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Fall back to software OpenGL renderer instead of crashing on GPU-less Macs
MPVOpenGLLayer called fatalError() when CGLChoosePixelFormat failed for both the 10-bit and 8-bit (kCGLPFAAccelerated) formats, killing the app at launch on machines without a usable GPU such as virtual machines. Add a non-accelerated software pixel format as a last resort and make the whole OpenGL init path failable: createPixelFormat/createContext return nil (with an error log) instead of aborting, MPVOpenGLLayer.init becomes init?, and MPVOGLView holds an optional layer, throwing openGLSetupFailed from setup(with:) when OpenGL is unavailable. That error is already handled by MPVBackend.setupMPVAsync, so the app now launches cleanly and only logs that video playback is unavailable.
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@@ -38,6 +38,17 @@ private let glFormat10Bit: [CGLPixelFormatAttribute] = [
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CGLPixelFormatAttribute(0)
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]
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/// Last-resort pixel format without `kCGLPFAAccelerated`, allowing a software
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/// renderer. This is what lets the app survive on GPU-less environments such as
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/// virtual machines, where no hardware-accelerated renderer is available.
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private let glFormatSoftware: [CGLPixelFormatAttribute] = [
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kCGLPFAOpenGLProfile,
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CGLPixelFormatAttribute(kCGLOGLPVersion_3_2_Core.rawValue),
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kCGLPFADoubleBuffer,
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kCGLPFAAllowOfflineRenderers,
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CGLPixelFormatAttribute(0)
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]
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// MARK: - MPVOpenGLLayer
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/// OpenGL layer for MPV rendering on macOS.
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@@ -141,16 +152,25 @@ final class MPVOpenGLLayer: CAOpenGLLayer {
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// MARK: - Initialization
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/// Creates an MPVOpenGLLayer for the given video view.
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init(videoView: MPVOGLView) {
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/// Returns `nil` when no OpenGL pixel format / context can be created
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/// (e.g. on a GPU-less virtual machine), so callers can fail gracefully
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/// instead of crashing the app at launch.
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init?(videoView: MPVOGLView) {
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self.videoView = videoView
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// Create pixel format (try 10-bit first, fall back to 8-bit)
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let (pixelFormat, depth) = MPVOpenGLLayer.createPixelFormat()
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// Create pixel format (try 10-bit, then 8-bit, then software renderer)
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guard let (pixelFormat, depth) = MPVOpenGLLayer.createPixelFormat() else {
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return nil
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}
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self.cglPixelFormat = pixelFormat
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self.bufferDepth = depth
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// Create OpenGL context
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self.cglContext = MPVOpenGLLayer.createContext(pixelFormat: pixelFormat)
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guard let context = MPVOpenGLLayer.createContext(pixelFormat: pixelFormat) else {
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CGLDestroyPixelFormat(pixelFormat)
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return nil
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}
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self.cglContext = context
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super.init()
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@@ -560,8 +580,11 @@ final class MPVOpenGLLayer: CAOpenGLLayer {
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// MARK: - Pixel Format and Context Creation
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/// Create a CGL pixel format, trying 10-bit first, falling back to 8-bit.
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private static func createPixelFormat() -> (CGLPixelFormatObj, GLint) {
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/// Create a CGL pixel format, trying 10-bit first, falling back to 8-bit,
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/// then to a software renderer. Returns `nil` if no pixel format can be
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/// created (e.g. a GPU-less virtual machine) so the caller can fail
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/// gracefully instead of crashing.
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private static func createPixelFormat() -> (CGLPixelFormatObj, GLint)? {
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var pixelFormat: CGLPixelFormatObj?
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var numPixelFormats: GLint = 0
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@@ -583,17 +606,30 @@ final class MPVOpenGLLayer: CAOpenGLLayer {
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return (pf, 8)
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}
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// This should not happen on any reasonable Mac
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fatalError("MPVOpenGLLayer: failed to create any OpenGL pixel format")
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// Last resort: software renderer (no hardware acceleration). This keeps
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// the app alive on machines without a usable GPU, such as VMs.
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result = CGLChoosePixelFormat(glFormatSoftware, &pixelFormat, &numPixelFormats)
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if result == kCGLNoError, let pf = pixelFormat {
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Task { @MainActor in
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LoggingService.shared.debug("MPVOpenGLLayer: created software (non-accelerated) pixel format", category: .mpv)
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}
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return (pf, 8)
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}
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// No pixel format available at all (e.g. GPU-less VM). Don't crash.
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LoggingService.shared.error("MPVOpenGLLayer: failed to create any OpenGL pixel format (last error \(result.rawValue)) - video playback unavailable", category: .mpv)
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return nil
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}
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/// Create a CGL context with the given pixel format.
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private static func createContext(pixelFormat: CGLPixelFormatObj) -> CGLContextObj {
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/// Create a CGL context with the given pixel format. Returns `nil` on
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/// failure so the caller can fail gracefully instead of crashing.
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private static func createContext(pixelFormat: CGLPixelFormatObj) -> CGLContextObj? {
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var context: CGLContextObj?
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let result = CGLCreateContext(pixelFormat, nil, &context)
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guard result == kCGLNoError, let ctx = context else {
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fatalError("MPVOpenGLLayer: failed to create OpenGL context: \(result)")
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LoggingService.shared.error("MPVOpenGLLayer: failed to create OpenGL context: \(result.rawValue)", category: .mpv)
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return nil
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}
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// Enable vsync
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