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glfw/src/nsgl_context.m

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//========================================================================
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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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//
// 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
//========================================================================
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#include "internal.h"
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// Display link callback for manual swap interval implementation
// This is based on a similar workaround added to SDL2
//
static CVReturn displayLinkCallback(CVDisplayLinkRef displayLink,
const CVTimeStamp* now,
const CVTimeStamp* outputTime,
CVOptionFlags flagsIn,
CVOptionFlags* flagsOut,
void* userInfo)
{
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_GLFWwindow* window = (_GLFWwindow *) userInfo;
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const int interval = atomic_load(&window->context.nsgl.swapInterval);
if (interval > 0)
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{
[window->context.nsgl.swapIntervalCond lock];
window->context.nsgl.swapIntervalsPassed++;
[window->context.nsgl.swapIntervalCond signal];
[window->context.nsgl.swapIntervalCond unlock];
}
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return kCVReturnSuccess;
}
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 {
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const int interval = atomic_load(&window->context.nsgl.swapInterval);
if (interval > 0)
{
[window->context.nsgl.swapIntervalCond lock];
do
{
[window->context.nsgl.swapIntervalCond wait];
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} while (window->context.nsgl.swapIntervalsPassed % interval != 0);
window->context.nsgl.swapIntervalsPassed = 0;
[window->context.nsgl.swapIntervalCond unlock];
}
// ARP appears to be unnecessary, but this is future-proof
[window->context.nsgl.object flushBuffer];
} // autoreleasepool
}
static void swapIntervalNSGL(int interval)
{
@autoreleasepool {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
atomic_store(&window->context.nsgl.swapInterval, interval);
[window->context.nsgl.swapIntervalCond lock];
window->context.nsgl.swapIntervalsPassed = 0;
[window->context.nsgl.swapIntervalCond unlock];
} // 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 {
if (window->context.nsgl.displayLink)
{
if (CVDisplayLinkIsRunning(window->context.nsgl.displayLink))
CVDisplayLinkStop(window->context.nsgl.displayLink);
CVDisplayLinkRelease(window->context.nsgl.displayLink);
}
[window->context.nsgl.swapIntervalCond release];
window->context.nsgl.swapIntervalCond = nil;
[window->context.nsgl.pixelFormat release];
window->context.nsgl.pixelFormat = nil;
[window->context.nsgl.object release];
window->context.nsgl.object = nil;
} // autoreleasepool
}
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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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{
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");
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return GLFW_FALSE;
}
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return GLFW_TRUE;
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}
// Terminate OpenGL support
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//
void _glfwTerminateNSGL(void)
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{
}
// Create the OpenGL context
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//
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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");
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return GLFW_FALSE;
}
if (ctxconfig->major > 2)
{
if (ctxconfig->major == 3 && ctxconfig->minor < 2)
{
_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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// 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
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// 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
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#define addAttrib(a) \
{ \
assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
attribs[index++] = a; \
}
#define setAttrib(a, v) { addAttrib(a); addAttrib(v); }
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NSOpenGLPixelFormatAttribute attribs[40];
int index = 0;
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addAttrib(NSOpenGLPFAAccelerated);
addAttrib(NSOpenGLPFAClosestPolicy);
if (ctxconfig->nsgl.offline)
{
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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
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addAttrib(kCGLPFASupportsAutomaticGraphicsSwitching);
}
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101000
if (ctxconfig->major >= 4)
{
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setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core);
}
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
if (ctxconfig->major >= 3)
{
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setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
}
if (ctxconfig->major <= 2)
{
if (fbconfig->auxBuffers != GLFW_DONT_CARE)
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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;
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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;
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setAttrib(NSOpenGLPFAColorSize, colorBits);
}
if (fbconfig->alphaBits != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
if (fbconfig->depthBits != GLFW_DONT_CARE)
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setAttrib(NSOpenGLPFADepthSize, fbconfig->depthBits);
if (fbconfig->stencilBits != GLFW_DONT_CARE)
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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
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addAttrib(NSOpenGLPFAStereo);
#endif
}
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if (fbconfig->doublebuffer)
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addAttrib(NSOpenGLPFADoubleBuffer);
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if (fbconfig->samples != GLFW_DONT_CARE)
{
if (fbconfig->samples == 0)
{
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setAttrib(NSOpenGLPFASampleBuffers, 0);
}
else
{
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setAttrib(NSOpenGLPFASampleBuffers, 1);
setAttrib(NSOpenGLPFASamples, fbconfig->samples);
}
}
// 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
#undef setAttrib
window->context.nsgl.pixelFormat =
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[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
if (window->context.nsgl.pixelFormat == nil)
{
_glfwInputError(GLFW_FORMAT_UNAVAILABLE,
"NSGL: Failed to find a suitable pixel format");
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return GLFW_FALSE;
}
NSOpenGLContext* share = NULL;
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,
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"NSGL: Failed to create OpenGL context");
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return GLFW_FALSE;
}
if (fbconfig->transparent)
{
GLint opaque = 0;
[window->context.nsgl.object setValues:&opaque
forParameter:NSOpenGLContextParameterSurfaceOpacity];
}
if (window->ns.retina)
[window->ns.view setWantsBestResolutionOpenGLSurface:YES];
GLint interval = 0;
[window->context.nsgl.object setValues:&interval
forParameter:NSOpenGLContextParameterSwapInterval];
[window->context.nsgl.object setView:window->ns.view];
window->context.nsgl.swapIntervalCond = [NSCondition new];
window->context.makeCurrent = makeContextCurrentNSGL;
window->context.swapBuffers = swapBuffersNSGL;
window->context.swapInterval = swapIntervalNSGL;
window->context.extensionSupported = extensionSupportedNSGL;
window->context.getProcAddress = getProcAddressNSGL;
window->context.destroy = destroyContextNSGL;
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CVDisplayLinkCreateWithActiveCGDisplays(&window->context.nsgl.displayLink);
CVDisplayLinkSetOutputCallback(window->context.nsgl.displayLink,
&displayLinkCallback,
window);
CVDisplayLinkStart(window->context.nsgl.displayLink);
_glfwUpdateDisplayLinkDisplayNSGL(window);
return GLFW_TRUE;
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}
void _glfwUpdateDisplayLinkDisplayNSGL(_GLFWwindow* window)
{
CGDirectDisplayID displayID =
[[[window->ns.object screen] deviceDescription][@"NSScreenNumber"] unsignedIntValue];
if (!displayID)
return;
CVDisplayLinkSetCurrentCGDisplay(window->context.nsgl.displayLink, displayID);
}
//////////////////////////////////////////////////////////////////////////
////// 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 NULL;
}
return window->context.nsgl.object;
}