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-rw-r--r--src/jogl/native/macosx/MacOSXWindowSystemInterface.m740
1 files changed, 740 insertions, 0 deletions
diff --git a/src/jogl/native/macosx/MacOSXWindowSystemInterface.m b/src/jogl/native/macosx/MacOSXWindowSystemInterface.m
new file mode 100644
index 000000000..cbfea6d71
--- /dev/null
+++ b/src/jogl/native/macosx/MacOSXWindowSystemInterface.m
@@ -0,0 +1,740 @@
+/* Note: usage of AvailabilityMacros.h to detect whether we're
+ building on OS X 10.3 does not work because the header #defines
+ MAC_OS_X_VERSION_10_4 even though the machine is a 10.3 machine
+
+#include <AvailabilityMacros.h>
+
+#ifndef MAC_OS_X_VERSION_10_3
+ #error building JOGL requires Mac OS X 10.3 or greater
+#endif
+
+#ifndef MAC_OS_X_VERSION_10_4
+ #define NSOpenGLPFAColorFloat kCGLPFAColorFloat
+ #define kCGLNoError 0
+#endif
+*/
+
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/CGLTypes.h>
+#import <jni.h>
+#import "ContextUpdater.h"
+
+#import "macosx-window-system.h"
+
+// see MacOSXPbufferGLContext.java createPbuffer
+#define USE_GL_TEXTURE_RECTANGLE_EXT
+
+#ifdef USE_GL_TEXTURE_RECTANGLE_EXT
+ #ifndef GL_TEXTURE_RECTANGLE_EXT
+ #define GL_TEXTURE_RECTANGLE_EXT 0x84F5
+ #endif
+#endif
+
+// Workarounds for compiling on 10.3
+#ifndef kCGLRGBA16161616Bit
+#define kCGLRGBA16161616Bit 0x00800000 /* 64 argb bit/pixel, R=63:48, G=47:32, B=31:16, A=15:0 */
+#define kCGLRGBFloat64Bit 0x01000000 /* 64 rgb bit/pixel, half float */
+#define kCGLRGBAFloat64Bit 0x02000000 /* 64 argb bit/pixel, half float */
+#define kCGLRGBFloat128Bit 0x04000000 /* 128 rgb bit/pixel, ieee float */
+#define kCGLRGBAFloat128Bit 0x08000000 /* 128 argb bit/pixel, ieee float */
+#define kCGLRGBFloat256Bit 0x10000000 /* 256 rgb bit/pixel, ieee double */
+#define kCGLRGBAFloat256Bit 0x20000000 /* 256 argb bit/pixel, ieee double */
+#endif
+
+struct _RendererInfo
+{
+ long id; // kCGLRPRendererID
+ long displayMask; // kCGLRPDisplayMask
+
+ long accelerated; // kCGLRPAccelerated
+
+ long window; // kCGLRPWindow
+ long fullscreen; // kCGLRPFullScreen
+ long multiscreen; // kCGLRPMultiScreen
+ long offscreen; // kCGLRPOffScreen
+ long floatPixels; // see kCGLRPColorModes
+ long stereo; // kCGLRPBufferModes
+
+ long auxBuffers; // kCGLRPMaxAuxBuffers
