glfw/src/nsgl_context.m
Camilla Berglund d493a82f9e Various error fixes.
Fixed incorrect error types.  Added missing error string prefixes.
Removed some invalid or superfluous error emissions.  Clarified some
error strings.  Joined error string lines to aid grep.  Replaced some
generic error strings with specific ones.  Documentation work.

Fixes #450.
2015-03-15 15:52:27 +01:00

309 lines
9.4 KiB
Objective-C

//========================================================================
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.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.
//
//========================================================================
#include "internal.h"
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
// Initialize OpenGL support
//
int _glfwInitContextAPI(void)
{
if (!_glfwInitTLS())
return GL_FALSE;
_glfw.nsgl.framework =
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
if (_glfw.nsgl.framework == NULL)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"NSGL: Failed to locate OpenGL framework");
return GL_FALSE;
}
return GL_TRUE;
}
// Terminate OpenGL support
//
void _glfwTerminateContextAPI(void)
{
_glfwTerminateTLS();
}
// Create the OpenGL context
//
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
{
unsigned int attributeCount = 0;
if (ctxconfig->api == GLFW_OPENGL_ES_API)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: This API does not support OpenGL ES");
return GL_FALSE;
}
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (ctxconfig->major == 3 && ctxconfig->minor < 2)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X does not support OpenGL 3.0 or 3.1");
return GL_FALSE;
}
if (ctxconfig->major > 2)
{
if (!ctxconfig->forward)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X only supports forward-compatible contexts for OpenGL 3.2 and above");
return GL_FALSE;
}
if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X only supports core profile contexts for OpenGL 3.2 and above");
return GL_FALSE;
}
}
#else
// Fail if OpenGL 3.0 or above was requested
if (ctxconfig->major > 2)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X does not support OpenGL version 3.0 or above");
return GL_FALSE;
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
// Context robustness modes (GL_KHR_robustness) are not yet supported on
// OS X but are not a hard constraint, so ignore and continue
// Context release behaviors (GL_KHR_context_flush_control) are not yet
// supported on OS X but are not a hard constraint, so ignore and continue
#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
// Arbitrary array size here
NSOpenGLPixelFormatAttribute attributes[40];
ADD_ATTR(NSOpenGLPFAAccelerated);
ADD_ATTR(NSOpenGLPFAClosestPolicy);
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101000
if (ctxconfig->major >= 4)
{
ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core);
}
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
if (ctxconfig->major >= 3)
{
ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
if (ctxconfig->major <= 2)
{
if (fbconfig->auxBuffers != GLFW_DONT_CARE)
ADD_ATTR2(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;
ADD_ATTR2(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;
// OS X needs non-zero color size, so set reasonable values
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
}
if (fbconfig->alphaBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
if (fbconfig->depthBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
if (fbconfig->stencilBits != GLFW_DONT_CARE)
ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
if (fbconfig->stereo)
ADD_ATTR(NSOpenGLPFAStereo);
if (fbconfig->doublebuffer)
ADD_ATTR(NSOpenGLPFADoubleBuffer);
if (fbconfig->samples != GLFW_DONT_CARE)
{
if (fbconfig->samples == 0)
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 0);
}
else
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
}
}
// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
// framebuffer, so there's no need (and no way) to request it
ADD_ATTR(0);
#undef ADD_ATTR
#undef ADD_ATTR2
window->nsgl.pixelFormat =
[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if (window->nsgl.pixelFormat == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"NSGL: Failed to create OpenGL pixel format");
return GL_FALSE;
}
NSOpenGLContext* share = NULL;
if (ctxconfig->share)
share = ctxconfig->share->nsgl.context;
window->nsgl.context =
[[NSOpenGLContext alloc] initWithFormat:window->nsgl.pixelFormat
shareContext:share];
if (window->nsgl.context == nil)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: Failed to create OpenGL context");
return GL_FALSE;
}
return GL_TRUE;
}
// Destroy the OpenGL context
//
void _glfwDestroyContext(_GLFWwindow* window)
{
[window->nsgl.pixelFormat release];
window->nsgl.pixelFormat = nil;
[window->nsgl.context release];
window->nsgl.context = nil;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
{
if (window)
[window->nsgl.context makeCurrentContext];
else
[NSOpenGLContext clearCurrentContext];
_glfwSetCurrentContext(window);
}
void _glfwPlatformSwapBuffers(_GLFWwindow* window)
{
// ARP appears to be unnecessary, but this is future-proof
[window->nsgl.context flushBuffer];
}
void _glfwPlatformSwapInterval(int interval)
{
_GLFWwindow* window = _glfwPlatformGetCurrentContext();
GLint sync = interval;
[window->nsgl.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
}
int _glfwPlatformExtensionSupported(const char* extension)
{
// There are no NSGL extensions
return GL_FALSE;
}
GLFWglproc _glfwPlatformGetProcAddress(const char* procname)
{
CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault,
procname,
kCFStringEncodingASCII);
GLFWglproc symbol = CFBundleGetFunctionPointerForName(_glfw.nsgl.framework,
symbolName);
CFRelease(symbolName);
return symbol;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI id glfwGetNSGLContext(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(nil);
return window->nsgl.context;
}