src/video/quartz/SDL_QuartzGL.m
author Sam Lantinga <slouken@libsdl.org>
Tue, 21 Feb 2006 02:42:05 +0000
changeset 1400 5abff0870de2
parent 1195 bb6791b0a268
child 1403 376665398b25
permissions -rw-r--r--
Date: Mon, 20 Feb 2006 19:54:51 -0500 From: Brian Barnes Subject: [SDL] Fix for FSAA OS X bug -- Please fix in CVS Code I stopped complaining and went in an fixed the bug myself :) SDL always dies if you try to use FSAA on Mac OS X, the problem is in the file: SDL_QuartzGL.m
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2003  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_QuartzVideo.h"
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857
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/*
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 * GL_ARB_Multisample is supposed to be available in 10.1, according to Apple:
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 *
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 *   http://developer.apple.com/opengl/extensions.html#GL_ARB_multisample
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 *
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 *  ...but it isn't in the system headers, according to Sam:
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 *
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 *   http://www.libsdl.org/pipermail/sdl/2003-December/058335.html
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 *
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 * These are normally enums and not #defines in the system headers.
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 *
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 *   --ryan.
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 */
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#if (MAC_OS_X_VERSION_MAX_ALLOWED < 1020)
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#define NSOpenGLPFASampleBuffers ((NSOpenGLPixelFormatAttribute) 55)
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#define NSOpenGLPFASamples ((NSOpenGLPixelFormatAttribute) 56)
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#endif
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@implementation NSOpenGLContext (CGLContextAccess)
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- (CGLContextObj) cglContext;
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{
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    return _contextAuxiliary;
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}
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@end
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/* OpenGL helper functions (used internally) */
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int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) {
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    NSOpenGLPixelFormatAttribute attr[32];
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    NSOpenGLPixelFormat *fmt;
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    int i = 0;
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    int colorBits = bpp;
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    /* if a GL library hasn't been loaded at this point, load the default. */
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    if (!this->gl_config.driver_loaded) {
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        if (QZ_GL_LoadLibrary(this, NULL) == -1)
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            return 0;
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    }
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    if ( flags & SDL_FULLSCREEN ) {
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        attr[i++] = NSOpenGLPFAFullScreen;
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    }
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    /* In windowed mode, the OpenGL pixel depth must match device pixel depth */
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    else if ( colorBits != device_bpp ) {
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        colorBits = device_bpp;
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    }
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    attr[i++] = NSOpenGLPFAColorSize;
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    attr[i++] = colorBits;
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    attr[i++] = NSOpenGLPFADepthSize;
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    attr[i++] = this->gl_config.depth_size;
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    if ( this->gl_config.double_buffer ) {
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        attr[i++] = NSOpenGLPFADoubleBuffer;
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    }
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    if ( this->gl_config.stereo ) {
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        attr[i++] = NSOpenGLPFAStereo;
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    }
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    if ( this->gl_config.stencil_size != 0 ) {
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        attr[i++] = NSOpenGLPFAStencilSize;
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        attr[i++] = this->gl_config.stencil_size;
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    }
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    if ( (this->gl_config.accum_red_size +
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          this->gl_config.accum_green_size +
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          this->gl_config.accum_blue_size +
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          this->gl_config.accum_alpha_size) > 0 ) {
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        attr[i++] = NSOpenGLPFAAccumSize;
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        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;
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    }
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    if ( this->gl_config.multisamplebuffers != 0 ) {
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        attr[i++] = NSOpenGLPFASampleBuffers;
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        attr[i++] = this->gl_config.multisamplebuffers;
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    }
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    if ( this->gl_config.multisamplesamples != 0 ) {
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        attr[i++] = NSOpenGLPFASamples;
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        attr[i++] = this->gl_config.multisamplesamples;
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        attr[i++] = NSOpenGLPFANoRecovery;
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    }
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    attr[i++] = NSOpenGLPFAScreenMask;
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    attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id);
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    attr[i] = 0;
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    fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ];
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    if (fmt == nil) {
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        SDL_SetError ("Failed creating OpenGL pixel format");
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        return 0;
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    }
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   123
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    gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt
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                                               shareContext:nil];
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    [ fmt release ];
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   128
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    if (gl_context == nil) {
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        SDL_SetError ("Failed creating OpenGL context");
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        return 0;
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    }
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   133
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    /*
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     * Wisdom from Apple engineer in reference to UT2003's OpenGL performance:
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     *  "You are blowing a couple of the internal OpenGL function caches. This
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     *  appears to be happening in the VAO case.  You can tell OpenGL to up
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     *  the cache size by issuing the following calls right after you create
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     *  the OpenGL context.  The default cache size is 16."    --ryan.