+ long sampleBuffers; // kCGLRPMaxSampleBuffers
+ long samples; // kCGLRPMaxSamples
+ long samplesModes; // kCGLRPSampleModes
+ long multiSample; // see kCGLRPSampleModes
+ long superSample; // see kCGLRPSampleModes
+ long alphaSample; // kCGLRPSampleAlpha
+
+ long colorModes; // kCGLRPColorModes
+ long colorRGBSizeMAX;
+ long colorASizeMAX;
+ long colorFloatRGBSizeMAX;
+ long colorFloatASizeMAX;
+ long colorFloatRGBSizeMIN;
+ long colorFloatASizeMIN;
+ long colorModesCount;
+ long colorFloatModesCount;
+ long depthModes; // kCGLRPDepthModes
+ long depthSizeMAX;
+ long depthModesCount;
+ long stencilModes; // kCGLRPStencilModes
+ long stencilSizeMAX;
+ long stencilModesCount;
+ long accumModes; // kCGLRPAccumModes
+ long accumRGBSizeMAX;
+ long accumASizeMAX;
+ long accumModesCount;
+}
+typedef RendererInfo;
+
+RendererInfo *gRenderers = NULL;
+long gRenderersCount = 0;
+
+long depthModes[] = {
+ kCGL0Bit,
+ kCGL1Bit,
+ kCGL2Bit,
+ kCGL3Bit,
+ kCGL4Bit,
+ kCGL5Bit,
+ kCGL6Bit,
+ kCGL8Bit,
+ kCGL10Bit,
+ kCGL12Bit,
+ kCGL16Bit,
+ kCGL24Bit,
+ kCGL32Bit,
+ kCGL48Bit,
+ kCGL64Bit,
+ kCGL96Bit,
+ kCGL128Bit,
+ 0
+ };
+long depthModesBits[] = {0, 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 24, 32, 48, 64, 96, 128};
+long colorModes[] = {
+ kCGLRGB444Bit,
+ kCGLARGB4444Bit,
+ kCGLRGB444A8Bit,
+ kCGLRGB555Bit,
+ kCGLARGB1555Bit,
+ kCGLRGB555A8Bit,
+ kCGLRGB565Bit,
+ kCGLRGB565A8Bit,
+ kCGLRGB888Bit,
+ kCGLARGB8888Bit,
+ kCGLRGB888A8Bit,
+ kCGLRGB101010Bit,
+ kCGLARGB2101010Bit,
+ kCGLRGB101010_A8Bit,
+ kCGLRGB121212Bit,
+ kCGLARGB12121212Bit,
+ kCGLRGB161616Bit,
+ kCGLRGBA16161616Bit,
+ kCGLRGBFloat64Bit,
+ kCGLRGBAFloat64Bit,
+ kCGLRGBFloat128Bit,
+ kCGLRGBAFloat128Bit,
+ kCGLRGBFloat256Bit,
+ kCGLRGBAFloat256Bit,
+ 0
+ };
+long colorModesBitsRGB[] = {4, 4, 4, 5, 5, 5, 5, 5, 8, 8, 8, 10, 10, 10, 12, 12, 16, 16, 16, 16, 32, 32, 64, 64};
+long colorModesBitsA[] = {0, 4, 8, 0, 1, 8, 0, 8, 0, 8, 8, 0, 2, 8, 0, 12, 0, 16, 0, 16, 0, 32, 0, 64};
+
+void getRendererInfo()
+{
+ if (gRenderersCount == 0)
+ {
+ CGLRendererInfoObj info;
+ CGLError err = CGLQueryRendererInfo(CGDisplayIDToOpenGLDisplayMask(kCGDirectMainDisplay), &info, &gRenderersCount);
+ if (err == 0 /* kCGLNoError */)
+ {
+ // how many renderers are available?
