//========================================================================
// GLFW 3.4 macOS – www.glfw.org
//————————————————————————
// Copyright (c) 2009-2019 Camilla Löwy
Copyright By PowCoder代写 加微信 powcoder
// This software is provided ‘as-is’, without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source
// distribution.
//========================================================================
// It is fine to use C99 in this file because it will not be built with VS
//========================================================================
#include “internal.h”
#include
#include
static void makeContextCurrentNSGL(_GLFWwindow* window)
@autoreleasepool {
if (window)
[window->context.nsgl.object makeCurrentContext];
[NSOpenGLContext clearCurrentContext];
_glfwPlatformSetTls(&_glfw.contextSlot, window);
} // autoreleasepool
static void swapBuffersNSGL(_GLFWwindow* window)
@autoreleasepool {
// HACK: Simulate vsync with usleep as NSGL swap interval does not apply to
// windows with a non-visible occlusion state
if (window->ns.occluded)
int interval = 0;
[window->context.nsgl.object getValues:&interval
forParameter:NSOpenGLContextParameterSwapInterval];
if (interval > 0)
const double framerate = 60.0;
const uint64_t frequency = _glfwPlatformGetTimerFrequency();
const uint64_t value = _glfwPlatformGetTimerValue();
const double elapsed = value / (double) frequency;
const double period = 1.0 / framerate;
const double delay = period – fmod(elapsed, period);
usleep(floorl(delay * 1e6));
[window->context.nsgl.object flushBuffer];
} // autoreleasepool
static void swapIntervalNSGL(int interval)
@autoreleasepool {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
if (window)
[window->context.nsgl.object setValues:&interval
forParameter:NSOpenGLContextParameterSwapInterval];
} // autoreleasepool
static int extensionSupportedNSGL(const char* extension)
// There are no NSGL extensions
return GLFW_FALSE;
static GLFWglproc getProcAddressNSGL(const char* procname)
CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault,
kCFStringEncodingASCII);
GLFWglproc symbol = CFBundleGetFunctionPointerForName(_glfw.nsgl.framework,
symbolName);
CFRelease(symbolName);
return symbol;
static void destroyContextNSGL(_GLFWwindow* window)
@autoreleasepool {
[window->context.nsgl.pixelFormat release];
window->context.nsgl.pixelFormat = nil;
[window->context.nsgl.object release];
window->context.nsgl.object = nil;
} // autoreleasepool
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
// Initialize OpenGL support
GLFWbool _glfwInitNSGL(void)
if (_glfw.nsgl.framework)
return GLFW_TRUE;
_glfw.nsgl.framework =
CFBundleGetBundleWithIdentifier(CFSTR(“com.apple.opengl”));
if (_glfw.nsgl.framework == NULL)
_glfwInputError(GLFW_API_UNAVAILABLE,
“NSGL: Failed to locate OpenGL framework”);
return GLFW_FALSE;
return GLFW_TRUE;
// Terminate OpenGL support
void _glfwTerminateNSGL(void)
// Create the OpenGL context
GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig)
if (ctxconfig->client == GLFW_OPENGL_ES_API)
_glfwInputError(GLFW_API_UNAVAILABLE,
“NSGL: OpenGL ES is not available on macOS”);
return GLFW_FALSE;
if (ctxconfig->major > 2)
if (ctxconfig->major == 3 && ctxconfig->minor < 2)
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of macOS does not support OpenGL 3.0 or 3.1 but may support 3.2 and above");
return GLFW_FALSE;
// Context robustness modes (GL_KHR_robustness) are not yet supported by
// macOS but are not a hard constraint, so ignore and continue
// Context release behaviors (GL_KHR_context_flush_control) are not yet
// supported by macOS but are not a hard constraint, so ignore and continue
// Debug contexts (GL_KHR_debug) are not yet supported by macOS but are not
// a hard constraint, so ignore and continue
// No-error contexts (GL_KHR_no_error) are not yet supported by macOS but
// are not a hard constraint, so ignore and continue
#define addAttrib(a) \
assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \
attribs[index++] = a; \
#define setAttrib(a, v) { addAttrib(a); addAttrib(v); }
NSOpenGLPixelFormatAttribute attribs[40];
int index = 0;
addAttrib(NSOpenGLPFAAccelerated);
addAttrib(NSOpenGLPFAClosestPolicy);
if (ctxconfig->nsgl.offline)
