Quartz: Ripped out all the legacy CoreGraphics code.

Mac OS X Lion (10.7) always returns NULL from CGDisplayBaseAddress(), so all
 the direct framebuffer access code has been replaced with something a little
 higher level. This also necessitated taking out the scary SDL_DOUBLEBUF
 codepath that was trying to time out vsync by hand.  :)

--HG--
branch : SDL-1.2
This commit is contained in:
Ryan C. Gordon 2011-07-17 03:08:53 -07:00
parent fe0bd83030
commit e28404e104

View file

@ -84,25 +84,13 @@ static int QZ_ToggleFullScreen (_THIS, int on);
static int QZ_SetColors (_THIS, int first_color,
int num_colors, SDL_Color *colors);
static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface);
static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface);
static int QZ_ThreadFlip (_THIS);
static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface);
static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects);
static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects);
static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects);
static void QZ_VideoQuit (_THIS);
/* Hardware surface functions (for fullscreen mode only) */
#if 0 /* Not used (apparently, it's really slow) */
static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
#endif
static int QZ_LockHWSurface(_THIS, SDL_Surface *surface);
static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface);
static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
/* static int QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */
/* Bootstrap binding, enables entry point into the driver */
VideoBootStrap QZ_bootstrap = {
@ -140,14 +128,13 @@ static SDL_VideoDevice* QZ_CreateDevice (int device_index)
device->ToggleFullScreen = QZ_ToggleFullScreen;
device->UpdateMouse = QZ_UpdateMouse;
device->SetColors = QZ_SetColors;
/* device->UpdateRects = QZ_UpdateRects; this is determined by SetVideoMode() */
device->UpdateRects = QZ_UpdateRects;
device->VideoQuit = QZ_VideoQuit;
device->LockHWSurface = QZ_LockHWSurface;
device->UnlockHWSurface = QZ_UnlockHWSurface;
device->AllocHWSurface = QZ_AllocHWSurface;
device->FreeHWSurface = QZ_FreeHWSurface;
/* device->FlipHWSurface = QZ_FlipHWSurface */;
device->SetGamma = QZ_SetGamma;
device->GetGamma = QZ_GetGamma;
@ -398,11 +385,7 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
{
/* Reset values that may change between switches */
this->info.blit_fill = 0;
this->FillHWRect = NULL;
this->UpdateRects = NULL;
this->LockHWSurface = NULL;
this->UnlockHWSurface = NULL;
if (cg_context) {
CGContextFlush (cg_context);
CGContextRelease (cg_context);
@ -413,17 +396,7 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
if ( mode_flags & SDL_FULLSCREEN ) {
NSRect screen_rect;
/* Release double buffer stuff */
if ( mode_flags & SDL_DOUBLEBUF) {
quit_thread = YES;
SDL_SemPost (sem1);
SDL_WaitThread (thread, NULL);
SDL_DestroySemaphore (sem1);
SDL_DestroySemaphore (sem2);
SDL_free (sw_buffers[0]);
}
/* If we still have a valid window, close it. */
if ( qz_window ) {
NSCAssert([ qz_window delegate ] == nil, @"full screen window shouldn't have a delegate"); /* if that should ever change, we'd have to release it here */
@ -479,6 +452,10 @@ static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int widt
NSRect contentRect;
CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
current->flags = SDL_FULLSCREEN;
current->w = width;
current->h = height;
contentRect = NSMakeRect (0, 0, width, height);
/* Fade to black to hide resolution-switching flicker (and garbage
@ -524,72 +501,19 @@ static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int widt
goto ERR_NO_SWITCH;
}
current->pixels = (Uint32*) CGDisplayBaseAddress (display_id);
current->pitch = CGDisplayBytesPerRow (display_id);
current->flags = 0;
current->w = width;
current->h = height;
current->flags |= SDL_FULLSCREEN;
current->flags |= SDL_HWSURFACE;
current->flags |= SDL_PREALLOC;
/* current->hwdata = (void *) CGDisplayGetDrawingContext (display_id); */
this->UpdateRects = QZ_DirectUpdate;
this->LockHWSurface = QZ_LockHWSurface;
this->UnlockHWSurface = QZ_UnlockHWSurface;
/* Setup double-buffer emulation */
if ( flags & SDL_DOUBLEBUF ) {
/*
Setup a software backing store for reasonable results when
double buffering is requested (since a single-buffered hardware
surface looks hideous).
The actual screen blit occurs in a separate thread to allow
other blitting while waiting on the VBL (and hence results in higher framerates).
*/
this->LockHWSurface = NULL;
this->UnlockHWSurface = NULL;
this->UpdateRects = NULL;
current->flags |= (SDL_HWSURFACE|SDL_DOUBLEBUF);
this->UpdateRects = QZ_DoubleBufferUpdate;
this->LockHWSurface = QZ_LockDoubleBuffer;
this->UnlockHWSurface = QZ_UnlockDoubleBuffer;
this->FlipHWSurface = QZ_FlipDoubleBuffer;
current->pixels = SDL_malloc (current->pitch * current->h * 2);
if (current->pixels == NULL) {
SDL_OutOfMemory ();
goto ERR_DOUBLEBUF;
}
sw_buffers[0] = current->pixels;
sw_buffers[1] = (Uint8*)current->pixels + current->pitch * current->h;
quit_thread = NO;
sem1 = SDL_CreateSemaphore (0);
sem2 = SDL_CreateSemaphore (1);
thread = SDL_CreateThread ((int (*)(void *))QZ_ThreadFlip, this);
}
if ( CGDisplayCanSetPalette (display_id) )
current->flags |= SDL_HWPALETTE;
/* Check if we should recreate the window */
if (qz_window == nil) {
/* Manually create a window, avoids having a nib file resource */
qz_window = [ [ SDL_QuartzWindow alloc ]
initWithContentRect:contentRect
styleMask:0
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO ];
if (qz_window != nil) {
[ qz_window setAcceptsMouseMovedEvents:YES ];
[ qz_window setViewsNeedDisplay:NO ];
[ qz_window setContentView: [ [ [ SDL_QuartzView alloc ] init ] autorelease ] ];
}
}
/* We already have a window, just change its size */
@ -605,6 +529,9 @@ static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int widt
CGLError err;
CGLContextObj ctx;
/* CGLSetFullScreen() will handle this for us. */
[ qz_window setLevel:NSNormalWindowLevel ];
if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
goto ERR_NO_GL;
}
@ -631,6 +558,39 @@ static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int widt
current->flags |= SDL_OPENGL;
}
/* For 2D, we build a CGBitmapContext */
else {
CGColorSpaceRef cgColorspace;
/* Only recreate the view if it doesn't already exist */
if (window_view == nil) {
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
[ [ qz_window contentView ] addSubview:window_view ];
[ window_view release ];
}
cgColorspace = CGColorSpaceCreateDeviceRGB();
current->pitch = 4 * current->w;
current->pixels = SDL_malloc (current->h * current->pitch);
cg_context = CGBitmapContextCreate (current->pixels, current->w, current->h,
8, current->pitch, cgColorspace,
kCGImageAlphaNoneSkipFirst);
CGColorSpaceRelease (cgColorspace);
current->flags |= SDL_SWSURFACE;
current->flags |= SDL_ASYNCBLIT;
current->hwdata = (void *) cg_context;
/* Force this window to draw above _everything_. */
[ qz_window setLevel:CGShieldingWindowLevel() ];
}
[ qz_window setHasShadow:NO];
[ qz_window setOpaque:YES];
[ qz_window center ];
[ qz_window makeKeyAndOrderFront:nil ];
/* If we don't hide menu bar, it will get events and interrupt the program */
HideMenuBar ();
@ -821,10 +781,6 @@ static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
current->flags |= SDL_SWSURFACE;
current->flags |= SDL_ASYNCBLIT;
current->hwdata = (void *) cg_context;
this->UpdateRects = QZ_UpdateRects;
this->LockHWSurface = QZ_LockHWSurface;
this->UnlockHWSurface = QZ_UnlockHWSurface;
}
/* Save flags to ensure correct teardown */
@ -845,6 +801,9 @@ static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
current->flags = 0;
current->pixels = NULL;
/* Force bpp to 32 */
bpp = 32;
/* Setup full screen video */
if ( flags & SDL_FULLSCREEN ) {
current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
@ -853,8 +812,6 @@ static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
}
/* Setup windowed video */
else {
/* Force bpp to 32 */
bpp = 32;
current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags);
if (current == NULL)
return NULL;
@ -879,24 +836,15 @@ static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
return NULL;
case 32: /* (8)-8-8-8 ARGB */
amask = 0x00000000;
if ( flags & SDL_FULLSCREEN )
{
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
}
else
{
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
rmask = 0x0000FF00;
gmask = 0x00FF0000;
bmask = 0xFF000000;
rmask = 0x0000FF00;
gmask = 0x00FF0000;
bmask = 0xFF000000;
#else
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
#endif
}
break;
}
@ -942,164 +890,6 @@ static int QZ_SetColors (_THIS, int first_color, int num_colors,
return 1;
}
static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface)
{
return 1;
}
static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface)
{
}
/* The VBL delay is based on code by Ian R Ollmann's RezLib <iano@cco.caltech.edu> */
static AbsoluteTime QZ_SecondsToAbsolute ( double seconds )
{
union
{
UInt64 i;
Nanoseconds ns;
} temp;
temp.i = seconds * 1000000000.0;
return NanosecondsToAbsolute ( temp.ns );
}
static int QZ_ThreadFlip (_THIS)
{
Uint8 *src, *dst;
int skip, len, h;
/*
Give this thread the highest scheduling priority possible,
in the hopes that it will immediately run after the VBL delay
*/
{
pthread_t current_thread;
int policy;
struct sched_param param;
current_thread = pthread_self ();
pthread_getschedparam (current_thread, &policy, &param);
policy = SCHED_RR;
param.sched_priority = sched_get_priority_max (policy);
pthread_setschedparam (current_thread, policy, &param);
}
while (1) {
SDL_SemWait (sem1);
if (quit_thread)
return 0;
/*
* We have to add SDL_VideoSurface->offset here, since we might be a
* smaller surface in the center of the framebuffer (you asked for
* a fullscreen resolution smaller than the hardware could supply
* so SDL is centering it in a bigger resolution)...
