-/* xscreensaver, Copyright (c) 2006-2012 Jamie Zawinski <jwz@jwz.org>
-*
-* Permission to use, copy, modify, distribute, and sell this software and its
-* documentation for any purpose is hereby granted without fee, provided that
-* the above copyright notice appear in all copies and that both that
-* copyright notice and this permission notice appear in supporting
-* documentation. No representations are made about the suitability of this
-* software for any purpose. It is provided "as is" without express or
-* implied warranty.
-*/
+/* xscreensaver, Copyright (c) 2006-2016 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
/* This is a subclass of Apple's ScreenSaverView that knows how to run
xscreensaver programs without X11 via the dark magic of the "jwxyz"
#import "XScreenSaverGLView.h"
#import "XScreenSaverConfigSheet.h"
+#import "jwxyz-cocoa.h"
+#import "jwxyzI.h"
#import "screenhackI.h"
#import "xlockmoreI.h"
#ifdef USE_IPHONE
# include "jwzgles.h"
+# import <OpenGLES/ES1/glext.h>
#else
# import <OpenGL/OpenGL.h>
#endif
@implementation XScreenSaverGLView
-- (void)stopAnimation
+
+#ifdef USE_IPHONE
+/* With GL programs, drawing at full resolution isn't a problem.
+ */
+- (CGFloat) hackedContentScaleFactor
{
- [super stopAnimation];
-
- // Without this, the GL frame stays on screen when switching tabs
- // in System Preferences.
- //
-# ifndef USE_IPHONE
- [NSOpenGLContext clearCurrentContext];
-# endif // !USE_IPHONE
+ return [self contentScaleFactor];
}
-
-// #### maybe this could/should just be on 'lockFocus' instead?
-- (void) prepareContext
+- (BOOL)ignoreRotation
{
- if (ogl_ctx) {
-#ifdef USE_IPHONE
- [EAGLContext setCurrentContext:ogl_ctx];
-#else // !USE_IPHONE
- [ogl_ctx makeCurrentContext];
-// check_gl_error ("makeCurrentContext");
- [ogl_ctx update];
-#endif // !USE_IPHONE
- }
+ return FALSE; // Allow xwindow and the glViewport to change shape
}
-
-- (void) resizeContext
+- (BOOL) suppressRotationAnimation
{
-# ifndef USE_IPHONE
- if (ogl_ctx)
- [ogl_ctx setView:self];
-# endif // !USE_IPHONE
+ return _suppressRotationAnimation; // per-hack setting, default FALSE
}
-
-- (NSOpenGLContext *) oglContext
+- (BOOL) rotateTouches
{
- return ogl_ctx;
+ return TRUE; // We need the XY axes swapped in our events
}
-- (void) setOglContext: (NSOpenGLContext *) ctx
+- (void) swapBuffers
{
- ogl_ctx = ctx;
-
-# ifdef USE_IPHONE
- [EAGLContext setCurrentContext: ogl_ctx];
-
- double s = self.contentScaleFactor;
- int w = s * [self frame].size.width;
- int h = s * [self frame].size.height;
-
- if (gl_framebuffer) glDeleteFramebuffersOES (1, &gl_framebuffer);
- if (gl_renderbuffer) glDeleteRenderbuffersOES (1, &gl_renderbuffer);
- if (gl_depthbuffer) glDeleteRenderbuffersOES (1, &gl_depthbuffer);
-
- glGenFramebuffersOES (1, &gl_framebuffer);
- glBindFramebufferOES (GL_FRAMEBUFFER_OES, gl_framebuffer);
-
- glGenRenderbuffersOES (1, &gl_renderbuffer);
+# ifdef JWXYZ_GL
+ GLint gl_renderbuffer = xwindow->gl_renderbuffer;
+# endif // JWXYZ_GL
glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer);
+ [ogl_ctx presentRenderbuffer:GL_RENDERBUFFER_OES];
+}
+#endif // USE_IPHONE
-// redundant?
-// glRenderbufferStorageOES (GL_RENDERBUFFER_OES, GL_RGBA8_OES, w, h);
- [ogl_ctx renderbufferStorage:GL_RENDERBUFFER_OES
- fromDrawable:(CAEAGLLayer*)self.layer];
-
- glFramebufferRenderbufferOES (GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES,
- GL_RENDERBUFFER_OES, gl_renderbuffer);
- glGenRenderbuffersOES (1, &gl_depthbuffer);
- // renderbufferStorage: must be called before this.
- glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_depthbuffer);
- glRenderbufferStorageOES (GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES,
- w, h);
- glFramebufferRenderbufferOES (GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES,
- GL_RENDERBUFFER_OES, gl_depthbuffer);
+- (void) animateOneFrame
+{
+# if defined USE_IPHONE && defined JWXYZ_QUARTZ
+ UIGraphicsPushContext (backbuffer);
+# endif
- int err = glCheckFramebufferStatusOES (GL_FRAMEBUFFER_OES);
- switch (err) {
- case GL_FRAMEBUFFER_COMPLETE_OES:
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES:
- NSAssert (0, @"framebuffer incomplete attachment");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES:
- NSAssert (0, @"framebuffer incomplete missing attachment");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES:
- NSAssert (0, @"framebuffer incomplete dimensions");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES:
- NSAssert (0, @"framebuffer incomplete formats");
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_OES:
- NSAssert (0, @"framebuffer unsupported");
- break;
-/*
- case GL_FRAMEBUFFER_UNDEFINED:
- NSAssert (0, @"framebuffer undefined");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
- NSAssert (0, @"framebuffer incomplete draw buffer");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
- NSAssert (0, @"framebuffer incomplete read buffer");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
- NSAssert (0, @"framebuffer incomplete multisample");
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
- NSAssert (0, @"framebuffer incomplete layer targets");
- break;
- */
- default:
- NSAssert (0, @"framebuffer incomplete, unknown error 0x%04X", err);
- break;
- }
+ [self render_x11];
- check_gl_error ("setOglContext");
+# if defined USE_IPHONE && defined JWXYZ_QUARTZ
+ UIGraphicsPopContext();
+# endif
+}
-# endif // USE_IPHONE
- [self resizeContext];
+/* GL screenhacks don't display a backbuffer, so this is a stub. */
+- (void) enableBackbuffer:(CGSize)new_backbuffer_size
+{
}
-#ifdef USE_IPHONE
-+ (Class) layerClass
+
+/* GL screenhacks set their own viewport and matrices. */
+- (void) setViewport
{
- return [CAEAGLLayer class];
}
-/* On MacOS: drawRect does nothing, and animateOneFrame renders.
- On iOS GL: drawRect does nothing, and animateOneFrame renders.
- On iOS X11: drawRect renders, and animateOneFrame marks the view dirty.
+#ifdef USE_IPHONE
+
+/* Keep the GL scene oriented into a portrait-mode View, regardless of
+ what the physical device orientation is.
*/
-- (void)drawRect:(NSRect)rect
+- (void) reshape_x11
{
-}
+ [super reshape_x11];
+ glMatrixMode(GL_PROJECTION);
+ glRotatef (-current_device_rotation(), 0, 0, 1);
+ glMatrixMode(GL_MODELVIEW);
+}
-- (void) animateOneFrame
+- (void) render_x11
{
- UIGraphicsPushContext (backbuffer);
- [self render_x11];
- UIGraphicsPopContext();
+ BOOL was_initted_p = initted_p;
+ [super render_x11];
+
+ if (! was_initted_p)
+ _suppressRotationAnimation =
+ get_boolean_resource (xdpy,
+ "suppressRotationAnimation",
+ "SuppressRotationAnimation");
}
+#endif // USE_IPHONE
+
+
/* The backbuffer isn't actually used for GL programs, but it needs to
be there for X11 calls to not error out. However, nothing done with
and discarded. That's ok, though, because mostly it's just calls to
XClearWindow and housekeeping stuff like that. So we make a tiny one.
*/
-- (void) createBackbuffer
+- (void) createBackbuffer:(CGSize)new_size
{
- // Don't resize the X11 window to match rotation.
- // Rotation and scaling are handled in GL.
