#if !defined(GLES_COMPATIBILITY) #include "GSH_OpenGLQt.h" #endif #include #include #if defined(GLES_COMPATIBILITY) #include "GSH_OpenGLQt.h" #endif #ifdef __APPLE__ #include #endif CGSH_OpenGLQt::CGSH_OpenGLQt(QWindow* renderWindow) : m_renderWindow(renderWindow) { } CGSH_OpenGL::FactoryFunction CGSH_OpenGLQt::GetFactoryFunction(QWindow* renderWindow) { return [renderWindow]() { return new CGSH_OpenGLQt(renderWindow); }; } void CGSH_OpenGLQt::InitializeImpl() { #ifdef __APPLE__ //When building against macOS SDK 10.15+ and running on macOS 10.15+, the system will trigger an assert because we //are not using NSOpenGLContext on the main thread. Disable this assert since it doesn't cause any problem if we do. CFPreferencesSetAppValue(CFSTR("NSOpenGLContextSuppressThreadAssertions"), kCFBooleanTrue, kCFPreferencesCurrentApplication); #endif m_context = new QOpenGLContext(); m_context->setFormat(m_renderWindow->requestedFormat()); bool succeeded = m_context->create(); Q_ASSERT(succeeded); succeeded = m_context->makeCurrent(m_renderWindow); Q_ASSERT(succeeded); #ifdef USE_GLEW glewExperimental = GL_TRUE; auto result = glewInit(); Q_ASSERT(result == GLEW_OK); #endif CGSH_OpenGL::InitializeImpl(); } void CGSH_OpenGLQt::ReleaseImpl() { CGSH_OpenGL::ReleaseImpl(); delete m_context; } void CGSH_OpenGLQt::PresentBackbuffer() { if(m_renderWindow->isExposed()) { m_context->swapBuffers(m_renderWindow); m_context->makeCurrent(m_renderWindow); } }