Use Apple's nomenclature for macOS and iOS

Fixes https://github.com/libsdl-org/SDL/issues/6621
This commit is contained in:
Sam Lantinga
2022-11-25 16:00:06 -08:00
parent 5fb3eb9475
commit cc1f9eb983
83 changed files with 291 additions and 296 deletions

View File

@@ -39,7 +39,7 @@ SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
drawing themselves. Other platforms still draw, as the compositor can use it,
and more importantly: drawing to render targets isn't lost. But I still think
this should probably be removed at some point in the future. --ryan. */
#if defined(__IPHONEOS__) || defined(__TVOS__) || defined(__ANDROID__)
#if defined(__IOS__) || defined(__TVOS__) || defined(__ANDROID__)
#define DONT_DRAW_WHILE_HIDDEN 1
#else
#define DONT_DRAW_WHILE_HIDDEN 0

View File

@@ -42,8 +42,8 @@
#include "SDL_syswm.h"
/* Regenerate these with build-metal-shaders.sh */
#ifdef __MACOSX__
#include "SDL_shaders_metal_osx.h"
#ifdef __MACOS__
#include "SDL_shaders_metal_macos.h"
#elif defined(__TVOS__)
#if TARGET_OS_SIMULATOR
#include "SDL_shaders_metal_tvsimulator.h"
@@ -62,7 +62,7 @@
/* macOS requires constants in a buffer to have a 256 byte alignment. */
/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
#if defined(__MACOSX__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
#if defined(__MACOS__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
#define CONSTANT_ALIGN(x) (256)
#else
#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
@@ -172,7 +172,7 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
}
// this checks a weak symbol.
#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
#if (defined(__MACOS__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower.
return SDL_SetError("Metal framework not available on this system");
}
@@ -1459,7 +1459,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
[data.mtlcmdencoder endEncoding];
mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
#ifdef __MACOSX__
#ifdef __MACOS__
/* on macOS with managed-storage textures, we need to tell the driver to
* update the CPU-side copy of the texture data.
* NOTE: Currently all of our textures are managed on macOS. We'll need some
@@ -1584,7 +1584,7 @@ METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
static int
METAL_SetVSync(SDL_Renderer * renderer, const int vsync)
{
#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (vsync) {
@@ -1739,7 +1739,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
data.mtlview = view;
#ifdef __MACOSX__
#ifdef __MACOS__
layer = (CAMetalLayer *)[(__bridge NSView *)view layer];
#else
layer = (CAMetalLayer *)[(__bridge UIView *)view layer];
@@ -1860,7 +1860,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->always_batch = SDL_TRUE;
#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
if (data.mtllayer.displaySyncEnabled) {
@@ -1874,7 +1874,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
maxtexsize = 4096;
#if defined(__MACOSX__) || TARGET_OS_MACCATALYST
#if defined(__MACOS__) || TARGET_OS_MACCATALYST
maxtexsize = 16384;
#elif defined(__TVOS__)
maxtexsize = 8192;

View File

@@ -17,7 +17,7 @@ generate_shaders()
rm -f sdl.air sdl.metalar sdl.metallib
}
generate_shaders osx osx macosx 10.11
generate_shaders macos macos macos 10.11
generate_shaders ios ios iphoneos 8.0
generate_shaders iphonesimulator ios iphonesimulator 8.0
generate_shaders tvos ios appletvos 9.0

View File

@@ -28,7 +28,7 @@
#include "SDL_shaders_gl.h"
#include "../../SDL_utils_c.h"
#ifdef __MACOSX__
#ifdef __MACOS__
#include <OpenGL/OpenGL.h>
#endif
@@ -46,7 +46,7 @@
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
/* Details on optimizing the texture path on macOS:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
@@ -438,7 +438,7 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
#ifdef __MACOS__
case SDL_PIXELFORMAT_UYVY:
*internalFormat = GL_RGB8;
*format = GL_YCBCR_422_APPLE;
@@ -553,7 +553,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#ifdef __MACOS__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
@@ -1221,7 +1221,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
}
#ifdef __MACOSX__
#ifdef __MACOS__
// On macOS on older systems, the OpenGL view change and resize events aren't
// necessarily synchronized, so just always reset it.
// Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
@@ -1827,7 +1827,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_RENDERER_ACCELERATED;
}
#ifdef __MACOSX__
#ifdef __MACOS__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
@@ -1928,7 +1928,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#endif
#ifdef __MACOSX__
#ifdef __MACOS__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif