godot/platform/osx/gl_manager_osx.mm
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Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

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/*************************************************************************/
/* gl_manager_osx.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gl_manager_osx.h"
#ifdef OSX_ENABLED
#ifdef GLES3_ENABLED
#include <stdio.h>
#include <stdlib.h>
Error GLManager_OSX::_create_context(GLWindow &win) {
NSOpenGLPixelFormatAttribute attributes[] = {
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAClosestPolicy,
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
NSOpenGLPFAColorSize, 32,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAStencilSize, 8,
0
};
NSOpenGLPixelFormat *pixel_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
ERR_FAIL_COND_V(pixel_format == nil, ERR_CANT_CREATE);
win.context = [[NSOpenGLContext alloc] initWithFormat:pixel_format shareContext:_shared_context];
ERR_FAIL_COND_V(win.context == nil, ERR_CANT_CREATE);
if (_shared_context == nullptr) {
_shared_context = win.context;
}
[win.context setView:win.window_view];
[win.context makeCurrentContext];
return OK;
}
Error GLManager_OSX::window_create(DisplayServer::WindowID p_window_id, id p_view, int p_width, int p_height) {
if (p_window_id >= (int)_windows.size()) {
_windows.resize(p_window_id + 1);
}
GLWindow &win = _windows[p_window_id];
win.in_use = true;
win.window_id = p_window_id;
win.width = p_width;
win.height = p_height;
win.window_view = p_view;
if (_create_context(win) != OK) {
_windows.remove_at(_windows.size() - 1);
return FAILED;
}
window_make_current(_windows.size() - 1);
return OK;
}
void GLManager_OSX::_internal_set_current_window(GLWindow *p_win) {
_current_window = p_win;
}
void GLManager_OSX::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
if (p_window_id == -1) {
return;
}
GLWindow &win = _windows[p_window_id];
if (!win.in_use) {
return;
}
win.width = p_width;
win.height = p_height;
GLint dim[2];
dim[0] = p_width;
dim[1] = p_height;
CGLSetParameter((CGLContextObj)[win.context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
CGLEnable((CGLContextObj)[win.context CGLContextObj], kCGLCESurfaceBackingSize);
if (OS::get_singleton()->is_hidpi_allowed()) {
[win.window_view setWantsBestResolutionOpenGLSurface:YES];
} else {
[win.window_view setWantsBestResolutionOpenGLSurface:NO];
}
[win.context update];
}
int GLManager_OSX::window_get_width(DisplayServer::WindowID p_window_id) {
return get_window(p_window_id).width;
}
int GLManager_OSX::window_get_height(DisplayServer::WindowID p_window_id) {
return get_window(p_window_id).height;
}
void GLManager_OSX::window_destroy(DisplayServer::WindowID p_window_id) {
GLWindow &win = get_window(p_window_id);
win.in_use = false;
if (_current_window == &win) {
_current_window = nullptr;
}
}
void GLManager_OSX::release_current() {
if (!_current_window) {
return;
}
[NSOpenGLContext clearCurrentContext];
}
void GLManager_OSX::window_make_current(DisplayServer::WindowID p_window_id) {
if (p_window_id == -1) {
return;
}
GLWindow &win = _windows[p_window_id];
if (!win.in_use) {
return;
}
if (&win == _current_window) {
return;
}
[win.context makeCurrentContext];
_internal_set_current_window(&win);
}
void GLManager_OSX::make_current() {
if (!_current_window) {
return;
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
[_current_window->context makeCurrentContext];
}
void GLManager_OSX::swap_buffers() {
// NO NEED TO CALL SWAP BUFFERS for each window...
// see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glXSwapBuffers.xml
if (!_current_window) {
return;
}
if (!_current_window->in_use) {
WARN_PRINT("current window not in use!");
return;
}
[_current_window->context flushBuffer];
}
void GLManager_OSX::window_update(DisplayServer::WindowID p_window_id) {
if (p_window_id == -1) {
return;
}
GLWindow &win = _windows[p_window_id];
if (!win.in_use) {
return;
}
if (&win == _current_window) {
return;
}
[win.context update];
}
Error GLManager_OSX::initialize() {
return OK;
}
void GLManager_OSX::set_use_vsync(bool p_use) {
use_vsync = p_use;
CGLContextObj ctx = CGLGetCurrentContext();
if (ctx) {
GLint swapInterval = p_use ? 1 : 0;
CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval);
use_vsync = p_use;
}
}
bool GLManager_OSX::is_using_vsync() const {
return use_vsync;
}
GLManager_OSX::GLManager_OSX(ContextType p_context_type) {
context_type = p_context_type;
use_vsync = false;
_current_window = nullptr;
}
GLManager_OSX::~GLManager_OSX() {
release_current();
}
#endif // GLES3_ENABLED
#endif // OSX