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Mac OS X: Try to save the GL context between fullscreen/windowed togg…

…les.
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icculus committed Nov 6, 2011
1 parent 7d9c66c commit 12e18bfa2cfadab95862b9c13a0a567df752cb9a
Showing with 60 additions and 57 deletions.
  1. +60 −57 src/video/quartz/SDL_QuartzVideo.m
@@ -87,7 +87,7 @@ - (void) doCommandBySelector:(SEL) myselector {}

static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format,
Uint32 flags);
static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop);
static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop, BOOL save_gl);

static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current,
int width, int height, int bpp,
@@ -535,7 +535,7 @@ static inline CGError QZ_RestoreDisplayMode(_THIS)
return QZ_SetDisplayMode(this, save_mode);
}

static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop, BOOL save_gl)
{
/* Reset values that may change between switches */
this->info.blit_fill = 0;
@@ -579,8 +579,10 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
Do this first to avoid trash on the display before fade
*/
if ( mode_flags & SDL_OPENGL ) {

QZ_TearDownOpenGL (this);
if (!save_gl) {
QZ_TearDownOpenGL (this);
}

#ifdef __powerpc__ /* we only use this for pre-10.3 compatibility. */
CGLSetFullScreen (NULL);
#endif
@@ -617,8 +619,11 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
window_view = nil;

/* Release the OpenGL context */
if ( mode_flags & SDL_OPENGL )
QZ_TearDownOpenGL (this);
if ( mode_flags & SDL_OPENGL ) {
if (!save_gl) {
QZ_TearDownOpenGL (this);
}
}
}

/* Signal successful teardown */
@@ -671,7 +676,8 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
}

static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags)
int height, int bpp, Uint32 flags,
const BOOL save_gl)
{
const BOOL isLion = IS_LION_OR_LATER(this);
NSRect screen_rect;
@@ -693,7 +699,7 @@ static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)

/* Destroy any previous mode */
if (video_set == SDL_TRUE)
QZ_UnsetVideoMode (this, FALSE);
QZ_UnsetVideoMode (this, FALSE, save_gl);

/* Sorry, QuickDraw was ripped out. */
if (getenv("SDL_NSWindowPointer") || getenv("SDL_NSQuickDrawViewPointer")) {
@@ -810,8 +816,10 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
/* Setup OpenGL for a fullscreen context */
if (flags & SDL_OPENGL) {

if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
goto ERR_NO_GL;
if ( ! save_gl ) {
if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
goto ERR_NO_GL;
}
}

/* Initialize the NSView and add it to our window. The presence of a valid window and
@@ -942,7 +950,8 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
}

static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
int height, int *bpp, Uint32 flags)
int height, int *bpp, Uint32 flags,
const BOOL save_gl)
{
unsigned int style;
NSRect contentRect;
@@ -970,12 +979,12 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
}
QZ_UnsetVideoMode (this, TRUE);
QZ_UnsetVideoMode (this, TRUE, save_gl);
}
else if ( ((mode_flags ^ flags) & (SDL_NOFRAME|SDL_RESIZABLE)) ||
(mode_flags & SDL_OPENGL) ||
(flags & SDL_OPENGL) ) {
QZ_UnsetVideoMode (this, TRUE);
QZ_UnsetVideoMode (this, TRUE, save_gl);
}
}

@@ -1048,12 +1057,14 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
/* For OpenGL, we bind the context to a subview */
if ( flags & SDL_OPENGL ) {

if ( ! QZ_SetupOpenGL (this, *bpp, flags) ) {
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
if ( ! save_gl ) {
if ( ! QZ_SetupOpenGL (this, *bpp, flags) ) {
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return NULL;
}
return NULL;
}

window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
@@ -1109,44 +1120,13 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
return current;
}

static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags)

static SDL_Surface* QZ_SetVideoModeInternal (_THIS, SDL_Surface *current,
int width, int height, int bpp,
Uint32 flags, BOOL save_gl)
{
const BOOL isLion = IS_LION_OR_LATER(this);

/* Don't throw away the GL context if we can just resize the current one. */
if ( (video_set == SDL_TRUE) && ((flags & SDL_OPENGL) == (current->flags & SDL_OPENGL)) && (bpp == current->format->BitsPerPixel) ) {
const NSRect contentRect = NSMakeRect (0, 0, width, height);
if (flags & SDL_FULLSCREEN) {
/* if these fail, we'll try the old way, of tearing everything down. */
const void *newmode = QZ_BestMode(this, bpp, width, height);
if ( newmode != NULL ) {
if ( QZ_SetDisplayMode(this, newmode) != CGDisplayNoErr ) {
QZ_ReleaseDisplayMode(this, newmode);
} else {
QZ_ReleaseDisplayMode(this, mode); /* NULL is okay. */
mode = newmode;
current->w = width;
current->h = height;
[ qz_window setContentSize:contentRect.size ];
[ window_view setFrameSize:contentRect.size ];
[ gl_context update ];
return current;
}
}
} else {
QZ_RestoreDisplayMode(this);
QZ_ReleaseDisplayMode(this, mode); /* NULL is okay. */
mode = NULL;
current->w = width;
current->h = height;
[ qz_window setContentSize:contentRect.size ];
[ window_view setFrameSize:contentRect.size ];
[ gl_context update ];
return current;
}
}

current->flags = 0;
current->pixels = NULL;

@@ -1155,15 +1135,15 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
if ( isLion ) {
bpp = 32;
}
current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags, save_gl );
if (current == NULL)
return NULL;
}
/* Setup windowed video */
else {
/* Force bpp to 32 */
bpp = 32;
current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags);
current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags, save_gl );
if (current == NULL)
return NULL;
}
@@ -1224,6 +1204,29 @@ other blitting while waiting on the VBL (and hence results in higher framerates)
return current;
}

static SDL_Surface* QZ_SetVideoMode(_THIS, SDL_Surface *current,
int width, int height, int bpp,
Uint32 flags)
{
/* Don't throw away the GL context if we can just resize the current one. */
const BOOL save_gl = ( (video_set == SDL_TRUE) && ((flags & SDL_OPENGL) == (current->flags & SDL_OPENGL)) && (bpp == current->format->BitsPerPixel) );
NSOpenGLContext *glctx = gl_context;
SDL_Surface* retval = NULL;

if (save_gl) {
[glctx retain]; /* just so we don't lose this when killing old views, etc */
}

retval = QZ_SetVideoModeInternal (this, current, width, height, bpp, flags, save_gl);

if (save_gl) {
[glctx release]; /* something else should own this now, or we legitimately release it. */
}

return retval;
}


static int QZ_ToggleFullScreen (_THIS, int on)
{
return 0;
@@ -1529,14 +1532,14 @@ static void QZ_VideoQuit (_THIS)
if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
}
QZ_UnsetVideoMode (this, TRUE);
QZ_UnsetVideoMode (this, TRUE, FALSE);
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
}
else
QZ_UnsetVideoMode (this, TRUE);
QZ_UnsetVideoMode (this, TRUE, FALSE);

#if (MAC_OS_X_VERSION_MIN_REQUIRED < 1070)
if (!IS_LION_OR_LATER(this)) {

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