X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=OSX%2FXScreenSaverGLView.m;h=d61964f8d3b3fd0dad5fd909ecc3938c5b6be79b;hp=7af44038bc7c900eacd57a184f1b7657240c0939;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hpb=d5186197bc394e10a4402f7f6d23fbb14103bc50 diff --git a/OSX/XScreenSaverGLView.m b/OSX/XScreenSaverGLView.m index 7af44038..d61964f8 100644 --- a/OSX/XScreenSaverGLView.m +++ b/OSX/XScreenSaverGLView.m @@ -1,4 +1,4 @@ -/* xscreensaver, Copyright (c) 2006-2014 Jamie Zawinski +/* xscreensaver, Copyright (c) 2006-2016 Jamie Zawinski * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -17,11 +17,14 @@ #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 #else # import #endif @@ -37,184 +40,96 @@ extern void check_gl_error (const char *type); @implementation XScreenSaverGLView -- (void)stopAnimation -{ - [super stopAnimation]; - - // Without this, the GL frame stays on screen when switching tabs - // in System Preferences. - // -# ifndef USE_IPHONE - [NSOpenGLContext clearCurrentContext]; -# endif // !USE_IPHONE - clear_gl_error(); // This hack is defunct, don't let this linger. +#ifdef USE_IPHONE +/* With GL programs, drawing at full resolution isn't a problem. + */ +- (CGFloat) hackedContentScaleFactor +{ + 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 } -#ifdef USE_IPHONE -/* With GL programs, drawing at full resolution isn't a problem. - */ -- (CGFloat) hackedContentScaleFactor +- (void) swapBuffers { - return [self contentScaleFactor]; +# 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 -- (void) setOglContext: (NSOpenGLContext *) ctx +- (void) animateOneFrame { - ogl_ctx = ctx; - -# ifdef USE_IPHONE - [EAGLContext setCurrentContext: ogl_ctx]; - - double s = [self hackedContentScaleFactor]; - int w = s * [self bounds].size.width; - int h = s * [self bounds].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); - glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer); - -// 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); - - 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; - } - - check_gl_error ("setOglContext"); +# if defined USE_IPHONE && defined JWXYZ_QUARTZ + UIGraphicsPushContext (backbuffer); +# endif -# endif // USE_IPHONE + [self render_x11]; - [self resizeContext]; +# if defined USE_IPHONE && defined JWXYZ_QUARTZ + UIGraphicsPopContext(); +# endif } -#ifdef USE_IPHONE -+ (Class) layerClass + +/* GL screenhacks don't display a backbuffer, so this is a stub. */ +- (void) enableBackbuffer:(CGSize)new_backbuffer_size { - return [CAEAGLLayer class]; } -- (void) swapBuffers + +/* GL screenhacks set their own viewport and matrices. */ +- (void) setViewport { - glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer); - [ogl_ctx presentRenderbuffer:GL_RENDERBUFFER_OES]; } -#endif // USE_IPHONE -#ifdef USE_BACKBUFFER +#ifdef USE_IPHONE -- (void) initLayer +/* Keep the GL scene oriented into a portrait-mode View, regardless of + what the physical device orientation is. + */ +- (void) reshape_x11 { - // Do nothing. -} + [super reshape_x11]; -- (void)drawRect:(NSRect)rect -{ + glMatrixMode(GL_PROJECTION); + glRotatef (-current_device_rotation(), 0, 0, 1); + glMatrixMode(GL_MODELVIEW); } - -- (void) animateOneFrame +- (void) render_x11 { -# ifdef USE_IPHONE - UIGraphicsPushContext (backbuffer); -# endif + BOOL was_initted_p = initted_p; + [super render_x11]; + + if (! was_initted_p && xdpy) + _suppressRotationAnimation = + get_boolean_resource (xdpy, + "suppressRotationAnimation", + "SuppressRotationAnimation"); +} - [self render_x11]; +#endif // USE_IPHONE -# ifdef USE_IPHONE - UIGraphicsPopContext(); -# endif -} /* The backbuffer isn't actually used for GL programs, but it needs to @@ -225,7 +140,9 @@ extern void check_gl_error (const char *type); */ - (void) createBackbuffer:(CGSize)new_size { - backbuffer_size = new_size; +#ifdef JWXYZ_QUARTZ + NSAssert (! backbuffer_texture, + @"backbuffer_texture shouldn't be used for GL hacks"); if (! backbuffer) { CGColorSpaceRef cs = CGColorSpaceCreateDeviceRGB(); @@ -233,22 +150,145 @@ extern void check_gl_error (const char *type); int h = 8; backbuffer = CGBitmapContextCreate (NULL, w, h, // yup, only 8px x 8px. 8, w*4, cs, - kCGImageAlphaPremultipliedLast); + (kCGBitmapByteOrder32Little | + kCGImageAlphaNoneSkipLast)); CGColorSpaceRelease (cs); } +#endif // JWXYZ_QUARTZ } -# endif // USE_BACKBUFFER -/* When changing the device orientation, leave the X11 Window and glViewport - in portrait configuration. OpenGL hacks examine current_device_rotation() - within the scene as needed. - */ -- (BOOL)reshapeRotatedWindow +/* Another stub for GL screenhacks. */ +- (void) drawBackbuffer +{ +} + + +/* 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 NO; + return kCAGravityCenter; } +- (void) startAnimation +{ + [super startAnimation]; + if (ogl_ctx) /* Almost always true. */ + _glesState = jwzgles_make_state (); +} + +- (void) stopAnimation +{ + [super stopAnimation]; +#ifdef USE_IPHONE + if (_glesState) { + [EAGLContext setCurrentContext:ogl_ctx]; + jwzgles_make_current (_glesState); + jwzgles_free_state (); + } +#endif +} + +- (void) prepareContext +{ + [super prepareContext]; + jwzgles_make_current (_glesState); +} + +#endif // !USE_IPHONE + - (void)dealloc { // ogl_ctx @@ -289,134 +329,8 @@ init_GL (ModeInfo *mi) 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"); - - /* 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"); - - // #### Analyze says: "Potential leak of an object stored into pixfmt" - 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? - - // #### Analyze says: "Potential leak of an object stored into "ctx" - // But makeCurrentContext retains it (right?) - - [ctx makeCurrentContext]; - check_gl_error ("makeCurrentContext"); - [view setOglContext:ctx]; - - // 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]; - // #### Analyze says "Potential leak of an object stored into ogl_ctx" - - check_gl_error ("OES_init"); - - jwzgles_reset (); - -# endif // USE_IPHONE + // OpenGL initialization is in [XScreenSaverView startAnimation]. // I don't know why this is necessary, but it beats randomly having some // textures be upside down. @@ -428,6 +342,7 @@ init_GL (ModeInfo *mi) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Caller expects a pointer to an opaque struct... which it dereferences. // Don't ask me, it's historical... @@ -441,6 +356,11 @@ init_GL (ModeInfo *mi) 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); @@ -469,6 +389,12 @@ clear_gl_error (void) } +#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) @@ -484,6 +410,11 @@ 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