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