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+/*************************************************************************/
+/* gl_manager_osx.mm */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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