X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=OSX%2FXScreenSaverGLView.m;h=d61964f8d3b3fd0dad5fd909ecc3938c5b6be79b;hp=f0632bc9552f5a5775c151a4fb136c239b66d64b;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hpb=5f9c47ca98dd43d8f59b7c27d3fde6edfde4fe21 diff --git a/OSX/XScreenSaverGLView.m b/OSX/XScreenSaverGLView.m index f0632bc9..d61964f8 100644 --- a/OSX/XScreenSaverGLView.m +++ b/OSX/XScreenSaverGLView.m @@ -1,13 +1,13 @@ -/* xscreensaver, Copyright (c) 2006-2011 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 -* 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 + * + * 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" @@ -17,10 +17,17 @@ #import "XScreenSaverGLView.h" #import "XScreenSaverConfigSheet.h" +#import "jwxyz-cocoa.h" +#import "jwxyzI.h" #import "screenhackI.h" #import "xlockmoreI.h" -#import +#ifdef USE_IPHONE +# include "jwzgles.h" +# import +#else +# import +#endif /* used by the OpenGL screen savers */ @@ -33,168 +40,309 @@ extern void check_gl_error (const char *type); @implementation XScreenSaverGLView -#if 0 -- (void) dealloc + +#ifdef USE_IPHONE +/* With GL programs, drawing at full resolution isn't a problem. + */ +- (CGFloat) hackedContentScaleFactor { - /* #### Do we have to destroy ogl_ctx? */ - [super dealloc]; + return [self contentScaleFactor]; } -#endif - -- (void)stopAnimation +- (BOOL)ignoreRotation { - [super stopAnimation]; - - // Without this, the GL frame stays on screen when switching tabs - // in System Preferences. - // - [NSOpenGLContext clearCurrentContext]; + return FALSE; // Allow xwindow and the glViewport to change shape } +- (BOOL) suppressRotationAnimation +{ + return _suppressRotationAnimation; // per-hack setting, default FALSE +} -// #### maybe this could/should just be on 'lockFocus' instead? -- (void) prepareContext +- (BOOL) rotateTouches { - if (ogl_ctx) { - [ogl_ctx makeCurrentContext]; -// check_gl_error ("makeCurrentContext"); - [ogl_ctx update]; - } + return TRUE; // We need the XY axes swapped in our events } -- (void) resizeContext +- (void) swapBuffers { - if (ogl_ctx) - [ogl_ctx setView:self]; +# 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)drawRect:(NSRect)rect +- (void) animateOneFrame { - if (! ogl_ctx) - [super drawRect:rect]; +# if defined USE_IPHONE && defined JWXYZ_QUARTZ + UIGraphicsPushContext (backbuffer); +# endif + + [self render_x11]; + +# if defined USE_IPHONE && defined JWXYZ_QUARTZ + UIGraphicsPopContext(); +# endif } -- (NSOpenGLContext *) oglContext +/* GL screenhacks don't display a backbuffer, so this is a stub. */ +- (void) enableBackbuffer:(CGSize)new_backbuffer_size { - return ogl_ctx; } -- (void) setOglContext: (NSOpenGLContext *) ctx +/* GL screenhacks set their own viewport and matrices. */ +- (void) setViewport { - ogl_ctx = ctx; - [self resizeContext]; } -@end +#ifdef USE_IPHONE -/* Utility functions... +/* Keep the GL scene oriented into a portrait-mode View, regardless of + what the physical device orientation is. */ +- (void) reshape_x11 +{ + [super reshape_x11]; + + glMatrixMode(GL_PROJECTION); + glRotatef (-current_device_rotation(), 0, 0, 1); + glMatrixMode(GL_MODELVIEW); +} + +- (void) render_x11 +{ + BOOL was_initted_p = initted_p; + [super render_x11]; + + if (! was_initted_p && xdpy) + _suppressRotationAnimation = + get_boolean_resource (xdpy, + "suppressRotationAnimation", + "SuppressRotationAnimation"); +} +#endif // USE_IPHONE -/* Called by OpenGL savers using the XLockmore API. + + +/* 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 + X11 calls will ever show up! It all gets written into the backbuffer + 