault,
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procname,
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kCFStringEncodingASCII);
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GLFWglproc symbol = CFBundleGetFunctionPointerForName(_glfw.nsgl.framework,
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symbolName);
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CFRelease(symbolName);
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return symbol;
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}
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static void destroyContextNSGL(_GLFWwindow* window)
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{
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@autoreleasepool {
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[window->context.nsgl.pixelFormat release];
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window->context.nsgl.pixelFormat = nil;
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[window->context.nsgl.object release];
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window->context.nsgl.object = nil;
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} // autoreleasepool
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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// Initialize OpenGL support
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//
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GLFWbool _glfwInitNSGL(void)
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{
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if (_glfw.nsgl.framework)
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return GLFW_TRUE;
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_glfw.nsgl.framework =
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CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
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if (_glfw.nsgl.framework == NULL)
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{
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_glfwInputError(GLFW_API_UNAVAILABLE,
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"NSGL: Failed to locate OpenGL framework");
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return GLFW_FALSE;
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}
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return GLFW_TRUE;
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}
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// Terminate OpenGL support
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//
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void _glfwTerminateNSGL(void)
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{
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}
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// Create the OpenGL context
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//
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GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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const _GLFWctxconfig* ctxconfig,
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const _GLFWfbconfig* fbconfig)
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{
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if (ctxconfig->client == GLFW_OPENGL_ES_API)
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{
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_glfwInputError(GLFW_API_UNAVAILABLE,
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"NSGL: OpenGL ES is not available on macOS");
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return GLFW_FALSE;
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}
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if (ctxconfig->major > 2)
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{
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if (ctxconfig->major == 3 && ctxconfig->minor < 2)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: The targeted version of macOS does not support OpenGL 3.0 or 3.1 but may support 3.2 and above");
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return GLFW_FALSE;
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}
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}
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// Context robustness modes (GL_KHR_robustness) are not yet supported by
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// macOS but are not a hard constraint, so ignore and continue
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// Context release behaviors (GL_KHR_context_flush_control) are not yet
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// supported by macOS but are not a hard constraint, so ignore and continue
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// Debug contexts (GL_KHR_debug) are not yet supported by macOS but are not
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// a hard constraint, so ignore and continue
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// No-error contexts (GL_KHR_no_error) are not yet supported by macOS but
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// are not a hard constraint, so ignore and continue
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#define addAttrib(a) \
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{ \
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assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
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attribs[index++] = a; \
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}
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#define setAttrib(a, v) { addAttrib(a); addAttrib(v); }
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NSOpenGLPixelFormatAttribute attribs[40];
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int index = 0;
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addAttrib(NSOpenGLPFAAccelerated);
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addAttrib(NSOpenGLPFAClosestPolicy);
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if (ctxconfig->nsgl.offline)
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{
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addAttrib(NSOpenGLPFAAllowOfflineRenderers);
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// NOTE: This replaces the NSSupportsAutomaticGraphicsSwitching key in
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// Info.plist for unbundled applications
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// HACK: This assumes that NSOpenGLPixelFormat will remain
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// a straightforward wrapper of its CGL counterpart
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addAttrib(kCGLPFASupportsAutomaticGraphicsSwitching);
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}
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101000
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if (ctxconfig->major >= 4)
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{
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setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core);
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}
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else
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#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
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if (ctxconfig->major >= 3)
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{
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setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
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}
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if (ctxconfig->major <= 2)
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{
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if (fbconfig->auxBuffers != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
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if (fbconfig->accumRedBits != GLFW_DONT_CARE &&
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fbconfig->accumGreenBits != GLFW_DONT_CARE &&
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fbconfig->accumBlueBits != GLFW_DONT_CARE &&
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fbconfig->accumAlphaBits != GLFW_DONT_CARE)
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{
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const int accumBits = fbconfig->accumRedBits +
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fbconfig->accumGreenBits +
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fbconfig->accumBlueBits +
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fbconfig->accumAlphaBits;
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setAttrib(NSOpenGLPFAAccumSize, accumBits);
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}
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}
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if (fbconfig->redBits != GLFW_DONT_CARE &&
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fbconfig->greenBits != GLFW_DONT_CARE &&
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fbconfig->blueBits != GLFW_DONT_CARE)
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{
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int colorBits = fbconfig->redBits +
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fbconfig->greenBits +
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fbconfig->blueBits;
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// macOS needs non-zero color size, so set reasonable values
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if (colorBits == 0)
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colorBits = 24;
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else if (colorBits < 15)
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colorBits = 15;
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setAttrib(NSOpenGLPFAColorSize, colorBits);
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}
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if (fbconfig->alphaBits != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
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if (fbconfig->depthBits != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFADepthSize, fbconfig->depthBits);
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if (fbconfig->stencilBits != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
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if (fbconfig->stereo)
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{
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101200
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_glfwInputError(GLFW_FORMAT_UNAVAILABLE,
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"NSGL: Stereo rendering is deprecated");
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return GLFW_FALSE;
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#else
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addAttrib(NSOpenGLPFAStereo);
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#endif
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}
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if (fbconfig->doublebuffer)
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addAttrib(NSOpenGLPFADoubleBuffer);
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if (fbconfig->samples != GLFW_DONT_CARE)
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{
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if (fbconfig->samples == 0)
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{
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setAttrib(NSOpenGLPFASampleBuffers, 0);
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}
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else
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{
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setAttrib(NSOpenGLPFASampleBuffers, 1);
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setAttrib(NSOpenGLPFASamples, fbconfig->samples);
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}
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}
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// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
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// framebuffer, so there's no need (and no way) to request it
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addAttrib(0);
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#undef addAttrib
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#undef setAttrib
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window->context.nsgl.pixelFormat =
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[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
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if (window->context.nsgl.pixelFormat == nil)
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{
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_glfwInputError(GLFW_FORMAT_UNAVAILABLE,
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"NSGL: Failed to find a suitable pixel format");
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return GLFW_FALSE;
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}
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NSOpenGLContext* share = nil;
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if (ctxconfig->share)
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share = ctxconfig->share->context.nsgl.object;
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window->context.nsgl.object =
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[[NSOpenGLContext alloc] initWithFormat:window->context.nsgl.pixelFormat
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shareContext:share];
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if (window->context.nsgl.object == nil)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: Failed to create OpenGL context");
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return GLFW_FALSE;
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}
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if (fbconfig->transparent)
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{
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GLint opaque = 0;
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[window->context.nsgl.object setValues:&opaque
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forParameter:NSOpenGLContextParameterSurfaceOpacity];
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}
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[window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.retina];
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[window->context.nsgl.object setView:window->ns.view];
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window->context.makeCurrent = makeContextCurrentNSGL;
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window->context.swapBuffers = swapBuffersNSGL;
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window->context.swapInterval = swapIntervalNSGL;
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window->context.extensionSupported = extensionSupportedNSGL;
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window->context.getProcAddress = getProcAddressNSGL;
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window->context.destroy = destroyContextNSGL;
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return GLFW_TRUE;
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW native API //////
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//////////////////////////////////////////////////////////////////////////
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GLFWAPI id glfwGetNSGLContext(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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_GLFW_REQUIRE_INIT_OR_RETURN(nil);
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if (window->context.client == GLFW_NO_API)
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{
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_glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL);
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return nil;
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}
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return window->context.nsgl.object;
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}
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