- //
- NSRect f = [self frame];
- double s = self.contentScaleFactor;
- backbuffer_size.width = (int) (s * f.size.width);
- backbuffer_size.height = (int) (s * f.size.height);
+#ifdef JWXYZ_QUARTZ
+ NSAssert (! backbuffer_texture,
+ @"backbuffer_texture shouldn't be used for GL hacks");
if (! backbuffer) {
CGColorSpaceRef cs = CGColorSpaceCreateDeviceRGB();
int w = 8;
int h = 8;
- backbuffer = CGBitmapContextCreate (NULL, w, h,
+ backbuffer = CGBitmapContextCreate (NULL, w, h, // yup, only 8px x 8px.
8, w*4, cs,
- kCGImageAlphaPremultipliedLast);
+ (kCGBitmapByteOrder32Little |
+ kCGImageAlphaNoneSkipLast));
CGColorSpaceRelease (cs);
}
+#endif // JWXYZ_QUARTZ
}
-- (void) swapBuffers
+/* Another stub for GL screenhacks. */
+- (void) drawBackbuffer
{
- glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer);
- [ogl_ctx presentRenderbuffer:GL_RENDERBUFFER_OES];
}
-# endif // USE_IPHONE
+
+
+/* Likewise. GL screenhacks control display with glXSwapBuffers(). */
+- (void) flushBackbuffer
+{
+}
+
+
+#ifndef USE_IPHONE
+
+- (NSOpenGLPixelFormat *) getGLPixelFormat
+{
+ NSOpenGLPixelFormatAttribute attrs[40];
+ int i = 0;
+ attrs[i++] = NSOpenGLPFAColorSize; attrs[i++] = 24;
+ attrs[i++] = NSOpenGLPFAAlphaSize; attrs[i++] = 8;
+ attrs[i++] = NSOpenGLPFADepthSize; attrs[i++] = 24;
+
+ if ([prefsReader getBooleanResource:"doubleBuffer"])
+ attrs[i++] = NSOpenGLPFADoubleBuffer;
+
+ Bool ms_p = [prefsReader getBooleanResource:"multiSample"];
+
+ /* Sometimes, turning on multisampling kills performance. At one point,
+ I thought the answer was, "only run multisampling on one screen, and
+ leave it turned off on other screens". That's what this code does,
+ but it turns out, that solution is insufficient. I can't really tell
+ what causes poor performance with multisampling, but it's not
+ predictable. Without changing the code, some times a given saver will
+ perform fine with multisampling on, and other times it will perform
+ very badly. Without multisampling, they always perform fine.
+ */
+ // if (ms_p && [[view window] screen] != [[NSScreen screens] objectAtIndex:0])
+ // ms_p = 0;
+
+ if (ms_p) {
+ attrs[i++] = NSOpenGLPFASampleBuffers; attrs[i++] = 1;
+ attrs[i++] = NSOpenGLPFASamples; attrs[i++] = 6;
+ // Don't really understand what this means:
+ // attrs[i++] = NSOpenGLPFANoRecovery;
+ }
+
+ attrs[i++] = NSOpenGLPFAWindow;
+# ifdef JWXYZ_GL
+ attrs[i++] = NSOpenGLPFAPixelBuffer;
+# endif
+
+ attrs[i] = 0;
+
+ NSOpenGLPixelFormat *result = [[NSOpenGLPixelFormat alloc]
+ initWithAttributes:attrs];
+
+ if (ms_p && !result) { // Retry without multisampling.
+ i -= 2;
+ attrs[i] = 0;
+ result = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ }
+
+ return [result autorelease];
+}
+
+#else // !USE_IPHONE
+
+- (NSDictionary *)getGLProperties
+{
+ Bool dbuf_p = [prefsReader getBooleanResource:"doubleBuffer"];
+
+ /* There seems to be no way to actually turn off double-buffering in
+ EAGLContext (e.g., no way to draw to the front buffer directly)
+ but if we turn on "retained backing" for non-buffering apps like
+ "pipes", at least the back buffer isn't auto-cleared on them.
+ */
+
+ return [NSDictionary dictionaryWithObjectsAndKeys:
+ kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
+ [NSNumber numberWithBool:!dbuf_p], kEAGLDrawablePropertyRetainedBacking,
+ nil];
+}
+
+- (void)addExtraRenderbuffers:(CGSize)size
+{
+ int w = size.width;
+ int h = size.height;
+
+ if (gl_depthbuffer) glDeleteRenderbuffersOES (1, &gl_depthbuffer);
+
+ glGenRenderbuffersOES (1, &gl_depthbuffer);
+ // [EAGLContext renderbufferStorage:fromDrawable:] must be called before this.
+ glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_depthbuffer);
+ glRenderbufferStorageOES (GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES,
+ w, h);
+ glFramebufferRenderbufferOES (GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES,
+ GL_RENDERBUFFER_OES, gl_depthbuffer);
+}
+
+- (NSString *)getCAGravity
+{
+ return kCAGravityCenter;
+}
+
+#endif // !USE_IPHONE
- (void)dealloc {
*/
-// redefine these now since they don't work when not inside an ObjC method.
+// redefine NSAssert, etc. here since they don't work when not inside
+// an ObjC method.
#undef NSAssert
#undef NSAssert1
#undef NSAssert2
-#define NSAssert(CC,S) do { if (!(CC)) { NSLog(S); abort();}} while(0)
-#define NSAssert1(CC,S,A) do { if (!(CC)) { NSLog(S,A); abort();}} while(0)
-#define NSAssert2(CC,S,A,B) do { if (!(CC)) { NSLog(S,A,B);abort();}} while(0)
+#define NSASS(S) \
+ jwxyz_abort ("%s", [(S) cStringUsingEncoding:NSUTF8StringEncoding])
+#define NSAssert(CC,S) do { if (!(CC)) { NSASS((S)); }} while(0)
+#define NSAssert1(CC,S,A) do { if (!(CC)) { \
+ NSASS(([NSString stringWithFormat: S, A])); }} while(0)
+#define NSAssert2(CC,S,A,B) do { if (!(CC)) { \
+ NSASS(([NSString stringWithFormat: S, A, B])); }} while(0)
/* Called by OpenGL savers using the XLockmore API.
XScreenSaverGLView *view = (XScreenSaverGLView *) jwxyz_window_view (win);
NSAssert1 ([view isKindOfClass:[XScreenSaverGLView class]],
@"wrong view class: %@", view);
- NSOpenGLContext *ctx = [view oglContext];
-
-# ifndef USE_IPHONE
-
- if (!ctx) {
-
- NSOpenGLPixelFormatAttribute attrs[40];
- int i = 0;
- attrs[i++] = NSOpenGLPFAColorSize; attrs[i++] = 24;
- attrs[i++] = NSOpenGLPFAAlphaSize; attrs[i++] = 8;
- attrs[i++] = NSOpenGLPFADepthSize; attrs[i++] = 16;
-
- if (get_boolean_resource (mi->dpy, "doubleBuffer", "DoubleBuffer"))
- attrs[i++] = NSOpenGLPFADoubleBuffer;
- Bool ms_p = get_boolean_resource (mi->dpy, "multiSample", "MultiSample");
+ // OpenGL initialization is in [XScreenSaverView startAnimation].
- /* Sometimes, turning on multisampling kills performance. At one point,
- I thought the answer was, "only run multisampling on one screen, and
- leave it turned off on other screens". That's what this code does,
- but it turns out, that solution is insufficient. I can't really tell
- what causes poor performance with multisampling, but it's not
- predictable. Without changing the code, some times a given saver will
- perform fine with multisampling on, and other times it will perform
- very badly. Without multisampling, they always perform fine.
- */
-// if (ms_p && [[view window] screen] != [[NSScreen screens] objectAtIndex:0])
-// ms_p = 0;
-
- if (ms_p) {
- attrs[i++] = NSOpenGLPFASampleBuffers; attrs[i++] = 1;
- attrs[i++] = NSOpenGLPFASamples; attrs[i++] = 6;
- // Don't really understand what this means:
- // attrs[i++] = NSOpenGLPFANoRecovery;
- }
-
- attrs[i] = 0;
-
- NSOpenGLPixelFormat *pixfmt =
- [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
-
- if (ms_p && !pixfmt) { // Retry without multisampling.
- i -= 2;
- attrs[i] = 0;
- pixfmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
- }
-
- NSAssert (pixfmt, @"unable to create NSOpenGLPixelFormat");
-
- ctx = [[NSOpenGLContext alloc]
- initWithFormat:pixfmt
- shareContext:nil];
-// [pixfmt release]; // #### ???