+ CGLDescribeRenderer(info, 0, kCGLRPRendererCount, &gRenderersCount);
+
+ // allocate our global renderers info
+ gRenderers = (RendererInfo*)malloc(gRenderersCount*sizeof(RendererInfo));
+ memset(gRenderers, 0x00, gRenderersCount*sizeof(RendererInfo));
+
+ // iterate through the renderers checking for their features
+ long j;
+ for (j=0; j<gRenderersCount; j++)
+ {
+ RendererInfo *renderer = &gRenderers[j];
+ int i;
+
+ CGLDescribeRenderer(info, j, kCGLRPRendererID, &(renderer->id));
+ CGLDescribeRenderer(info, j, kCGLRPDisplayMask, &(renderer->displayMask));
+
+ CGLDescribeRenderer(info, j, kCGLRPAccelerated, &(renderer->accelerated));
+
+ CGLDescribeRenderer(info, j, kCGLRPWindow, &(renderer->window));
+ CGLDescribeRenderer(info, j, kCGLRPFullScreen, &(renderer->fullscreen));
+ CGLDescribeRenderer(info, j, kCGLRPMultiScreen, &(renderer->multiscreen));
+ CGLDescribeRenderer(info, j, kCGLRPOffScreen, &(renderer->offscreen));
+ CGLDescribeRenderer(info, j, kCGLRPColorModes, &(renderer->floatPixels));
+ if ((renderer->floatPixels >= kCGLRGBFloat64Bit) != 0)
+ {
+ renderer->floatPixels = 1;
+ }
+ else
+ {
+ renderer->floatPixels = 0;
+ }
+ CGLDescribeRenderer(info, j, kCGLRPBufferModes, &(renderer->stereo));
+ if ((renderer->stereo & kCGLStereoscopicBit) != 0)
+ {
+ renderer->stereo = 1;
+ }
+ else
+ {
+ renderer->stereo = 0;
+ }
+
+ CGLDescribeRenderer(info, j, kCGLRPMaxAuxBuffers, &(renderer->auxBuffers));
+ CGLDescribeRenderer(info, j, kCGLRPMaxSampleBuffers, &(renderer->sampleBuffers));
+ CGLDescribeRenderer(info, j, kCGLRPMaxSamples, &(renderer->samples));
+ // The following queries are only legal on 10.4
+ // FIXME: should figure out a way to enable them dynamically
+#ifdef kCGLRPSampleModes
+ CGLDescribeRenderer(info, j, kCGLRPSampleModes, &(renderer->samplesModes));
+ if ((renderer->samplesModes & kCGLSupersampleBit) != 0)
+ {
+ renderer->multiSample = 1;
+ }
+ if ((renderer->samplesModes & kCGLMultisampleBit) != 0)
+ {
+ renderer->superSample = 1;
+ }
+ CGLDescribeRenderer(info, j, kCGLRPSampleAlpha, &(renderer->alphaSample));
+#endif
+ CGLDescribeRenderer(info, j, kCGLRPColorModes, &(renderer->colorModes));
+ i=0;
+ int floatPixelFormatInitialized = 0;
+ while (colorModes[i] != 0)
+ {
+ if ((renderer->colorModes & colorModes[i]) != 0)
+ {
+ // non-float color model
+ if (colorModes[i] < kCGLRGBFloat64Bit)
+ {
+ // look for max color and alpha values - prefer color models that have alpha
+ if ((colorModesBitsRGB[i] >= renderer->colorRGBSizeMAX) && (colorModesBitsA[i] >= renderer->colorASizeMAX))
+ {
+ renderer->colorRGBSizeMAX = colorModesBitsRGB[i];
+ renderer->colorASizeMAX = colorModesBitsA[i];
+ }
+ renderer->colorModesCount++;
+ }
+ // float-color model
+ if (colorModes[i] >= kCGLRGBFloat64Bit)
+ {
+ if (floatPixelFormatInitialized == 0)
+ {
+ floatPixelFormatInitialized = 1;
+
+ renderer->colorFloatASizeMAX = colorModesBitsA[i];
+ renderer->colorFloatRGBSizeMAX = colorModesBitsRGB[i];
+ renderer->colorFloatASizeMIN = colorModesBitsA[i];
+ renderer->colorFloatRGBSizeMIN = colorModesBitsRGB[i];
+ }
