Atlas - SDL_uikitopengles.m

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21#include "SDL_internal.h" 22 23#if defined(SDL_VIDEO_DRIVER_UIKIT) && (defined(SDL_VIDEO_OPENGL_ES) || defined(SDL_VIDEO_OPENGL_ES2)) 24 25#include "SDL_uikitopengles.h" 26#import "SDL_uikitopenglview.h" 27#include "SDL_uikitmodes.h" 28#include "SDL_uikitwindow.h" 29#include "SDL_uikitevents.h" 30#include "../SDL_sysvideo.h" 31#include "../../events/SDL_keyboard_c.h" 32#include "../../events/SDL_mouse_c.h" 33#include "../../power/uikit/SDL_syspower.h" 34#include <dlfcn.h> 35 36@interface SDLEAGLContext : EAGLContext 37 38// The OpenGL ES context owns a view / drawable. 39@property(nonatomic, strong) SDL_uikitopenglview *sdlView; 40 41@end 42 43@implementation SDLEAGLContext 44 45- (void)dealloc 46{ 47 /* When the context is deallocated, its view should be removed from any 48 * SDL window that it's attached to. */ 49 [self.sdlView setSDLWindow:NULL]; 50} 51 52@end 53 54SDL_FunctionPointer UIKit_GL_GetProcAddress(SDL_VideoDevice *_this, const char *proc) 55{ 56 /* Look through all SO's for the proc symbol. Here's why: 57 * -Looking for the path to the OpenGL Library seems not to work in the iOS Simulator. 58 * -We don't know that the path won't change in the future. */ 59 return dlsym(RTLD_DEFAULT, proc); 60} 61 62/* 63 note that SDL_GL_DestroyContext makes it current without passing the window 64*/ 65bool UIKit_GL_MakeCurrent(SDL_VideoDevice *_this, SDL_Window *window, SDL_GLContext context) 66{ 67 @autoreleasepool { 68 SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *)context; 69 70 if (![EAGLContext setCurrentContext:eaglcontext]) { 71 return SDL_SetError("Could not make EAGL context current"); 72 } 73 74 if (eaglcontext) { 75 [eaglcontext.sdlView setSDLWindow:window]; 76 } 77 } 78 79 return true; 80} 81 82bool UIKit_GL_LoadLibrary(SDL_VideoDevice *_this, const char *path) 83{ 84 /* We shouldn't pass a path to this function, since we've already loaded the 85 * library. */ 86 if (path != NULL) { 87 return SDL_SetError("iOS GL Load Library just here for compatibility"); 88 } 89 return true; 90} 91 92bool UIKit_GL_SwapWindow(SDL_VideoDevice *_this, SDL_Window *window) 93{ 94 @autoreleasepool { 95 SDLEAGLContext *context = (__bridge SDLEAGLContext *)SDL_GL_GetCurrentContext(); 96 97#ifdef SDL_POWER_UIKIT 98 // Check once a frame to see if we should turn off the battery monitor. 99 SDL_UIKit_UpdateBatteryMonitoring(); 100#endif 101 102 [context.sdlView swapBuffers]; 103 104 /* You need to pump events in order for the OS to make changes visible. 105 * We don't pump events here because we don't want iOS application events 106 * (low memory, terminate, etc.) to happen inside low level rendering. */ 107 } 108 return true; 109} 110 111SDL_GLContext UIKit_GL_CreateContext(SDL_VideoDevice *_this, SDL_Window *window) 112{ 113 @autoreleasepool { 114 SDLEAGLContext *context = nil; 115 SDL_uikitopenglview *view; 116 SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; 117 CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); 118 EAGLSharegroup *sharegroup = nil; 119 CGFloat scale = 1.0; 120 int samples = 0; 121 int major = _this->gl_config.major_version; 122 int minor = _this->gl_config.minor_version; 123 124 /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES 125 * versions. */ 126 EAGLRenderingAPI api = major; 127 128 // iOS currently doesn't support GLES >3.0. 129 if (major > 3 || (major == 3 && minor > 0)) { 130 SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor); 131 return NULL; 132 } 133 134 if (_this->gl_config.multisamplebuffers > 0) { 135 samples = _this->gl_config.multisamplesamples; 136 } 137 138 if (_this->gl_config.share_with_current_context) { 139 EAGLContext *currContext = (__bridge EAGLContext *)SDL_GL_GetCurrentContext(); 140 sharegroup = currContext.sharegroup; 141 } 142 143 if (window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) { 144 /* Set the scale to the natural scale factor of the screen - the 145 * backing dimensions of the OpenGL view will match the pixel 146 * dimensions of the screen rather than the dimensions in points. */ 147 scale = data.uiwindow.screen.nativeScale; 148 } 149 150 context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup]; 151 if (!context) { 152 SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version); 153 return NULL; 154 } 155 156 // construct our view, passing in SDL's OpenGL configuration data 157 view = [[SDL_uikitopenglview alloc] initWithFrame:frame 158 scale:scale 159 retainBacking:_this->gl_config.retained_backing 160 rBits:_this->gl_config.red_size 161 gBits:_this->gl_config.green_size 162 bBits:_this->gl_config.blue_size 163 aBits:_this->gl_config.alpha_size 164 depthBits:_this->gl_config.depth_size 165 stencilBits:_this->gl_config.stencil_size 166 sRGB:_this->gl_config.framebuffer_srgb_capable 167 multisamples:samples 168 context:context]; 169 170 if (!view) { 171 return NULL; 172 } 173 174 SDL_PropertiesID props = SDL_GetWindowProperties(window); 175 SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER, view.drawableFramebuffer); 176 SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER, view.drawableRenderbuffer); 177 SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER, view.msaaResolveFramebuffer); 178 179 // The context owns the view / drawable. 180 context.sdlView = view; 181 182 if (!UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext)context)) { 183 UIKit_GL_DestroyContext(_this, (SDL_GLContext)CFBridgingRetain(context)); 184 return NULL; 185 } 186 187 /* We return a +1'd context. The window's internal owns the view (via 188 * MakeCurrent.) */ 189 return (SDL_GLContext)CFBridgingRetain(context); 190 } 191} 192 193bool UIKit_GL_DestroyContext(SDL_VideoDevice *_this, SDL_GLContext context) 194{ 195 @autoreleasepool { 196 /* The context was retained in SDL_GL_CreateContext, so we release it 197 * here. The context's view will be detached from its window when the 198 * context is deallocated. */ 199 CFRelease(context); 200 } 201 return true; 202} 203 204void UIKit_GL_RestoreCurrentContext(void) 205{ 206 @autoreleasepool { 207 /* Some iOS system functionality (such as Dictation on the on-screen 208 keyboard) uses its own OpenGL ES context but doesn't restore the 209 previous one when it's done. This is a workaround to make sure the 210 expected SDL-created OpenGL ES context is active after the OS is 211 finished running its own code for the frame. If this isn't done, the 212 app may crash or have other nasty symptoms when Dictation is used. 213 */ 214 EAGLContext *context = (__bridge EAGLContext *)SDL_GL_GetCurrentContext(); 215 if (context != NULL && [EAGLContext currentContext] != context) { 216 [EAGLContext setCurrentContext:context]; 217 } 218 } 219} 220 221#endif // SDL_VIDEO_DRIVER_UIKIT 222
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