*/
dst = (Uint8 *)CGDisplayBaseAddress (display_id) + SDL_VideoSurface->offset;
src = current_buffer + SDL_VideoSurface->offset;
len = SDL_VideoSurface->w * SDL_VideoSurface->format->BytesPerPixel;
h = SDL_VideoSurface->h;
skip = SDL_VideoSurface->pitch;
/* Wait for the VBL to occur (estimated since we don't have a hardware interrupt) */
{
/* The VBL delay is based on Ian Ollmann's RezLib <iano@cco.caltech.edu> */
double refreshRate;
double linesPerSecond;
double target;
double position;
double adjustment;
AbsoluteTime nextTime;
CFNumberRef refreshRateCFNumber;
refreshRateCFNumber = CFDictionaryGetValue (mode, kCGDisplayRefreshRate);
if ( NULL == refreshRateCFNumber ) {
SDL_SetError ("Mode has no refresh rate");
goto ERROR;
}
if ( 0 == CFNumberGetValue (refreshRateCFNumber, kCFNumberDoubleType, &refreshRate) ) {
SDL_SetError ("Error getting refresh rate");
goto ERROR;
}
if ( 0 == refreshRate ) {
SDL_SetError ("Display has no refresh rate, using 60hz");
/* ok, for LCD's we'll emulate a 60hz refresh, which may or may not look right */
refreshRate = 60.0;
}
linesPerSecond = refreshRate * h;
target = h;
/* Figure out the first delay so we start off about right */
position = CGDisplayBeamPosition (display_id);
if (position > target)
position = 0;
adjustment = (target - position) / linesPerSecond;
nextTime = AddAbsoluteToAbsolute (UpTime (), QZ_SecondsToAbsolute (adjustment));
MPDelayUntil (&nextTime);
}
/* On error, skip VBL delay */
ERROR:
/* TODO: use CGContextDrawImage here too! Create two CGContextRefs the same way we
create two buffers, replace current_buffer with current_context and set it
appropriately in QZ_FlipDoubleBuffer. */
while ( h-- ) {
SDL_memcpy (dst, src, len);
src += skip;
dst += skip;
}
/* signal flip completion */
SDL_SemPost (sem2);
}
return 0;
}
static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface)
{
/* wait for previous flip to complete */
SDL_SemWait (sem2);
current_buffer = surface->pixels;
if (surface->pixels == sw_buffers[0])
surface->pixels = sw_buffers[1];
else
surface->pixels = sw_buffers[0];
/* signal worker thread to do the flip */
SDL_SemPost (sem1);
return 0;
}
static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects)
{
/* perform a flip if someone calls updaterects on a doublebuferred surface */
this->FlipHWSurface (this, SDL_VideoSurface);
}
static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects)
{
#pragma unused(this,num_rects,rects)
}
/* Resize icon, BMP format */
static const unsigned char QZ_ResizeIcon[] = {
@ -1237,27 +1027,8 @@ static void QZ_VideoQuit (_THIS)
}
}
#if 0 /* Not used (apparently, it's really slow) */
static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color)
{
CGSDisplayHWFill (display_id, rect->x, rect->y, rect->w, rect->h, color);
return 0;
}
#endif
static int QZ_LockHWSurface(_THIS, SDL_Surface *surface)
{
/*
* Always get latest bitmap address and rowbytes for the screen surface;
* they can change dynamically (user has multiple monitors, etc).
*/
if ((surface == SDL_VideoSurface) && (surface->flags & SDL_HWSURFACE)) {
surface->pixels = (void*) CGDisplayBaseAddress (kCGDirectMainDisplay);
surface->pitch = CGDisplayBytesPerRow (kCGDirectMainDisplay);
return (surface->pixels != NULL);
}
return 1;
}
@ -1274,12 +1045,6 @@ static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface)
{
}
/*
int QZ_FlipHWSurface (_THIS, SDL_Surface *surface) {
return 0;
}
*/
/* Gamma functions */
int QZ_SetGamma (_THIS, float red, float green, float blue)
{