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+/*************************************************************************/
+/* display_layer.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. */
+/*************************************************************************/
+
+#import "display_layer.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/keyboard.h"
+#include "display_server_ios.h"
+#include "main/main.h"
+#include "os_ios.h"
+#include "servers/audio_server.h"
+
+#import <AudioToolbox/AudioServices.h>
+#import <GameController/GameController.h>
+#import <OpenGLES/EAGL.h>
+#import <OpenGLES/ES1/gl.h>
+#import <OpenGLES/ES1/glext.h>
+#import <QuartzCore/QuartzCore.h>
+#import <UIKit/UIKit.h>
+
+@implementation GodotMetalLayer
+
+- (void)initializeDisplayLayer {
+#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
+ if (@available(iOS 13, *)) {
+ // Simulator supports Metal since iOS 13
+ } else {
+ NSLog(@"iOS Simulator prior to iOS 13 does not support Metal rendering.");
+ }
+#endif
+}
+
+- (void)layoutDisplayLayer {
+}
+
+- (void)renderDisplayLayer {
+}
+
+@end
+
+@implementation GodotOpenGLLayer {
+ // The pixel dimensions of the backbuffer
+ GLint backingWidth;
+ GLint backingHeight;
+
+ EAGLContext *context;
+ GLuint viewRenderbuffer, viewFramebuffer;
+ GLuint depthRenderbuffer;
+}
+
+- (void)initializeDisplayLayer {
+ // Get our backing layer
+
+ // Configure it so that it is opaque, does not retain the contents of the backbuffer when displayed, and uses RGBA8888 color.
+ self.opaque = YES;
+ self.drawableProperties = [NSDictionary
+ dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE],
+ kEAGLDrawablePropertyRetainedBacking,
+ kEAGLColorFormatRGBA8,
+ kEAGLDrawablePropertyColorFormat,
+ nil];
+
+ // FIXME: Add Vulkan support via MoltenVK. Add fallback code back?
+
+ // Create GL ES 2 context
+ if (GLOBAL_GET("rendering/driver/driver_name") == "opengl3") {
+ context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
+ NSLog(@"Setting up an OpenGL ES 2.0 context.");
+ if (!context) {
+ NSLog(@"Failed to create OpenGL ES 2.0 context!");
+ return;
+ }
+ }
+
+ if (![EAGLContext setCurrentContext:context]) {
+ NSLog(@"Failed to set EAGLContext!");
+ return;
+ }
+ if (![self createFramebuffer]) {
+ NSLog(@"Failed to create frame buffer!");
+ return;
+ }
+}
+
+- (void)layoutDisplayLayer {
+ [EAGLContext setCurrentContext:context];
+ [self destroyFramebuffer];
+ [self createFramebuffer];
+}
+
+- (void)renderDisplayLayer {
+ [EAGLContext setCurrentContext:context];
+}
+
+- (void)dealloc {
+ if ([EAGLContext currentContext] == context) {
+ [EAGLContext setCurrentContext:nil];
+ }
+
+ if (context) {
+ context = nil;
+ }
+}
+
+- (BOOL)createFramebuffer {
+ glGenFramebuffersOES(1, &viewFramebuffer);
+ glGenRenderbuffersOES(1, &viewRenderbuffer);
+
+ glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
+ glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
+ // This call associates the storage for the current render buffer with the EAGLDrawable (our CAself)
+ // allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
+ [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self];
+ glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
+
+ glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+ glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+
+ // For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
+ glGenRenderbuffersOES(1, &depthRenderbuffer);
+ glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
+ glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
+ glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
+
+ if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
+ NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
+ return NO;
+ }
+
+ return YES;
+}
+
+// Clean up any buffers we have allocated.
+- (void)destroyFramebuffer {
+ glDeleteFramebuffersOES(1, &viewFramebuffer);
+ viewFramebuffer = 0;
+ glDeleteRenderbuffersOES(1, &viewRenderbuffer);
+ viewRenderbuffer = 0;
+
+ if (depthRenderbuffer) {
+ glDeleteRenderbuffersOES(1, &depthRenderbuffer);
+ depthRenderbuffer = 0;
+ }
+}
+
+@end