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OpenTTD-patches/src/video/cocoa/cocoa_ogl.mm

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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file cocoa_ogl.mm Code related to the cocoa OpengL video driver. */
#ifdef WITH_COCOA
#include "../../stdafx.h"
#include "../../os/macosx/macos.h"
#define GL_SILENCE_DEPRECATION
#define Rect OTTDRect
#define Point OTTDPoint
#import <Cocoa/Cocoa.h>
#import <QuartzCore/QuartzCore.h>
#undef Rect
#undef Point
#include "../../openttd.h"
#include "../../debug.h"
#include "../../core/geometry_func.hpp"
#include "../../core/math_func.hpp"
#include "../../core/mem_func.hpp"
#include "cocoa_ogl.h"
#include "cocoa_wnd.h"
#include "../../blitter/factory.hpp"
#include "../../gfx_func.h"
#include "../../framerate_type.h"
#include "../opengl.h"
#import <dlfcn.h>
#import <OpenGL/OpenGL.h>
#import <OpenGL/gl3.h>
/**
* Important notice regarding all modifications!!!!!!!
* There are certain limitations because the file is objective C++.
* gdb has limitations.
* C++ and objective C code can't be joined in all cases (classes stuff).
* Read http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html for more information.
*/
/** Platform-specific callback to get an OpenGL funtion pointer. */
static OGLProc GetOGLProcAddressCallback(const char *proc)
{
static void *dl = nullptr;
if (dl == nullptr) {
dl = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
}
return reinterpret_cast<OGLProc>(dlsym(dl, proc));
}
@interface OTTD_CGLLayer : CAOpenGLLayer {
@private
CGLContextObj _context;
}
@property (class) bool allowSoftware;
+ (CGLPixelFormatObj)defaultPixelFormat;
- (instancetype)initWithContext:(CGLContextObj)context;
@end
@implementation OTTD_CGLLayer
static bool _allowSoftware;
+ (bool)allowSoftware
{
return _allowSoftware;
}
+ (void)setAllowSoftware:(bool)newVal
{
_allowSoftware = newVal;
}
- (instancetype)initWithContext:(CGLContextObj)context
{
if (self = [ super init ]) {
self->_context = context;
self.opaque = YES;
self.magnificationFilter = kCAFilterNearest;
}
return self;
}
+ (CGLPixelFormatObj)defaultPixelFormat
{
CGLPixelFormatAttribute attribs[] = {
kCGLPFAOpenGLProfile, (CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
kCGLPFAColorSize, (CGLPixelFormatAttribute)24,
kCGLPFAAlphaSize, (CGLPixelFormatAttribute)0,
kCGLPFADepthSize, (CGLPixelFormatAttribute)0,
kCGLPFADoubleBuffer,
kCGLPFAAllowOfflineRenderers,
kCGLPFASupportsAutomaticGraphicsSwitching,
kCGLPFANoRecovery,
_allowSoftware ? (CGLPixelFormatAttribute)0 : kCGLPFAAccelerated,
(CGLPixelFormatAttribute)0
};
CGLPixelFormatObj pxfmt = nullptr;
GLint numPixelFormats;
CGLChoosePixelFormat(attribs, &pxfmt, &numPixelFormats);
return pxfmt;
}
- (CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask
{
return [ OTTD_CGLLayer defaultPixelFormat ];
}
- (CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pf
{
CGLContextObj ctx;
CGLCreateContext(pf, self->_context, &ctx);
/* Set context state that is not shared. */
CGLSetCurrentContext(ctx);
OpenGLBackend::Get()->PrepareContext();
return ctx;
}
- (void)drawInCGLContext:(CGLContextObj)ctx pixelFormat:(CGLPixelFormatObj)pf forLayerTime:(CFTimeInterval)t displayTime:(nullable const CVTimeStamp *)ts
{
CGLSetCurrentContext(ctx);
OpenGLBackend::Get()->Paint();
OpenGLBackend::Get()->DrawMouseCursor();
[ super drawInCGLContext:ctx pixelFormat:pf forLayerTime:t displayTime:ts ];
}
@end
@interface OTTD_CGLLayerView : NSView
- (instancetype)initWithFrame:(NSRect)frameRect context:(CGLContextObj)context;
@end
@implementation OTTD_CGLLayerView
- (instancetype)initWithFrame:(NSRect)frameRect context:(CGLContextObj)context
{
if (self = [ super initWithFrame:frameRect ]) {
/* We manage our content updates ourselves. */
self.layerContentsRedrawPolicy = NSViewLayerContentsRedrawOnSetNeedsDisplay;
/* Create backing layer. */
CALayer *l = [ [ OTTD_CGLLayer alloc ] initWithContext:context ];
