mirror of https://github.com/PCSX2/pcsx2.git
244 lines
6.3 KiB
Plaintext
244 lines
6.3 KiB
Plaintext
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/GL/ContextAGL.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include "glad.h"
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#include <dlfcn.h>
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#if ! __has_feature(objc_arc)
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#error "Compile this with -fobjc-arc"
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#endif
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namespace GL
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{
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ContextAGL::ContextAGL(const WindowInfo& wi)
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: Context(wi)
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{
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m_opengl_module_handle = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_NOW);
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if (!m_opengl_module_handle)
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Console.Error("Could not open OpenGL.framework, function lookups will probably fail");
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}
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ContextAGL::~ContextAGL()
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{
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if ([NSOpenGLContext currentContext] == m_context)
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[NSOpenGLContext clearCurrentContext];
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CleanupView();
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if (m_opengl_module_handle)
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dlclose(m_opengl_module_handle);
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}
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std::unique_ptr<Context> ContextAGL::Create(const WindowInfo& wi, gsl::span<const Version> versions_to_try)
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{
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std::unique_ptr<ContextAGL> context = std::make_unique<ContextAGL>(wi);
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if (!context->Initialize(versions_to_try))
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return nullptr;
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return context;
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}
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bool ContextAGL::Initialize(gsl::span<const Version> versions_to_try)
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{
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for (const Version& cv : versions_to_try)
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{
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if (cv.profile == Profile::NoProfile && CreateContext(nullptr, NSOpenGLProfileVersionLegacy, true))
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{
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// we already have the dummy context, so just use that
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m_version = cv;
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return true;
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}
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else if (cv.profile == Profile::Core)
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{
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if (cv.major_version > 4 || cv.minor_version > 1)
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continue;
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const NSOpenGLPixelFormatAttribute profile = (cv.major_version > 3 || cv.minor_version > 2) ? NSOpenGLProfileVersion4_1Core : NSOpenGLProfileVersion3_2Core;
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if (CreateContext(nullptr, static_cast<int>(profile), true))
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{
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m_version = cv;
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return true;
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}
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}
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}
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return false;
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}
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void* ContextAGL::GetProcAddress(const char* name)
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{
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void* addr = m_opengl_module_handle ? dlsym(m_opengl_module_handle, name) : nullptr;
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if (addr)
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return addr;
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return dlsym(RTLD_NEXT, name);
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}
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bool ContextAGL::ChangeSurface(const WindowInfo& new_wi)
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{
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m_wi = new_wi;
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BindContextToView();
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return true;
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}
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void ContextAGL::ResizeSurface(u32 new_surface_width /*= 0*/, u32 new_surface_height /*= 0*/)
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{
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UpdateDimensions();
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}
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bool ContextAGL::UpdateDimensions()
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{
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if (![NSThread isMainThread])
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{
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bool ret;
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dispatch_sync(dispatch_get_main_queue(), [this, &ret]{ ret = UpdateDimensions(); });
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return ret;
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}
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const NSSize window_size = [m_view frame].size;
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const CGFloat window_scale = [[m_view window] backingScaleFactor];
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const u32 new_width = static_cast<u32>(window_size.width * window_scale);
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const u32 new_height = static_cast<u32>(window_size.height * window_scale);
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if (m_wi.surface_width == new_width && m_wi.surface_height == new_height)
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return false;
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m_wi.surface_width = new_width;
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m_wi.surface_height = new_height;
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[m_context update];
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return true;
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}
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bool ContextAGL::SwapBuffers()
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{
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[m_context flushBuffer];
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return true;
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}
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bool ContextAGL::MakeCurrent()
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{
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[m_context makeCurrentContext];
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return true;
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}
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bool ContextAGL::DoneCurrent()
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{
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[NSOpenGLContext clearCurrentContext];
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return true;
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}
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bool ContextAGL::SetSwapInterval(s32 interval)
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{
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GLint gl_interval = static_cast<GLint>(interval);
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[m_context setValues:&gl_interval forParameter:NSOpenGLCPSwapInterval];
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return true;
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}
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std::unique_ptr<Context> ContextAGL::CreateSharedContext(const WindowInfo& wi)
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{
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std::unique_ptr<ContextAGL> context = std::make_unique<ContextAGL>(wi);
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context->m_context = [[NSOpenGLContext alloc] initWithFormat:m_pixel_format shareContext:m_context];
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if (context->m_context == nil)
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return nullptr;
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context->m_version = m_version;
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context->m_pixel_format = m_pixel_format;
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if (wi.type == WindowInfo::Type::MacOS)
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context->BindContextToView();
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return context;
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}
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bool ContextAGL::CreateContext(NSOpenGLContext* share_context, int profile, bool make_current)
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{
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if (m_context)
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m_context = nullptr;
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const NSOpenGLPixelFormatAttribute attribs[] = {
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAOpenGLProfile, static_cast<NSOpenGLPixelFormatAttribute>(profile),
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NSOpenGLPFAAccelerated,
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0
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};
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m_pixel_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
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if (m_pixel_format == nil)
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{
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Console.Error("(ContextAGL) Failed to initialize pixel format");
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return false;
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}
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m_context = [[NSOpenGLContext alloc] initWithFormat:m_pixel_format shareContext:nil];
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if (m_context == nil)
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return false;
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if (m_wi.type == WindowInfo::Type::MacOS)
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BindContextToView();
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if (make_current)
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[m_context makeCurrentContext];
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return true;
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}
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void ContextAGL::BindContextToView()
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{
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if (![NSThread isMainThread])
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{
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dispatch_sync(dispatch_get_main_queue(), [this]{ BindContextToView(); });
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return;
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}
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#ifdef PCSX2_CORE
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m_view = (__bridge NSView*)m_wi.window_handle;
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#else
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// Drawing to wx's wxView somehow causes fighting between us and wx, resulting in massive CPU usage on the main thread and no image
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// Avoid that by adding our own subview
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CleanupView();
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NSView* const superview = (__bridge NSView*)m_wi.window_handle;
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m_view = [[NSView alloc] initWithFrame:[superview frame]];
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[superview addSubview:m_view];
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[m_view setAutoresizingMask:NSViewWidthSizable|NSViewHeightSizable];
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#endif
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[m_view setWantsBestResolutionOpenGLSurface:YES];
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UpdateDimensions();
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[m_context setView:m_view];
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}
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void ContextAGL::CleanupView()
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{
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#ifndef PCSX2_CORE
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if (![NSThread isMainThread])
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{
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dispatch_sync(dispatch_get_main_queue(), [this]{ CleanupView(); });
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return;
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}
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if (m_view)
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[m_view removeFromSuperview];
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#endif
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m_view = nullptr;
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}
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} // namespace GL
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