fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).

This commit is contained in:
Alex Birch
2018-06-17 13:34:53 +01:00
parent a2be47c887
commit dff4d13a1d
1563 changed files with 601601 additions and 3466 deletions

View File

@ -0,0 +1,311 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2017 - ROLI Ltd.
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 5 End-User License
Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
27th April 2017).
End User License Agreement: www.juce.com/juce-5-licence
Privacy Policy: www.juce.com/juce-5-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
@interface JuceGLView : UIView
{
}
+ (Class) layerClass;
@end
@implementation JuceGLView
+ (Class) layerClass
{
return [CAEAGLLayer class];
}
@end
extern "C" GLvoid glResolveMultisampleFramebufferAPPLE();
namespace juce
{
class OpenGLContext::NativeContext
{
public:
NativeContext (Component& c,
const OpenGLPixelFormat& pixFormat,
void* contextToShare,
bool multisampling,
OpenGLVersion version)
: component (c), openGLversion (version),
useDepthBuffer (pixFormat.depthBufferBits > 0),
useMSAA (multisampling)
{
JUCE_AUTORELEASEPOOL
{
if (auto* peer = component.getPeer())
{
auto bounds = peer->getAreaCoveredBy (component);
view = [[JuceGLView alloc] initWithFrame: convertToCGRect (bounds)];
view.opaque = YES;
view.hidden = NO;
view.backgroundColor = [UIColor blackColor];
view.userInteractionEnabled = NO;
glLayer = (CAEAGLLayer*) [view layer];
glLayer.opaque = true;
updateWindowPosition (bounds);
[((UIView*) peer->getNativeHandle()) addSubview: view];
if (version == openGL3_2 && [[UIDevice currentDevice].systemVersion floatValue] >= 7.0)
{
if (! createContext (kEAGLRenderingAPIOpenGLES3, contextToShare))
{
releaseContext();
createContext (kEAGLRenderingAPIOpenGLES2, contextToShare);
}
}
else
{
createContext (kEAGLRenderingAPIOpenGLES2, contextToShare);
}
if (context != nil)
{
// I'd prefer to put this stuff in the initialiseOnRenderThread() call, but doing
// so causes myserious timing-related failures.
[EAGLContext setCurrentContext: context];
createGLBuffers();
deactivateCurrentContext();
}
else
{
jassertfalse;
}
}
else
{
jassertfalse;
}
}
}
~NativeContext()
{
releaseContext();
[view removeFromSuperview];
[view release];
}
bool initialiseOnRenderThread (OpenGLContext&) { return true; }
void shutdownOnRenderThread()
{
JUCE_CHECK_OPENGL_ERROR
freeGLBuffers();
deactivateCurrentContext();
}
bool createdOk() const noexcept { return getRawContext() != nullptr; }
void* getRawContext() const noexcept { return context; }
GLuint getFrameBufferID() const noexcept { return useMSAA ? msaaBufferHandle : frameBufferHandle; }
bool makeActive() const noexcept
{
if (! [EAGLContext setCurrentContext: context])
return false;
glBindFramebuffer (GL_FRAMEBUFFER, useMSAA ? msaaBufferHandle
: frameBufferHandle);
return true;
}
bool isActive() const noexcept
{
return [EAGLContext currentContext] == context;
}
static void deactivateCurrentContext()
{
[EAGLContext setCurrentContext: nil];
}
void swapBuffers()
{
if (useMSAA)
{
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, frameBufferHandle);
glBindFramebuffer (GL_READ_FRAMEBUFFER, msaaBufferHandle);
if (openGLversion >= openGL3_2)
{
glBlitFramebuffer (0, 0, lastBounds.getWidth(), lastBounds.getHeight(),
0, 0, lastBounds.getWidth(), lastBounds.getHeight(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
glResolveMultisampleFramebufferAPPLE();
}
}
glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
[context presentRenderbuffer: GL_RENDERBUFFER];
if (needToRebuildBuffers)
{
needToRebuildBuffers = false;
freeGLBuffers();
createGLBuffers();
makeActive();
}
}
void updateWindowPosition (Rectangle<int> bounds)
{
view.frame = convertToCGRect (bounds);
glLayer.contentsScale = (CGFloat) (Desktop::getInstance().getDisplays().getMainDisplay().scale
/ component.getDesktopScaleFactor());
if (lastBounds != bounds)
{
lastBounds = bounds;
needToRebuildBuffers = true;
}
}
bool setSwapInterval (int numFramesPerSwap) noexcept
{
swapFrames = numFramesPerSwap;
return false;
}
int getSwapInterval() const noexcept { return swapFrames; }
struct Locker { Locker (NativeContext&) {} };
private:
Component& component;
JuceGLView* view = nil;
CAEAGLLayer* glLayer = nil;
EAGLContext* context = nil;
const OpenGLVersion openGLversion;
const bool useDepthBuffer, useMSAA;
GLuint frameBufferHandle = 0, colorBufferHandle = 0, depthBufferHandle = 0,
msaaColorHandle = 0, msaaBufferHandle = 0;
Rectangle<int> lastBounds;
int swapFrames = 0;
bool needToRebuildBuffers = false;
bool createContext (EAGLRenderingAPI type, void* contextToShare)
{
jassert (context == nil);
context = [EAGLContext alloc];
context = contextToShare != nullptr
? [context initWithAPI: type sharegroup: [(EAGLContext*) contextToShare sharegroup]]
: [context initWithAPI: type];
return context != nil;
}
void releaseContext()
{
[context release];
context = nil;
}
//==============================================================================
void createGLBuffers()
{
glGenFramebuffers (1, &frameBufferHandle);
glGenRenderbuffers (1, &colorBufferHandle);
glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBufferHandle);
bool ok = [context renderbufferStorage: GL_RENDERBUFFER fromDrawable: glLayer];
jassert (ok); ignoreUnused (ok);
GLint width, height;
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
if (useMSAA)
{
glGenFramebuffers (1, &msaaBufferHandle);
glGenRenderbuffers (1, &msaaColorHandle);
glBindFramebuffer (GL_FRAMEBUFFER, msaaBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, msaaColorHandle);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_RGBA8, width, height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorHandle);
}
if (useDepthBuffer)
{
glGenRenderbuffers (1, &depthBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, depthBufferHandle);
if (useMSAA)
glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
else
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferHandle);
}
jassert (glCheckFramebufferStatus (GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
JUCE_CHECK_OPENGL_ERROR
}
void freeGLBuffers()
{
JUCE_CHECK_OPENGL_ERROR
[context renderbufferStorage: GL_RENDERBUFFER fromDrawable: nil];
deleteFrameBuffer (frameBufferHandle);
deleteFrameBuffer (msaaBufferHandle);
deleteRenderBuffer (colorBufferHandle);
deleteRenderBuffer (depthBufferHandle);
deleteRenderBuffer (msaaColorHandle);
JUCE_CHECK_OPENGL_ERROR
}
static void deleteFrameBuffer (GLuint& i) { if (i != 0) glDeleteFramebuffers (1, &i); i = 0; }
static void deleteRenderBuffer (GLuint& i) { if (i != 0) glDeleteRenderbuffers (1, &i); i = 0; }
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (NativeContext)
};
//==============================================================================
bool OpenGLHelpers::isContextActive()
{
return [EAGLContext currentContext] != nil;
}
} // namespace juce