+ // look for max color and alpha values - prefer color models that have alpha
+ if ((colorModesBitsRGB[i] >= renderer->colorFloatRGBSizeMAX) && (colorModesBitsA[i] >= renderer->colorFloatASizeMAX))
+ {
+ renderer->colorFloatRGBSizeMAX = colorModesBitsRGB[i];
+ renderer->colorFloatASizeMAX = colorModesBitsA[i];
+ }
+ // find min color
+ if (colorModesBitsA[i] < renderer->colorFloatASizeMIN)
+ {
+ renderer->colorFloatASizeMIN = colorModesBitsA[i];
+ }
+ // find min alpha color
+ if (colorModesBitsA[i] < renderer->colorFloatRGBSizeMIN)
+ {
+ renderer->colorFloatRGBSizeMIN = colorModesBitsRGB[i];
+ }
+ renderer->colorFloatModesCount++;
+ }
+ }
+ i++;
+ }
+ CGLDescribeRenderer(info, j, kCGLRPDepthModes, &(renderer->depthModes));
+ i=0;
+ while (depthModes[i] != 0)
+ {
+ if ((renderer->depthModes & depthModes[i]) != 0)
+ {
+ renderer->depthSizeMAX = depthModesBits[i];
+ renderer->depthModesCount++;
+ }
+ i++;
+ }
+ CGLDescribeRenderer(info, j, kCGLRPStencilModes, &(renderer->stencilModes));
+ i=0;
+ while (depthModes[i] != 0)
+ {
+ if ((renderer->stencilModes & depthModes[i]) != 0)
+ {
+ renderer->stencilSizeMAX = depthModesBits[i];
+ renderer->stencilModesCount++;
+ }
+ i++;
+ }
+ CGLDescribeRenderer(info, j, kCGLRPAccumModes, &(renderer->accumModes));
+ i=0;
+ while (colorModes[i] != 0)
+ {
+ if ((renderer->accumModes & colorModes[i]) != 0)
+ {
+ if ((colorModesBitsRGB[i] >= renderer->accumRGBSizeMAX) && (colorModesBitsA[i] >= renderer->accumASizeMAX))
+ {
+ renderer->accumRGBSizeMAX = colorModesBitsRGB[i];
+ renderer->accumASizeMAX = colorModesBitsA[i];
+ }
+ renderer->accumModesCount++;
+ }
+ i++;
+ }
+ }
+ }
+ CGLDestroyRendererInfo (info);
+ }
+
+#if 0
+ fprintf(stderr, "gRenderersCount=%ld\n", gRenderersCount);
+ int j;
+ for (j=0; j<gRenderersCount; j++)
+ {
+ RendererInfo *renderer = &gRenderers[j];
+ fprintf(stderr, " id=%ld\n", renderer->id);
+ fprintf(stderr, " displayMask=%ld\n", renderer->displayMask);
+
+ fprintf(stderr, " accelerated=%ld\n", renderer->accelerated);
+
+ fprintf(stderr, " window=%ld\n", renderer->window);
+ fprintf(stderr, " fullscreen=%ld\n", renderer->fullscreen);
+ fprintf(stderr, " multiscreen=%ld\n", renderer->multiscreen);
+ fprintf(stderr, " offscreen=%ld\n", renderer->offscreen);
+ fprintf(stderr, " floatPixels=%ld\n", renderer->floatPixels);
+ fprintf(stderr, " stereo=%ld\n", renderer->stereo);
+
+ fprintf(stderr, " auxBuffers=%ld\n", renderer->auxBuffers);
+ fprintf(stderr, " sampleBuffers=%ld\n", renderer->sampleBuffers);
+ fprintf(stderr, " samples=%ld\n", renderer->samples);
+ fprintf(stderr, " samplesModes=%ld\n", renderer->samplesModes);
+ fprintf(stderr, " multiSample=%ld\n", renderer->superSample);
+ fprintf(stderr, " superSample=%ld\n", renderer->superSample);
+ fprintf(stderr, " alphaSample=%ld\n", renderer->alphaSample);
+
+ fprintf(stderr, " colorModes=%ld\n", renderer->colorModes);
+ fprintf(stderr, " colorRGBSizeMAX=%ld\n", renderer->colorRGBSizeMAX);
+ fprintf(stderr, " colorASizeMAX=%ld\n", renderer->colorASizeMAX);
+ fprintf(stderr, " colorFloatRGBSizeMAX=%ld\n", renderer->colorFloatRGBSizeMAX);
