/* xscreensaver, Copyright (c) 2006-2017 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" library. In xscreensaver terminology, this is the replacement for the "screenhack.c" module. */ #import "XScreenSaverGLView.h" #import "XScreenSaverConfigSheet.h" #import "jwxyz-cocoa.h" #import "jwxyzI.h" #import "screenhackI.h" #import "xlockmoreI.h" #ifdef USE_IPHONE # include "jwzgles.h" # import #else # import #endif /* used by the OpenGL screen savers */ extern GLXContext *init_GL (ModeInfo *); extern void glXSwapBuffers (Display *, Window); extern void glXMakeCurrent (Display *, Window, GLXContext); extern void clear_gl_error (void); extern void check_gl_error (const char *type); @implementation XScreenSaverGLView /* With GL programs, drawing at full resolution isn't a problem. */ - (CGFloat) hackedContentScaleFactor { # ifdef USE_IPHONE return [self contentScaleFactor]; # else return self.window.backingScaleFactor; # endif } # ifdef USE_IPHONE - (BOOL)ignoreRotation { return FALSE; // Allow xwindow and the glViewport to change shape } - (BOOL) suppressRotationAnimation { return _suppressRotationAnimation; // per-hack setting, default FALSE } - (BOOL) rotateTouches { return TRUE; // We need the XY axes swapped in our events } - (void) swapBuffers { # 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) animateOneFrame { # if defined USE_IPHONE && defined JWXYZ_QUARTZ UIGraphicsPushContext (backbuffer); # endif [self render_x11]; # if defined USE_IPHONE && defined JWXYZ_QUARTZ UIGraphicsPopContext(); # endif } /* GL screenhacks don't display a backbuffer, so this is a stub. */ - (void) enableBackbuffer:(CGSize)new_backbuffer_size { } /* GL screenhacks set their own viewport and matrices. */ - (void) setViewport { } #ifdef USE_IPHONE /* 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 /* 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. */ - (void) createBackbuffer:(CGSize)new_size { #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 } /* Another stub for GL screenhacks. */ - (void) drawBackbuffer { } /* Likewise. GL screenhacks control display with glXSwapBuffers(). */ - (void) flushBackbuffer { } #ifndef USE_IPHONE - (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; } attrs[i++] = NSOpenGLPFAWindow; # ifdef JWXYZ_GL attrs[i++] = NSOpenGLPFAPixelBuffer; # endif attrs[i] = 0; NSOpenGLPixelFormat *result = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; if (ms_p && !result) { // Retry without multisampling. i -= 2; attrs[i] = 0; result = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; } 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 /* 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... static int blort = -1; return (void *) &blort; } /* Copy the back buffer to the front buffer. */ 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. */ void glXMakeCurrent (Display *dpy, Window window, GLXContext context) { } /* clear away any lingering error codes */ void clear_gl_error (void) { while (glGetError() != GL_NO_ERROR) ; } #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) { char buf[100]; GLenum i; const char *e; switch ((i = glGetError())) { case GL_NO_ERROR: return; case GL_INVALID_ENUM: e = "invalid enum"; break; case GL_INVALID_VALUE: e = "invalid value"; break; case GL_INVALID_OPERATION: e = "invalid operation"; break; 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 #ifdef GL_TEXTURE_TOO_LARGE_EXT case GL_TEXTURE_TOO_LARGE_EXT: e = "texture too large"; break; #endif default: e = buf; sprintf (buf, "unknown GL error %d", (int) i); break; } NSAssert2 (0, @"%s GL error: %s", type, e); }