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

@ -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