addAttrib(NSOpenGLPFAAllowOfflineRenderers);
// NOTE: This replaces the NSSupportsAutomaticGraphicsSwitching key in
// Info.plist for unbundled applications
// HACK: This assumes that NSOpenGLPixelFormat will remain
// a straightforward wrapper of its CGL counterpart
addAttrib(kCGLPFASupportsAutomaticGraphicsSwitching);
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101000
if (ctxconfig->major >= 4)
setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core);
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
if (ctxconfig->major >= 3)
setAttrib(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
if (ctxconfig->major <= 2)
if (fbconfig->auxBuffers != GLFW_DONT_CARE)
setAttrib(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
if (fbconfig->accumRedBits != GLFW_DONT_CARE &&
fbconfig->accumGreenBits != GLFW_DONT_CARE &&
fbconfig->accumBlueBits != GLFW_DONT_CARE &&
fbconfig->accumAlphaBits != GLFW_DONT_CARE)
const int accumBits = fbconfig->accumRedBits +
fbconfig->accumGreenBits +
fbconfig->accumBlueBits +
fbconfig->accumAlphaBits;
setAttrib(NSOpenGLPFAAccumSize, accumBits);
if (fbconfig->redBits != GLFW_DONT_CARE &&
fbconfig->greenBits != GLFW_DONT_CARE &&
fbconfig->blueBits != GLFW_DONT_CARE)
int colorBits = fbconfig->redBits +
fbconfig->greenBits +
fbconfig->blueBits;
// macOS needs non-zero color size, so set reasonable values
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
setAttrib(NSOpenGLPFAColorSize, colorBits);
if (fbconfig->alphaBits != GLFW_DONT_CARE)
setAttrib(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
if (fbconfig->depthBits != GLFW_DONT_CARE)
setAttrib(NSOpenGLPFADepthSize, fbconfig->depthBits);
if (fbconfig->stencilBits != GLFW_DONT_CARE)
setAttrib(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
if (fbconfig->stereo)
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101200
_glfwInputError(GLFW_FORMAT_UNAVAILABLE,
“NSGL: Stereo rendering is deprecated”);
return GLFW_FALSE;
addAttrib(NSOpenGLPFAStereo);
if (fbconfig->doublebuffer)
addAttrib(NSOpenGLPFADoubleBuffer);
if (fbconfig->samples != GLFW_DONT_CARE)
if (fbconfig->samples == 0)
setAttrib(NSOpenGLPFASampleBuffers, 0);
setAttrib(NSOpenGLPFASampleBuffers, 1);
setAttrib(NSOpenGLPFASamples, fbconfig->samples);
// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
// framebuffer, so there’s no need (and no way) to request it
addAttrib(0);
#undef addAttrib
#undef setAttrib
window->context.nsgl.pixelFormat =
[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
if (window->context.nsgl.pixelFormat == nil)
_glfwInputError(GLFW_FORMAT_UNAVAILABLE,
“NSGL: Failed to find a suitable pixel format”);
return GLFW_FALSE;
NSOpenGLContext* share = nil;
if (ctxconfig->share)
share = ctxconfig->share->context.nsgl.object;
window->context.nsgl.object =
[[NSOpenGLContext alloc] initWithFormat:window->context.nsgl.pixelFormat
shareContext:share];
if (window->context.nsgl.object == nil)
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
“NSGL: Failed to create OpenGL context”);
return GLFW_FALSE;
if (fbconfig->transparent)
GLint opaque = 0;
[window->context.nsgl.object setValues:&opaque
forParameter:NSOpenGLContextParameterSurfaceOpacity];
[window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.retina];
[window->context.nsgl.object setView:window->ns.view];
window->context.makeCurrent = makeContextCurrentNSGL;
window->context.swapBuffers = swapBuffersNSGL;
window->context.swapInterval = swapIntervalNSGL;
window->context.extensionSupported = extensionSupportedNSGL;
window->context.getProcAddress = getProcAddressNSGL;
window->context.destroy = destroyContextNSGL;
return GLFW_TRUE;
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////
//////////////////////////////////////////////////////////////////////////
GLFWAPI id glfwGetNSGLContext(GLFWwindow* handle)
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(nil);
if (_glfw.platform.platformID != GLFW_PLATFORM_COCOA)
_glfwInputError(GLFW_PLATFORM_UNAVAILABLE,
“NSGL: Platform not initialized”);
return nil;
if (window->context.source != GLFW_NATIVE_CONTEXT_API)
_glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL);
return nil;
return window->context.nsgl.object;
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