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   140
     */
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   141
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    #ifndef GLI_ARRAY_FUNC_CACHE_MAX
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    #define GLI_ARRAY_FUNC_CACHE_MAX 284
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    #endif
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   145
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    #ifndef GLI_SUBMIT_FUNC_CACHE_MAX
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    #define GLI_SUBMIT_FUNC_CACHE_MAX 280
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   148
    #endif
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   149
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    {
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        long cache_max = 64;
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        CGLContextObj ctx = [ gl_context cglContext ];
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        CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max);
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        CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max);
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    }
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   156
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    /* End Wisdom from Apple Engineer section. --ryan. */
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   158
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   159
    return 1;
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   160
}
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   161
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void QZ_TearDownOpenGL (_THIS) {
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   163
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   164
    [ NSOpenGLContext clearCurrentContext ];
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    [ gl_context clearDrawable ];
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   166
    [ gl_context release ];
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}
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   168
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   169
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/* SDL OpenGL functions */
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static const char *DEFAULT_OPENGL_LIB_NAME =
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    "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib";
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int    QZ_GL_LoadLibrary    (_THIS, const char *location) {
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    if ( gl_context != NULL ) {
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        SDL_SetError("OpenGL context already created");
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        return -1;
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    }
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    if (opengl_library != NULL)
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        SDL_UnloadObject(opengl_library);
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    if (location == NULL)
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        location = DEFAULT_OPENGL_LIB_NAME;
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   185
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    opengl_library = SDL_LoadObject(location);
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    if (opengl_library != NULL) {
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        this->gl_config.driver_loaded = 1;
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        return 0;
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    }
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   191
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    this->gl_config.driver_loaded = 0;
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   193
    return -1;
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   194
}
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   195
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   196
void*  QZ_GL_GetProcAddress (_THIS, const char *proc) {
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   197
    return SDL_LoadFunction(opengl_library, proc);
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}
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   199
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int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value) {
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   201
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   202
    GLenum attr = 0;
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   203
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   204
    QZ_GL_MakeCurrent (this);
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   205
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   206
    switch (attrib) {
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   207
        case SDL_GL_RED_SIZE: attr = GL_RED_BITS;   break;
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   208
        case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS;  break;
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   209
        case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break;
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   210
        case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break;
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   211
        case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break;
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   212
        case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS;  break;
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   213
        case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break;
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   214
        case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break;
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   215
        case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break;
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diff changeset
   216
        case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break;
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   217
        case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break;
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   218
        case SDL_GL_STEREO: attr = GL_STEREO; break;
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   219
        case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break;
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   220
        case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break;
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   221
        case SDL_GL_BUFFER_SIZE:
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   222
        {
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   223
            GLint bits = 0;
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   224
            GLint component;
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diff changeset
   225
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diff changeset
   226
            /* there doesn't seem to be a single flag in OpenGL for this! */
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   227
            glGetIntegerv (GL_RED_BITS, &component);   bits += component;
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   228
            glGetIntegerv (GL_GREEN_BITS,&component);  bits += component;
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   229
            glGetIntegerv (GL_BLUE_BITS, &component);  bits += component;
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   230
            glGetIntegerv (GL_ALPHA_BITS, &component); bits += component;
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   231
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   232
            *value = bits;
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   233
        }
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   234
        return 0;
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   235
    }
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   236
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   237
    glGetIntegerv (attr, (GLint *)value);
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   238
    return 0;
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   239
}
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   240
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   241
int    QZ_GL_MakeCurrent    (_THIS) {
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   242
    [ gl_context makeCurrentContext ];
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    return 0;
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}
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void   QZ_GL_SwapBuffers    (_THIS) {
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    [ gl_context flushBuffer ];
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}