+ fprintf(stderr, " colorFloatASizeMAX=%ld\n", renderer->colorFloatASizeMAX);
+ fprintf(stderr, " colorFloatRGBSizeMIN=%ld\n", renderer->colorFloatRGBSizeMIN);
+ fprintf(stderr, " colorFloatASizeMIN=%ld\n", renderer->colorFloatASizeMIN);
+ fprintf(stderr, " colorModesCount=%ld\n", renderer->colorModesCount);
+ fprintf(stderr, " colorFloatModesCount=%ld\n", renderer->colorFloatModesCount);
+ fprintf(stderr, " depthModes=%ld\n", renderer->depthModes);
+ fprintf(stderr, " depthSizeMAX=%ld\n", renderer->depthSizeMAX);
+ fprintf(stderr, " depthModesCount=%ld\n", renderer->depthModesCount);
+ fprintf(stderr, " stencilModes=%ld\n", renderer->stencilModes);
+ fprintf(stderr, " stencilSizeMAX=%ld\n", renderer->stencilSizeMAX);
+ fprintf(stderr, " stencilModesCount=%ld\n", renderer->stencilModesCount);
+ fprintf(stderr, " accumModes=%ld\n", renderer->accumModes);
+ fprintf(stderr, " accumRGBSizeMAX=%ld\n", renderer->accumRGBSizeMAX);
+ fprintf(stderr, " accumASizeMAX=%ld\n", renderer->accumASizeMAX);
+ fprintf(stderr, " accumModesCount=%ld\n", renderer->accumModesCount);
+ fprintf(stderr, "\n");
+ }
+#endif
+}
+
+long validateParameter(NSOpenGLPixelFormatAttribute attribute, long value)
+{
+ int i;
+ for (i=0; i<gRenderersCount; i++) {
+ RendererInfo* renderer = &gRenderers[i];
+ if (renderer->accelerated != 0) {
+ switch (attribute) {
+ case NSOpenGLPFAStereo:
+ return renderer->stereo;
+
+ case NSOpenGLPFAStencilSize:
+ return MIN(value, renderer->stencilSizeMAX);
+
+ default:
+ break;
+ }
+ }
+ }
+
+ return value;
+}
+
+void* createPixelFormat(int* iattrs, int niattrs, int* ivalues) {
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+
+ getRendererInfo();
+
+ // http://developer.apple.com/documentation/Cocoa/Reference/ApplicationKit/ObjC_classic/Classes/NSOpenGLPixelFormat.html
+ NSOpenGLPixelFormatAttribute attribs[256];
+
+ int idx = 0;
+ int i;
+ for (i = 0; i < niattrs && iattrs[i]>0; i++) {
+ int attr = iattrs[i];
+ switch (attr) {
+ case NSOpenGLPFAPixelBuffer:
+ if (ivalues[i] != 0) {
+ attribs[idx++] = NSOpenGLPFAPixelBuffer;
+ }
+ break;
+
+ case kCGLPFAColorFloat:
+ if (ivalues[i] != 0) {
+ attribs[idx++] = kCGLPFAColorFloat;
+ }
+ break;
+
+ case NSOpenGLPFADoubleBuffer:
+ if (ivalues[i] != 0) {
+ attribs[idx++] = NSOpenGLPFADoubleBuffer;
+ }
+ break;
+
+ case NSOpenGLPFAStereo:
+ if (ivalues[i] != 0 && (validateParameter(NSOpenGLPFAStereo, 0 /* dummy */) != 0)) {
+ attribs[idx++] = NSOpenGLPFAStereo;
+ }
+ break;
+
+ case NSOpenGLPFAColorSize:
+ case NSOpenGLPFAAlphaSize:
+ case NSOpenGLPFADepthSize:
+ case NSOpenGLPFAAccumSize:
+ case NSOpenGLPFASampleBuffers:
+ case NSOpenGLPFASamples:
+ attribs[idx++] = attr;
+ attribs[idx++] = ivalues[i];
+ break;
+
+ case NSOpenGLPFAStencilSize:
+ attribs[idx++] = attr;
+ attribs[idx++] = validateParameter(NSOpenGLPFAStencilSize, ivalues[i]);
+ break;
+
+ default:
+ // Need better way to signal to caller
+ return nil;
+ }
+ }
+
+ // Zero-terminate
+ attribs[idx++] = 0;
+
+ NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
+ if (fmt == nil) {
+ // should we fallback to defaults or not?
