mirror of
https://github.com/godotengine/godot
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96b7cb66df
Instead of updating all viewports, then blitting all viewports to the backbuffer, then swapping all buffers, we run through all viewports and render, blit, and swap backbuffer before going to the next viewport.
227 lines
6.6 KiB
Text
227 lines
6.6 KiB
Text
/*************************************************************************/
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/* gl_manager_macos_legacy.mm */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gl_manager_macos_legacy.h"
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#ifdef MACOS_ENABLED
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#ifdef GLES3_ENABLED
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#include <stdio.h>
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#include <stdlib.h>
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Error GLManager_MacOS::create_context(GLWindow &win) {
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NSOpenGLPixelFormatAttribute attributes[] = {
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAClosestPolicy,
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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NSOpenGLPFAColorSize, 32,
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NSOpenGLPFADepthSize, 24,
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NSOpenGLPFAStencilSize, 8,
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0
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};
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NSOpenGLPixelFormat *pixel_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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ERR_FAIL_COND_V(pixel_format == nil, ERR_CANT_CREATE);
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win.context = [[NSOpenGLContext alloc] initWithFormat:pixel_format shareContext:shared_context];
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ERR_FAIL_COND_V(win.context == nil, ERR_CANT_CREATE);
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if (shared_context == nullptr) {
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shared_context = win.context;
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}
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[win.context setView:win.window_view];
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[win.context makeCurrentContext];
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return OK;
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}
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Error GLManager_MacOS::window_create(DisplayServer::WindowID p_window_id, id p_view, int p_width, int p_height) {
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GLWindow win;
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win.width = p_width;
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win.height = p_height;
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win.window_view = p_view;
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if (create_context(win) != OK) {
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return FAILED;
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}
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windows[p_window_id] = win;
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window_make_current(p_window_id);
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return OK;
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}
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void GLManager_MacOS::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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win.width = p_width;
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win.height = p_height;
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GLint dim[2];
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dim[0] = p_width;
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dim[1] = p_height;
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CGLSetParameter((CGLContextObj)[win.context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
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CGLEnable((CGLContextObj)[win.context CGLContextObj], kCGLCESurfaceBackingSize);
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if (OS::get_singleton()->is_hidpi_allowed()) {
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[win.window_view setWantsBestResolutionOpenGLSurface:YES];
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} else {
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[win.window_view setWantsBestResolutionOpenGLSurface:NO];
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}
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[win.context update];
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}
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int GLManager_MacOS::window_get_width(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return 0;
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}
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GLWindow &win = windows[p_window_id];
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return win.width;
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}
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int GLManager_MacOS::window_get_height(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return 0;
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}
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GLWindow &win = windows[p_window_id];
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return win.height;
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}
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void GLManager_MacOS::window_destroy(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return;
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}
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if (current_window == p_window_id) {
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current_window = DisplayServer::INVALID_WINDOW_ID;
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}
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windows.erase(p_window_id);
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}
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void GLManager_MacOS::release_current() {
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if (current_window == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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[NSOpenGLContext clearCurrentContext];
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}
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void GLManager_MacOS::window_make_current(DisplayServer::WindowID p_window_id) {
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if (current_window == p_window_id) {
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return;
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}
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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[win.context makeCurrentContext];
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current_window = p_window_id;
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}
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void GLManager_MacOS::make_current() {
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if (current_window == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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if (!windows.has(current_window)) {
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return;
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}
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GLWindow &win = windows[current_window];
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[win.context makeCurrentContext];
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}
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void GLManager_MacOS::swap_buffers() {
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GLWindow &win = windows[current_window];
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[win.context flushBuffer];
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}
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void GLManager_MacOS::window_update(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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[win.context update];
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}
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void GLManager_MacOS::window_set_per_pixel_transparency_enabled(DisplayServer::WindowID p_window_id, bool p_enabled) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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if (p_enabled) {
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GLint opacity = 0;
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[win.context setValues:&opacity forParameter:NSOpenGLContextParameterSurfaceOpacity];
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} else {
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GLint opacity = 1;
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[win.context setValues:&opacity forParameter:NSOpenGLContextParameterSurfaceOpacity];
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}
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[win.context update];
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}
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Error GLManager_MacOS::initialize() {
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return OK;
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}
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void GLManager_MacOS::set_use_vsync(bool p_use) {
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use_vsync = p_use;
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CGLContextObj ctx = CGLGetCurrentContext();
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if (ctx) {
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GLint swapInterval = p_use ? 1 : 0;
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CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval);
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use_vsync = p_use;
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}
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}
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bool GLManager_MacOS::is_using_vsync() const {
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return use_vsync;
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}
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GLManager_MacOS::GLManager_MacOS(ContextType p_context_type) {
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context_type = p_context_type;
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}
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GLManager_MacOS::~GLManager_MacOS() {
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release_current();
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}
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#endif // GLES3_ENABLED
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#endif // MACOS_ENABLED
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