CS代写 //========================================================================

//========================================================================
// 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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