mpv/waftools/detections/compiler_swift.py

204 lines
7.3 KiB
Python
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import re
import string
import os.path
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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from waflib import Utils
from distutils.version import StrictVersion
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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def __run(cmd):
try:
output = Utils.subprocess.check_output(cmd, stderr=Utils.subprocess.STDOUT, universal_newlines=True)
return output.strip()
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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except Exception:
return ""
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cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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def __add_swift_flags(ctx):
ctx.env.SWIFT_FLAGS = [
"-frontend", "-c", "-sdk", ctx.env.MACOS_SDK,
"-enable-objc-interop", "-emit-objc-header", "-parse-as-library",
]
verRe = re.compile("(?i)version\s?([\d.]+)")
ctx.env.SWIFT_VERSION = verRe.search(__run([ctx.env.SWIFT, '-version'])).group(1)
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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# prevent possible breakages with future swift versions
if StrictVersion(ctx.env.SWIFT_VERSION) >= StrictVersion("6.0"):
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ctx.env.SWIFT_FLAGS.extend(["-swift-version", "5"])
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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if ctx.is_debug_build():
ctx.env.SWIFT_FLAGS.append("-g")
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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if ctx.is_optimization():
ctx.env.SWIFT_FLAGS.append("-O")
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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def __add_static_swift_library_linking_flags(ctx, swift_library):
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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ctx.env.append_value('LINKFLAGS', [
'-L%s' % swift_library,
'-Xlinker', '-force_load_swift_libs', '-lc++',
])
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def __add_dynamic_swift_library_linking_flags(ctx, swift_library):
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ctx.env.append_value('LINKFLAGS', ['-L%s' % swift_library])
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# ABI compatibility
if StrictVersion(ctx.env.SWIFT_VERSION) >= StrictVersion("5.0"):
ctx.env.append_value('LINKFLAGS', [
'-Xlinker', '-rpath', '-Xlinker', '/usr/lib/swift',
'-L/usr/lib/swift',
])
ctx.env.append_value('LINKFLAGS', [
'-Xlinker', '-rpath', '-Xlinker', swift_library,
])
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cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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def __find_swift_library(ctx):
swift_libraries = {}
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# look for set lib paths in passed environment variables
if 'SWIFT_LIB_DYNAMIC' in ctx.environ:
swift_libraries['SWIFT_LIB_DYNAMIC'] = ctx.environ['SWIFT_LIB_DYNAMIC']
if 'SWIFT_LIB_STATIC' in ctx.environ:
swift_libraries['SWIFT_LIB_STATIC'] = ctx.environ['SWIFT_LIB_STATIC']
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# search for swift libs relative to the swift compiler executable
swift_library_relative_paths = {
'SWIFT_LIB_DYNAMIC': '../../lib/swift/macosx',
'SWIFT_LIB_STATIC': '../../lib/swift_static/macosx'
}
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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for lib_type, path in swift_library_relative_paths.items():
if lib_type not in swift_libraries:
lib_path = os.path.join(ctx.env.SWIFT, path)
swift_library = ctx.root.find_dir(lib_path)
if swift_library is not None:
swift_libraries[lib_type] = swift_library.abspath()
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# fall back to xcode-select path
swift_library_paths = {
'SWIFT_LIB_DYNAMIC': [
'Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/macosx',
'usr/lib/swift/macosx'
],
'SWIFT_LIB_STATIC': [
'Toolchains/XcodeDefault.xctoolchain/usr/lib/swift_static/macosx',
'usr/lib/swift_static/macosx'
]
}
dev_path = __run(['xcode-select', '-p'])[1:]
for lib_type, paths in swift_library_paths.items():
for path in paths:
if lib_type not in swift_libraries:
swift_library = ctx.root.find_dir([dev_path, path])
if swift_library is not None:
swift_libraries[lib_type] = swift_library.abspath()
break
else:
break
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# check if library paths were found
ctx.start_msg('Checking for dynamic Swift Library')
if 'SWIFT_LIB_DYNAMIC' in swift_libraries:
ctx.end_msg(swift_libraries['SWIFT_LIB_DYNAMIC'])
else:
ctx.end_msg(False)
ctx.start_msg('Checking for static Swift Library')
if 'SWIFT_LIB_STATIC' in swift_libraries:
ctx.end_msg(swift_libraries['SWIFT_LIB_STATIC'])
ctx.env['SWIFT_LIB_STATIC'] = swift_libraries['SWIFT_LIB_STATIC']
else:
ctx.end_msg(False)
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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enableStatic = getattr(ctx.options, 'enable_swift-static')
if (enableStatic) and 'SWIFT_LIB_STATIC' in swift_libraries:
__add_static_swift_library_linking_flags(ctx, swift_libraries['SWIFT_LIB_STATIC'])
else:
__add_dynamic_swift_library_linking_flags(ctx, swift_libraries['SWIFT_LIB_DYNAMIC'])
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cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
