Files
gio/app/internal/wm/gl_macos.go
T
Elias Naur 476d2269a6 gpu/internal/opengl,app/internal/wm: generalize desktop OpenGL support
This changes moves the macOS specific setup for desktop OpenGL to the
portable opengl package. The opengl package already takes care of the
desktop OpenGL setup for sRGB framebuffers, and by moving the code we
avoid calling the wrong OpenGL functions in case both OpenGL.framework
and ANGLE libGLESv2.dylib is linked into the program.

Remove the interface casting expressions for gl.Functions; it wasn't
worth the trouble to keep updated.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-06-01 18:26:11 +02:00

87 lines
1.9 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin,!ios
package wm
import (
"errors"
"gioui.org/gpu"
"gioui.org/internal/gl"
)
/*
#include <CoreFoundation/CoreFoundation.h>
#include <CoreGraphics/CoreGraphics.h>
#include <AppKit/AppKit.h>
__attribute__ ((visibility ("hidden"))) CFTypeRef gio_createGLContext(void);
__attribute__ ((visibility ("hidden"))) void gio_setContextView(CFTypeRef ctx, CFTypeRef view);
__attribute__ ((visibility ("hidden"))) void gio_makeCurrentContext(CFTypeRef ctx);
__attribute__ ((visibility ("hidden"))) void gio_flushContextBuffer(CFTypeRef ctx);
__attribute__ ((visibility ("hidden"))) void gio_clearCurrentContext(void);
__attribute__ ((visibility ("hidden"))) void gio_lockContext(CFTypeRef ctxRef);
__attribute__ ((visibility ("hidden"))) void gio_unlockContext(CFTypeRef ctxRef);
*/
import "C"
type context struct {
c *gl.Functions
ctx C.CFTypeRef
view C.CFTypeRef
}
func newContext(w *window) (*context, error) {
view := w.contextView()
ctx := C.gio_createGLContext()
if ctx == 0 {
return nil, errors.New("gl: failed to create NSOpenGLContext")
}
// [NSOpenGLContext setView] must run on the main thread. Fortunately,
// newContext is only called during a [NSView draw] on the main thread.
w.w.Run(func() {
C.gio_setContextView(ctx, view)
})
c := &context{
ctx: ctx,
view: view,
}
return c, nil
}
func (c *context) API() gpu.API {
return gpu.OpenGL{}
}
func (c *context) Release() {
if c.ctx != 0 {
C.gio_clearCurrentContext()
C.CFRelease(c.ctx)
c.ctx = 0
}
}
func (c *context) Present() error {
return nil
}
func (c *context) Lock() {
C.gio_lockContext(c.ctx)
}
func (c *context) Unlock() {
C.gio_unlockContext(c.ctx)
}
func (c *context) MakeCurrent() error {
c.Lock()
defer c.Unlock()
C.gio_makeCurrentContext(c.ctx)
return nil
}
func (w *window) NewContext() (Context, error) {
return newContext(w)
}