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Fixed threaded gfx and building on Mac OS X
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parent
d8ff437c5e
commit
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@ -11,6 +11,9 @@
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void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
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{
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#ifdef CONF_PLATFORM_MACOSX
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CAutoreleasePool AutoreleasePool;
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#endif
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CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
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while(!pThis->m_Shutdown)
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@ -28,7 +28,7 @@
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static void GL_SwapBuffers(const SGLContext &Context) { SwapBuffers(Context.m_hDC); }
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#elif defined(CONF_PLATFORM_MACOSX)
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#include <AGL/agl.h>
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#include <objc/objc-runtime.h>
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class semaphore
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{
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@ -42,20 +42,58 @@
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struct SGLContext
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{
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AGLContext m_Context;
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id m_Context;
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};
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static SGLContext GL_GetCurrentContext()
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{
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SGLContext Context;
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Context.m_Context = aglGetCurrentContext();
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Class NSOpenGLContextClass = (Class) objc_getClass("NSOpenGLContext");
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SEL selector = sel_registerName("currentContext");
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Context.m_Context = objc_msgSend((objc_object*) NSOpenGLContextClass, selector);
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return Context;
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}
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static void GL_MakeCurrent(const SGLContext &Context) { aglSetCurrentContext(Context.m_Context); }
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static void GL_ReleaseContext(const SGLContext &Context) { aglSetCurrentContext(NULL); }
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static void GL_SwapBuffers(const SGLContext &Context) { aglSwapBuffers(Context.m_Context); }
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static void GL_MakeCurrent(const SGLContext &Context)
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{
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SEL selector = sel_registerName("makeCurrentContext");
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objc_msgSend(Context.m_Context, selector);
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}
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static void GL_ReleaseContext(const SGLContext &Context)
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{
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Class NSOpenGLContextClass = (Class) objc_getClass("NSOpenGLContext");
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SEL selector = sel_registerName("clearCurrentContext");
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objc_msgSend((objc_object*) NSOpenGLContextClass, selector);
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}
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static void GL_SwapBuffers(const SGLContext &Context)
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{
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SEL selector = sel_registerName("flushBuffer");
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objc_msgSend(Context.m_Context, selector);
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}
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class CAutoreleasePool
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{
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private:
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id m_Pool;
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public:
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CAutoreleasePool()
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{
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Class NSAutoreleasePoolClass = (Class) objc_getClass("NSAutoreleasePool");
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m_Pool = class_createInstance(NSAutoreleasePoolClass, 0);
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SEL selector = sel_registerName("init");
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objc_msgSend(m_Pool, selector);
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}
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~CAutoreleasePool()
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{
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SEL selector = sel_registerName("drain");
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objc_msgSend(m_Pool, selector);
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}
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};
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#elif defined(CONF_FAMILY_UNIX)
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#include <GL/glx.h>
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