mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-04-24 16:25:49 +00:00
Use Apple's nomenclature for macOS and iOS
Fixes https://github.com/libsdl-org/SDL/issues/6621
This commit is contained in:
@@ -39,7 +39,7 @@ SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
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drawing themselves. Other platforms still draw, as the compositor can use it,
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and more importantly: drawing to render targets isn't lost. But I still think
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this should probably be removed at some point in the future. --ryan. */
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#if defined(__IPHONEOS__) || defined(__TVOS__) || defined(__ANDROID__)
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#if defined(__IOS__) || defined(__TVOS__) || defined(__ANDROID__)
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#define DONT_DRAW_WHILE_HIDDEN 1
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#else
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#define DONT_DRAW_WHILE_HIDDEN 0
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@@ -42,8 +42,8 @@
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#include "SDL_syswm.h"
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/* Regenerate these with build-metal-shaders.sh */
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#ifdef __MACOSX__
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#include "SDL_shaders_metal_osx.h"
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#ifdef __MACOS__
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#include "SDL_shaders_metal_macos.h"
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#elif defined(__TVOS__)
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#if TARGET_OS_SIMULATOR
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#include "SDL_shaders_metal_tvsimulator.h"
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@@ -62,7 +62,7 @@
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/* macOS requires constants in a buffer to have a 256 byte alignment. */
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/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
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#if defined(__MACOSX__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
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#if defined(__MACOS__) || TARGET_OS_SIMULATOR || TARGET_OS_MACCATALYST
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#define CONSTANT_ALIGN(x) (256)
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#else
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#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
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@@ -172,7 +172,7 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
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}
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// this checks a weak symbol.
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#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
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#if (defined(__MACOS__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
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if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower.
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return SDL_SetError("Metal framework not available on this system");
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}
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@@ -1459,7 +1459,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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[data.mtlcmdencoder endEncoding];
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mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
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#ifdef __MACOSX__
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#ifdef __MACOS__
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/* on macOS with managed-storage textures, we need to tell the driver to
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* update the CPU-side copy of the texture data.
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* NOTE: Currently all of our textures are managed on macOS. We'll need some
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@@ -1584,7 +1584,7 @@ METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
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static int
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METAL_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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if (@available(macOS 10.13, *)) {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (vsync) {
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@@ -1739,7 +1739,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtlview = view;
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#ifdef __MACOSX__
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#ifdef __MACOS__
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layer = (CAMetalLayer *)[(__bridge NSView *)view layer];
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#else
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layer = (CAMetalLayer *)[(__bridge UIView *)view layer];
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@@ -1860,7 +1860,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->always_batch = SDL_TRUE;
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#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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if (@available(macOS 10.13, *)) {
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data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
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if (data.mtllayer.displaySyncEnabled) {
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@@ -1874,7 +1874,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
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maxtexsize = 4096;
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#if defined(__MACOSX__) || TARGET_OS_MACCATALYST
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#if defined(__MACOS__) || TARGET_OS_MACCATALYST
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maxtexsize = 16384;
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#elif defined(__TVOS__)
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maxtexsize = 8192;
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@@ -17,7 +17,7 @@ generate_shaders()
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rm -f sdl.air sdl.metalar sdl.metallib
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}
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generate_shaders osx osx macosx 10.11
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generate_shaders macos macos macos 10.11
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generate_shaders ios ios iphoneos 8.0
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generate_shaders iphonesimulator ios iphonesimulator 8.0
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generate_shaders tvos ios appletvos 9.0
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@@ -28,7 +28,7 @@
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#include "SDL_shaders_gl.h"
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#include "../../SDL_utils_c.h"
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#ifdef __MACOSX__
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#ifdef __MACOS__
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#include <OpenGL/OpenGL.h>
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#endif
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@@ -46,7 +46,7 @@
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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/* Details on optimizing the texture path on macOS:
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http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
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*/
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@@ -438,7 +438,7 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
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*format = GL_LUMINANCE;
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*type = GL_UNSIGNED_BYTE;
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break;
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#ifdef __MACOSX__
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#ifdef __MACOS__
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case SDL_PIXELFORMAT_UYVY:
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*internalFormat = GL_RGB8;
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*format = GL_YCBCR_422_APPLE;
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@@ -553,7 +553,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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}
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#ifdef __MACOSX__
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#ifdef __MACOS__
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
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#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
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#endif
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@@ -1221,7 +1221,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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}
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}
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#ifdef __MACOSX__
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#ifdef __MACOS__
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// On macOS on older systems, the OpenGL view change and resize events aren't
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// necessarily synchronized, so just always reset it.
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// Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
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@@ -1827,7 +1827,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.flags |= SDL_RENDERER_ACCELERATED;
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}
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#ifdef __MACOSX__
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#ifdef __MACOS__
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/* Enable multi-threaded rendering */
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/* Disabled until Ryan finishes his VBO/PBO code...
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CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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@@ -1928,7 +1928,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
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}
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#endif
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#ifdef __MACOSX__
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#ifdef __MACOS__
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
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#endif
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