+ fmt = [NSOpenGLView defaultPixelFormat];
+ }
+
+ [pool release];
+ return fmt;
+}
+
+void queryPixelFormat(void* pixelFormat, int* iattrs, int niattrs, int* ivalues) {
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ NSOpenGLPixelFormat* fmt = (NSOpenGLPixelFormat*) pixelFormat;
+ long tmp;
+ // FIXME: think about how specifying this might affect the API
+ int virtualScreen = 0;
+
+ int i;
+ for (i = 0; i < niattrs && iattrs[i]>0; i++) {
+ [fmt getValues: &tmp
+ forAttribute: (NSOpenGLPixelFormatAttribute) iattrs[i]
+ forVirtualScreen: virtualScreen];
+ ivalues[i] = (int) tmp;
+ }
+ [pool release];
+}
+
+void deletePixelFormat(void* pixelFormat) {
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ NSOpenGLPixelFormat* fmt = (NSOpenGLPixelFormat*) pixelFormat;
+ [fmt release];
+ [pool release];
+}
+
+void* createContext(void* shareContext,
+ void* view,
+ void* pixelFormat,
+ int* viewNotReady)
+{
+ getRendererInfo();
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+
+ NSView *nsView = NULL;
+ NSObject *nsObj = (NSObject*) view;
+
+ if( nsObj != NULL && [nsObj isKindOfClass:[NSView class]] ) {
+ nsView = (NSView*)nsObj;
+ }
+
+ if (nsView != NULL)
+ {
+ Bool viewReady = true;
+
+ if ([nsView lockFocusIfCanDraw] == NO)
+ {
+ viewReady = false;
+ }
+ else
+ {
+ NSRect frame = [nsView frame];
+ if ((frame.size.width == 0) || (frame.size.height == 0))
+ {
+ [nsView unlockFocus];
+ viewReady = false;
+ }
+ }
+
+ if (!viewReady)
+ {
+ if (viewNotReady != NULL)
+ {
+ *viewNotReady = 1;
+ }
+
+ // the view is not ready yet
+ [pool release];
+ return NULL;
+ }
+ }
+
+ NSOpenGLContext* nsContext = [[NSOpenGLContext alloc]
+ initWithFormat: (NSOpenGLPixelFormat*) pixelFormat
+ shareContext: (NSOpenGLContext*) shareContext];
+
+ if (nsContext != nil) {
+ if (nsView != nil) {
+ [nsContext setView:nsView];
+ [nsView unlockFocus];
+ }
+ }
+
+ [pool release];
+ return nsContext;
+}
+
+void * getCurrentContext() {
+ NSOpenGLContext *nsContext = NULL;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ nsContext = [NSOpenGLContext currentContext];
+ [pool release];
+ return nsContext;;
+}
+
+void * getCGLContext(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ void * cglContext = NULL;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ cglContext = [nsContext CGLContextObj];
+ [pool release];
+ return cglContext;
+}
+
+void * getNSView(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ void * view = NULL;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ view = [nsContext view];
+ [pool release];
+ return view;
+}
+
+Bool makeCurrentContext(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext makeCurrentContext];
+ [pool release];
+ return true;
+}
+
+Bool clearCurrentContext(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ NSOpenGLContext *currentNSContext = [NSOpenGLContext currentContext];
+ if( currentNSContext != nsContext ) {
+ [nsContext makeCurrentContext];
+ }
+ [NSOpenGLContext clearCurrentContext];
+ [pool release];
+ return true;
+}
+
+Bool deleteContext(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext clearDrawable];
+ [nsContext release];
+ [pool release];
+ return true;
+}
+
+Bool flushBuffer(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext flushBuffer];
+ [pool release];
+ return true;
+}
+
+void setContextOpacity(void* nsJContext, int opacity) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ [nsContext setValues:&opacity forParameter:NSOpenGLCPSurfaceOpacity];
+}
+
+void updateContext(void* nsJContext) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext update];
+ [pool release];
+}
+
+void copyContext(void* destContext, void* srcContext, int mask) {
+ NSOpenGLContext *src = (NSOpenGLContext*) srcContext;