self.layer = l;
self.wantsLayer = YES;
[ l release ];
}
return self;
}
- (BOOL)acceptsFirstResponder
{
return NO;
}
- (BOOL)isOpaque
{
return YES;
}
- (void)viewDidChangeBackingProperties
{
self.layer.contentsScale = _allow_hidpi_window && [ self.window respondsToSelector:@selector(backingScaleFactor) ] ? [ self.window backingScaleFactor ] : 1.0f;
}
@end
static FVideoDriver_CocoaOpenGL iFVideoDriver_CocoaOpenGL;
const char *VideoDriver_CocoaOpenGL::Start(const StringList &param)
{
const char *err = this->Initialize();
if (err != nullptr) return err;
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
if (bpp != 8 && bpp != 32) {
this->Stop();
return "The cocoa OpenGL subdriver only supports 8 and 32 bpp.";
}
/* Try to allocate GL context. */
err = this->AllocateContext(GetDriverParamBool(param, "software"));
if (err != nullptr) {
this->Stop();
return err;
}
bool fullscreen = _fullscreen;
if (!this->MakeWindow(_cur_resolution.width, _cur_resolution.height)) {
this->Stop();
return "Could not create window";
}
this->AllocateBackingStore(true);
if (fullscreen) this->ToggleFullscreen(fullscreen);
this->GameSizeChanged();
this->UpdateVideoModes();
MarkWholeScreenDirty();
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
return nullptr;
}
void VideoDriver_CocoaOpenGL::Stop()
{
this->VideoDriver_Cocoa::Stop();
CGLSetCurrentContext(this->gl_context);
OpenGLBackend::Destroy();
CGLReleaseContext(this->gl_context);
}
void VideoDriver_CocoaOpenGL::PopulateSystemSprites()
{
VideoDriver_Cocoa::PopulateSystemSprites();
OpenGLBackend::Get()->PopulateCursorCache();
}
void VideoDriver_CocoaOpenGL::ClearSystemSprites()
{
VideoDriver_Cocoa::ClearSystemSprites();
CGLSetCurrentContext(this->gl_context);
OpenGLBackend::Get()->ClearCursorCache();
}
const char *VideoDriver_CocoaOpenGL::AllocateContext(bool allow_software)
{
[ OTTD_CGLLayer setAllowSoftware:allow_software ];
CGLPixelFormatObj pxfmt = [ OTTD_CGLLayer defaultPixelFormat ];
if (pxfmt == nullptr) return "No suitable pixel format found";
CGLCreateContext(pxfmt, nullptr, &this->gl_context);
CGLDestroyPixelFormat(pxfmt);
if (this->gl_context == nullptr) return "Can't create a rendering context";
CGLSetCurrentContext(this->gl_context);
return OpenGLBackend::Create(&GetOGLProcAddressCallback, this->GetScreenSize());
}
NSView *VideoDriver_CocoaOpenGL::AllocateDrawView()
{
return [ [ OTTD_CGLLayerView alloc ] initWithFrame:this->cocoaview.bounds context:this->gl_context ];
}
/** Resize the window. */
void VideoDriver_CocoaOpenGL::AllocateBackingStore(bool force)
{
if (this->window == nil || this->setup) return;
if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
CGLSetCurrentContext(this->gl_context);
NSRect frame = [ this->cocoaview getRealRect:[ this->cocoaview frame ] ];
OpenGLBackend::Get()->Resize(frame.size.width, frame.size.height, force);
if (this->buffer_locked) _screen.dst_ptr = this->GetVideoPointer();
this->dirty_rect = {};
/* Redraw screen */
this->GameSizeChanged();
}
void *VideoDriver_CocoaOpenGL::GetVideoPointer()
{
CGLSetCurrentContext(this->gl_context);
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
}
return OpenGLBackend::Get()->GetVideoBuffer();
}
void VideoDriver_CocoaOpenGL::ReleaseVideoPointer()
{
CGLSetCurrentContext(this->gl_context);
if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
this->dirty_rect = {};
_screen.dst_ptr = nullptr;
this->anim_buffer = nullptr;
}
void VideoDriver_CocoaOpenGL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
/* Always push a changed palette to OpenGL. */
CGLSetCurrentContext(this->gl_context);
OpenGLBackend::Get()->UpdatePalette(_cur_palette.palette, _cur_palette.first_dirty, _cur_palette.count_dirty);
if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
blitter->PaletteAnimate(_cur_palette);
}
_cur_palette.count_dirty = 0;
}
[ CATransaction begin ];
[ this->cocoaview.subviews[0].layer setNeedsDisplay ];
[ CATransaction commit ];
}
#endif /* WITH_COCOA */