- }
-
- // Sync refreshes to the vertical blanking interval
- GLint r = 1;
- [ctx setValues:&r forParameter:NSOpenGLCPSwapInterval];
-// check_gl_error ("NSOpenGLCPSwapInterval"); // SEGV sometimes. Too early?
-
- // #### "Build and Analyze" says that ctx leaks, because it doesn't
- // seem to realize that makeCurrentContext retains it (right?)
- // Not sure what to do to make this warning go away.
-
- [ctx makeCurrentContext];
- check_gl_error ("makeCurrentContext");
+# ifdef USE_IPHONE
+ jwzgles_reset ();
+# endif // USE_IPHONE
- [view setOglContext:ctx];
+ // I don't know why this is necessary, but it beats randomly having some
+ // textures be upside down.
+ //
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
- // Clear frame buffer ASAP, else there are bits left over from other apps.
- glClearColor (0, 0, 0, 1);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-// glFinish ();
-// glXSwapBuffers (mi->dpy, mi->window);
-
-
- // Enable multi-threading, if possible. This runs most OpenGL commands
- // and GPU management on a second CPU.
- {
-# ifndef kCGLCEMPEngine
-# define kCGLCEMPEngine 313 // Added in MacOS 10.4.8 + XCode 2.4.
-# endif
- CGLContextObj cctx = CGLGetCurrentContext();
- CGLError err = CGLEnable (cctx, kCGLCEMPEngine);
- if (err != kCGLNoError) {
- NSLog (@"enabling multi-threaded OpenGL failed: %d", err);
- }
- }
-
- check_gl_error ("init_GL");
-
-# else // USE_IPHONE
-
- EAGLContext *ogl_ctx = ctx;
- if (!ogl_ctx) {
-
- Bool dbuf_p =
- get_boolean_resource (mi->dpy, "doubleBuffer", "DoubleBuffer");
-
- /* There seems to be no way to actually turn off double-buffering in
- EAGLContext (e.g., no way to draw to the front buffer directly)
- but if we turn on "retained backing" for non-buffering apps like
- "pipes", at least the back buffer isn't auto-cleared on them.
- */
- CAEAGLLayer *eagl_layer = (CAEAGLLayer *) view.layer;
- eagl_layer.opaque = TRUE;
- eagl_layer.drawableProperties =
- [NSDictionary dictionaryWithObjectsAndKeys:
- kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
- [NSNumber numberWithBool:!dbuf_p], kEAGLDrawablePropertyRetainedBacking,
- nil];
-
- // Without this, the GL frame buffer is half the screen resolution!
- eagl_layer.contentsScale = [UIScreen mainScreen].scale;
-
- ogl_ctx = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
- }
-
- if (!ogl_ctx)
- return 0;
- [view setOglContext:ogl_ctx];
-
- check_gl_error ("OES_init");
-
-# endif // USE_IPHONE
// Caller expects a pointer to an opaque struct... which it dereferences.
// Don't ask me, it's historical...
void
glXSwapBuffers (Display *dpy, Window window)
{
+ // This all is very much like what's in -[XScreenSaverView flushBackbuffer].
+#ifdef JWXYZ_GL
+ jwxyz_bind_drawable (window, window);
+#endif // JWXYZ_GL
+
XScreenSaverGLView *view = (XScreenSaverGLView *) jwxyz_window_view (window);
NSAssert1 ([view isKindOfClass:[XScreenSaverGLView class]],
@"wrong view class: %@", view);
}
+#if defined GL_INVALID_FRAMEBUFFER_OPERATION_OES && \
+ !defined GL_INVALID_FRAMEBUFFER_OPERATION
+# define GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_OES
+#endif
+
+
/* report a GL error. */
void
check_gl_error (const char *type)
case GL_STACK_OVERFLOW: e = "stack overflow"; break;
case GL_STACK_UNDERFLOW: e = "stack underflow"; break;
case GL_OUT_OF_MEMORY: e = "out of memory"; break;
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ e = "invalid framebuffer operation";
+ break;
+#endif
#ifdef GL_TABLE_TOO_LARGE_EXT
case GL_TABLE_TOO_LARGE_EXT: e = "table too large"; break;
#endif