+ NSOpenGLContext *dst = (NSOpenGLContext*) destContext;
+ [dst copyAttributesFromContext: src withMask: mask];
+}
+
+void* updateContextRegister(void* nsJContext, void* view) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ NSView *nsView = (NSView*)view;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ ContextUpdater *contextUpdater = [[ContextUpdater alloc] init];
+ [contextUpdater registerFor:nsContext with:nsView];
+ [pool release];
+ return NULL;
+}
+
+void updateContextUnregister(void* updater) {
+ ContextUpdater *contextUpdater = (ContextUpdater *)updater;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [contextUpdater release];
+ [pool release];
+}
+
+void* createPBuffer(int renderTarget, int internalFormat, int width, int height) {
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ NSOpenGLPixelBuffer* pBuffer = [[NSOpenGLPixelBuffer alloc]
+ initWithTextureTarget:renderTarget
+ textureInternalFormat:internalFormat
+ textureMaxMipMapLevel:0
+ pixelsWide:width
+ pixelsHigh:height];
+ [pool release];
+ return pBuffer;
+}
+
+Bool destroyPBuffer(void* buffer) {
+ /* FIXME: not clear whether we need to perform the clearDrawable below */
+ NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ /*
+ if (nsContext != NULL) {
+ [nsContext clearDrawable];
+ }
+ */
+ [pBuffer release];
+ [pool release];
+
+ return true;
+}
+
+void setContextPBuffer(void* nsJContext, void* buffer) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext setPixelBuffer: pBuffer
+ cubeMapFace: 0
+ mipMapLevel: 0
+ currentVirtualScreen: [nsContext currentVirtualScreen]];
+ [pool release];
+}
+
+void setContextTextureImageToPBuffer(void* nsJContext, void* buffer, int colorBuffer) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer;
+
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ [nsContext setTextureImageToPixelBuffer: pBuffer
+ colorBuffer: (unsigned long) colorBuffer];
+ [pool release];
+}
+
+#include <mach-o/dyld.h>
+Bool imagesInitialized = false;
+static char libGLStr[] = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib";
+static char libGLUStr[] = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGLU.dylib";
+static const struct mach_header *libGLImage;
+static const struct mach_header *libGLUImage;
+void* getProcAddress(const char *procname) {
+ if (imagesInitialized == false) {
+ imagesInitialized = true;
+ unsigned long options = NSADDIMAGE_OPTION_RETURN_ON_ERROR;
+ libGLImage = NSAddImage(libGLStr, options);
+ libGLUImage = NSAddImage(libGLUStr, options);
+ }
+
+ unsigned long options = NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR;
+ char underscoreName[512] = "_";
+ strcat(underscoreName, procname);
+
+ if (NSIsSymbolNameDefinedInImage(libGLImage, underscoreName) == YES) {
+ NSSymbol sym = NSLookupSymbolInImage(libGLImage, underscoreName, options);
+ return NSAddressOfSymbol(sym);
+ }
+
+ if (NSIsSymbolNameDefinedInImage(libGLUImage, underscoreName) == YES) {
+ NSSymbol sym = NSLookupSymbolInImage(libGLUImage, underscoreName, options);
+ return NSAddressOfSymbol(sym);
+ }
+
+ if (NSIsSymbolNameDefinedWithHint(underscoreName, "GL")) {
+ NSSymbol sym = NSLookupAndBindSymbol(underscoreName);
+ return NSAddressOfSymbol(sym);
+ }
+
+ return NULL;
+}
+
+void setSwapInterval(void* nsJContext, int interval) {
+ NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext;
+ long swapInterval = interval;
+ [nsContext setValues: &swapInterval forParameter: NSOpenGLCPSwapInterval];
+}
+
+Bool setGammaRamp(int tableSize, float* redRamp, float* greenRamp, float* blueRamp) {
+ CGDisplayErr err = CGSetDisplayTransferByTable(kCGDirectMainDisplay, tableSize, redRamp, greenRamp, blueRamp);
+ return (err == CGDisplayNoErr);
+}
+
+void resetGammaRamp() {
+ CGDisplayRestoreColorSyncSettings();
+}