diff options
Diffstat (limited to 'Source/external/SDL2/src/video/uikit/SDL_uikitopengles.m')
-rw-r--r-- | Source/external/SDL2/src/video/uikit/SDL_uikitopengles.m | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/video/uikit/SDL_uikitopengles.m b/Source/external/SDL2/src/video/uikit/SDL_uikitopengles.m new file mode 100644 index 0000000..2f6dec4 --- /dev/null +++ b/Source/external/SDL2/src/video/uikit/SDL_uikitopengles.m @@ -0,0 +1,250 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.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 "../../SDL_internal.h" + +#if SDL_VIDEO_DRIVER_UIKIT + +#include "SDL_uikitopengles.h" +#import "SDL_uikitopenglview.h" +#include "SDL_uikitmodes.h" +#include "SDL_uikitwindow.h" +#include "SDL_uikitevents.h" +#include "../SDL_sysvideo.h" +#include "../../events/SDL_keyboard_c.h" +#include "../../events/SDL_mouse_c.h" +#include "../../power/uikit/SDL_syspower.h" +#include "SDL_loadso.h" +#include <dlfcn.h> + +@interface SDLEAGLContext : EAGLContext + +/* The OpenGL ES context owns a view / drawable. */ +@property (nonatomic, strong) SDL_uikitopenglview *sdlView; + +@end + +@implementation SDLEAGLContext + +- (void)dealloc +{ + /* When the context is deallocated, its view should be removed from any + * SDL window that it's attached to. */ + [self.sdlView setSDLWindow:NULL]; +} + +@end + +void * +UIKit_GL_GetProcAddress(_THIS, const char *proc) +{ + /* Look through all SO's for the proc symbol. Here's why: + * -Looking for the path to the OpenGL Library seems not to work in the iOS Simulator. + * -We don't know that the path won't change in the future. */ + return dlsym(RTLD_DEFAULT, proc); +} + +/* + note that SDL_GL_DeleteContext makes it current without passing the window +*/ +int +UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) +{ + @autoreleasepool { + SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *) context; + + if (![EAGLContext setCurrentContext:eaglcontext]) { + return SDL_SetError("Could not make EAGL context current"); + } + + if (eaglcontext) { + [eaglcontext.sdlView setSDLWindow:window]; + } + } + + return 0; +} + +void +UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h) +{ + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata; + UIView *view = data.viewcontroller.view; + if ([view isKindOfClass:[SDL_uikitopenglview class]]) { + SDL_uikitopenglview *glview = (SDL_uikitopenglview *) view; + if (w) { + *w = glview.backingWidth; + } + if (h) { + *h = glview.backingHeight; + } + } + } +} + +int +UIKit_GL_LoadLibrary(_THIS, const char *path) +{ + /* We shouldn't pass a path to this function, since we've already loaded the + * library. */ + if (path != NULL) { + return SDL_SetError("iOS GL Load Library just here for compatibility"); + } + return 0; +} + +int UIKit_GL_SwapWindow(_THIS, SDL_Window * window) +{ + @autoreleasepool { + SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext(); + +#if SDL_POWER_UIKIT + /* Check once a frame to see if we should turn off the battery monitor. */ + SDL_UIKit_UpdateBatteryMonitoring(); +#endif + + [context.sdlView swapBuffers]; + + /* You need to pump events in order for the OS to make changes visible. + * We don't pump events here because we don't want iOS application events + * (low memory, terminate, etc.) to happen inside low level rendering. */ + } + return 0; +} + +SDL_GLContext +UIKit_GL_CreateContext(_THIS, SDL_Window * window) +{ + @autoreleasepool { + SDLEAGLContext *context = nil; + SDL_uikitopenglview *view; + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); + EAGLSharegroup *sharegroup = nil; + CGFloat scale = 1.0; + int samples = 0; + int major = _this->gl_config.major_version; + int minor = _this->gl_config.minor_version; + + /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES + * versions. */ + EAGLRenderingAPI api = major; + + /* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up + * to GLES 2.0. */ + if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) { + SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor); + return NULL; + } + + if (_this->gl_config.multisamplebuffers > 0) { + samples = _this->gl_config.multisamplesamples; + } + + if (_this->gl_config.share_with_current_context) { + EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext(); + sharegroup = context.sharegroup; + } + + if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) { + /* Set the scale to the natural scale factor of the screen - the + * backing dimensions of the OpenGL view will match the pixel + * dimensions of the screen rather than the dimensions in points. */ +#ifdef __IPHONE_8_0 + if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) { + scale = data.uiwindow.screen.nativeScale; + } else +#endif + { + scale = data.uiwindow.screen.scale; + } + } + + context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup]; + if (!context) { + SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version); + return NULL; + } + + /* construct our view, passing in SDL's OpenGL configuration data */ + view = [[SDL_uikitopenglview alloc] initWithFrame:frame + scale:scale + retainBacking:_this->gl_config.retained_backing + rBits:_this->gl_config.red_size + gBits:_this->gl_config.green_size + bBits:_this->gl_config.blue_size + aBits:_this->gl_config.alpha_size + depthBits:_this->gl_config.depth_size + stencilBits:_this->gl_config.stencil_size + sRGB:_this->gl_config.framebuffer_srgb_capable + multisamples:samples + context:context]; + + if (!view) { + return NULL; + } + + /* The context owns the view / drawable. */ + context.sdlView = view; + + if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) { + UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context)); + return NULL; + } + + /* We return a +1'd context. The window's driverdata owns the view (via + * MakeCurrent.) */ + return (SDL_GLContext) CFBridgingRetain(context); + } +} + +void +UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) +{ + @autoreleasepool { + /* The context was retained in SDL_GL_CreateContext, so we release it + * here. The context's view will be detached from its window when the + * context is deallocated. */ + CFRelease(context); + } +} + +void +UIKit_GL_RestoreCurrentContext(void) +{ + @autoreleasepool { + /* Some iOS system functionality (such as Dictation on the on-screen + keyboard) uses its own OpenGL ES context but doesn't restore the + previous one when it's done. This is a workaround to make sure the + expected SDL-created OpenGL ES context is active after the OS is + finished running its own code for the frame. If this isn't done, the + app may crash or have other nasty symptoms when Dictation is used. + */ + EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext(); + if (context != NULL && [EAGLContext currentContext] != context) { + [EAGLContext setCurrentContext:context]; + } + } +} + +#endif /* SDL_VIDEO_DRIVER_UIKIT */ + +/* vi: set ts=4 sw=4 expandtab: */ |