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. */ -GLXContext * -init_GL (ModeInfo *mi) +- (void) createBackbuffer:(CGSize)new_size { - Window win = mi->window; - XScreenSaverGLView *view = (XScreenSaverGLView *) jwxyz_window_view (win); - NSOpenGLContext *ctx = [view oglContext]; +#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, // yup, only 8px x 8px. + 8, w*4, cs, + (kCGBitmapByteOrder32Little | + kCGImageAlphaNoneSkipLast)); + CGColorSpaceRelease (cs); + } +#endif // JWXYZ_QUARTZ +} - 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; +/* Another stub for GL screenhacks. */ +- (void) drawBackbuffer +{ +} + - NSOpenGLPixelFormat *pixfmt = - [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; +/* Likewise. GL screenhacks control display with glXSwapBuffers(). */ +- (void) flushBackbuffer +{ +} - if (ms_p && !pixfmt) { // Retry without multisampling. - i -= 2; - attrs[i] = 0; - pixfmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; - } - if (! pixfmt) { - NSLog (@"unable to create NSOpenGLPixelFormat"); - exit (1); - } +#ifndef USE_IPHONE - ctx = [[NSOpenGLContext alloc] - initWithFormat:pixfmt - shareContext:nil]; -// [pixfmt release]; // #### ??? +- (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; } - // Sync refreshes to the vertical blanking interval - GLint r = 1; - [ctx setValues:&r forParameter:NSOpenGLCPSwapInterval]; -// check_gl_error ("NSOpenGLCPSwapInterval"); // SEGV sometimes. Too early? + attrs[i++] = NSOpenGLPFAWindow; +# ifdef JWXYZ_GL + attrs[i++] = NSOpenGLPFAPixelBuffer; +# endif - // #### "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. + attrs[i] = 0; - [ctx makeCurrentContext]; - check_gl_error ("makeCurrentContext"); + NSOpenGLPixelFormat *result = [[NSOpenGLPixelFormat alloc] + initWithAttributes:attrs]; - [view setOglContext:ctx]; + if (ms_p && !result) { // Retry without multisampling. + i -= 2; + attrs[i] = 0; + result = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; + } - // 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); - } + 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; +} + +- (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 + // gl_framebuffer + // gl_renderbuffer + // gl_depthbuffer + [super dealloc]; +} + +@end - check_gl_error ("init_GL"); + +/* Utility functions... + */ + + +// redefine NSAssert, etc. here since they don't work when not inside +// an ObjC method. + +#undef NSAssert +#undef NSAssert1 +#undef NSAssert2 +#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. + */ +GLXContext * +init_GL (ModeInfo *mi) +{ + Window win = mi->window; + XScreenSaverGLView *view = (XScreenSaverGLView *) jwxyz_window_view (win); + NSAssert1 ([view isKindOfClass:[XScreenSaverGLView class]], + @"wrong view class: %@", view); + + // OpenGL initialization is in [XScreenSaverView startAnimation]. + + // 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(); + + 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... @@ -208,9 +356,20 @@ 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); +#ifndef USE_IPHONE NSOpenGLContext *ctx = [view oglContext]; if (ctx) [ctx flushBuffer]; // despite name, this actually swaps +#else /* USE_IPHONE */ + [view swapBuffers]; +#endif /* USE_IPHONE */ } /* Does nothing - prepareContext already did the work. @@ -230,6 +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) @@ -245,6 +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 @@ -254,6 +424,5 @@ check_gl_error (const char *type) default: e = buf; sprintf (buf, "unknown GL error %d", (int) i); break; } - NSLog (@"%s GL error: %s", type, e); - exit (1); + NSAssert2 (0, @"%s GL error: %s", type, e); }