Use Apple's nomenclature for macOS and iOS
Fixes https://github.com/libsdl-org/SDL/issues/6621
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83 changed files with 291 additions and 296 deletions
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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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