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def __find_macos_sdk(ctx):
ctx.start_msg('Checking for macOS SDK')
sdk = None
sdk_build_version = None
sdk_version = None
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# look for set macOS SDK paths and version in passed environment variables
if 'MACOS_SDK' in ctx.environ:
sdk = ctx.environ['MACOS_SDK']
if 'MACOS_SDK_VERSION' in ctx.environ:
ctx.env.MACOS_SDK_VERSION = ctx.environ['MACOS_SDK_VERSION']
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# find macOS SDK paths and version
if not sdk:
sdk = __run(['xcrun', '--sdk', 'macosx', '--show-sdk-path'])
if not ctx.env.MACOS_SDK_VERSION:
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# show-sdk-build-version: is not available on older command line tools, but return a build version (eg 17A360)
# show-sdk-version: is always available, but on older dev tools it's only the major version
sdk_build_version = __run(['xcrun', '--sdk', 'macosx', '--show-sdk-build-version'])
sdk_version = __run(['xcrun', '--sdk', 'macosx', '--show-sdk-version'])
if sdk:
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
ctx.env.MACOS_SDK = sdk
build_version = '10.10.0'
if not ctx.env.MACOS_SDK_VERSION:
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# convert build version to a version string
# first 2 two digits are the major version, starting with 15 which is 10.11 (offset of 4)
# 1 char is the minor version, A => 0, B => 1 and ongoing
# last digits are bugfix version, which are not relevant for us
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# eg 16E185 => 10.12.4, 17A360 => 10.13, 18B71 => 10.14.1
if sdk_build_version and isinstance(sdk_build_version, str):
verRe = re.compile("(\d+)(\D+)(\d+)")
version_parts = verRe.search(sdk_build_version)
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major = int(version_parts.group(1)) - 4
minor = string.ascii_lowercase.index(version_parts.group(2).lower())
build_version = '10.' + str(major) + '.' + str(minor)
# from 20 onwards macOS 11.0 starts
if int(version_parts.group(1)) >= 20:
build_version = '11.' + str(minor)
if not isinstance(sdk_version, str):
sdk_version = '10.10.0'
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# pick the higher version, always pick sdk over build if newer
if StrictVersion(build_version) > StrictVersion(sdk_version):
ctx.env.MACOS_SDK_VERSION = build_version
else:
ctx.env.MACOS_SDK_VERSION = sdk_version
ctx.end_msg(sdk + ' (version found: ' + ctx.env.MACOS_SDK_VERSION + ')')
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
else:
ctx.end_msg(False)
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
2020-02-27 19:46:42 +00:00
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
def __find_swift_compiler(ctx):
ctx.start_msg('Checking for swift (Swift compiler)')
swift = ''
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# look for set swift paths in passed environment variables
if 'SWIFT' in ctx.environ:
swift = ctx.environ['SWIFT']
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# find swift executable
if not swift:
swift = __run(['xcrun', '-find', 'swift'])
if swift:
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
ctx.end_msg(swift)
ctx.env.SWIFT = swift
__add_swift_flags(ctx)
__find_swift_library(ctx)
else:
ctx.end_msg(False)
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
2020-02-27 19:46:42 +00:00
cocoa-cb: initial implementation via opengl-cb API this is meant to replace the old and not properly working vo_gpu/opengl cocoa backend in the future. the problems are various shortcomings of Apple's opengl implementation and buggy behaviour in certain circumstances that couldn't be properly worked around. there are also certain regressions on newer macOS versions from 10.11 onwards. - awful opengl performance with a none layer backed context - huge amount of dropped frames with an early context flush - flickering of system elements like the dock or volume indicator - double buffering not properly working with a none layer backed context - bad performance in fullscreen because of system optimisations all the problems were caused by using a normal opengl context, that seems somewhat abandoned by apple, and are fixed by using a layer backed opengl context instead. problems that couldn't be fixed could be properly worked around. this has all features our old backend has sans the wid embedding, the possibility to disable the automatic GPU switching and taking screenshots of the window content. the first was deemed unnecessary by me for now, since i just use the libmpv API that others can use anyway. second is technically not possible atm because we have to pre-allocate our opengl context at a time the config isn't read yet, so we can't get the needed property. third one is a bit tricky because of deadlocking and it needed to be in sync, hopefully i can work around that in the future. this also has at least one additional feature or eye-candy. a properly working fullscreen animation with the native fs. also since this is a direct port of the old backend of the parts that could be used, though with adaptions and improvements, this looks a lot cleaner and easier to understand. some credit goes to @pigoz for the initial swift build support which i could improve upon. Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739, #2392, #2217
2018-02-12 11:28:19 +00:00
def configure(ctx):
if ctx.env.DEST_OS == "darwin":
__find_macos_sdk(ctx)
if ctx.options.enable_swift is not False:
__find_swift_compiler(ctx)