diff options
author | Sven Gothel <[email protected]> | 2012-09-15 16:54:52 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2012-09-15 16:54:52 +0200 |
commit | 4dd44b985fe0541be3a3bcd9045d201ed3ca2cc5 (patch) | |
tree | e14c927a1da9f089297aa291dcd69f2f39b4f15e /src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m | |
parent | 9036376b7806a5fc61590bf49404eb71830de92f (diff) |
Seamless Integration of an FBObject based GLFBODrawable as GLOffscreenAutoDrawable.FBO and as an OffscreenLayerSurface's drawable (OSX) - Fix Bugs 569 and 599
Summary:
=========
The new FBObject based GLFBODrawable implementation allows the seamless utilization of
FBO offscreen rendering in single buffer, double buffer and MSAA mode.
The GLFBODrawable uses a parent drawable based on a
dummy surface to allow a GLOffscreenAutoDrawable.FBO creation
or a mutable surface supporting an existing offscreen layer surface (OSX CALayer).
Offscreen GLDrawable's and GLOffscreenAutoDrawable's can be selected via the
GLCapabilities. If simply !onscreen is selected in the caps instance w/o enabling FBO, PBuffer or Bitmap,
the factory will automatically choose regarding availability:
FBO > PBuffer > Bitmap
Double buffering is supported in MSAA more (intrinsic) and explicit in non MSAA.
It is preferred when delivering resources (texture id's or framebuffer names)
to a shared GLContext.
This is demonstrated in (emulates our OSX CALayer implementation):
TestFBOOffThreadSharedContextMix2DemosES2NEWT,
TestFBOOnThreadSharedContext1DemoES2NEWT
and with the OSX JAWT OffscreenLayerSurface itself. FBO is the preferred choice.
+++
Offscreen drawables can be resized while maintaining a bound GLContext (e.g. w/ GLAutoDrawable).
Previously both, drawable and context, needed to be destroyed and recreated at offscreen resize.
Common implementation in GLDrawableHelper is used in the implementations
(NEWT's GLWindow, AWT GLCanvas, SWT GLCanvas).
+++
Tested:
=======
Manually run all unit tests on:
- Linux x86_64 NVidia/AMD/Mesa3d(ES)
- OSX x86_64 NVidia
- Windows x86_64 NVidia
- Android arm Mali-400/Tegra-2
No regressions.
Disclaimer:
===========
This feature is committed almost in one patch.
Both previous commits were introducing / fixing the capabilities behavior:
90d45928186f2be99999461cfe45f76a783cc961
9036376b7806a5fc61590bf49404eb71830de92f
I have to appologize for the huge size and impact (files and platforms) of this commit
however, I could not find a better way to inject this feature in one sane piece.
NativeWindow Details:
=====================
Complete decoupling of platform impl. detail of surfaces
implementing ProxySurface. Used to generalize dummy surfaces and EGL surfaces
on top of a native platform surface.
- ProxySurface.UpstreamSurfaceHook -> UpstreamSurfaceHook
- abstract class ProxySurface -> interface ProxySurface + ProxySurfaceImpl
- Misc. implementations
JOGL Details:
=====================
FBOObject: API Change / Simplification & Usability
- Removed reference counter to remove complexity, allow user to choose.
- Add 'dispose' flag for detachColorbuffer(..), allowing to keep attachment alive
- Fix equals operation of Attachment
- Check pre-exising GL errors
- Interface Colobuffer gets lifecycle methods
- Add static factory methods to create Attachments w/o FBObject instance
- Reset:
- Clip min size to 1
- Keep alive samplingSink, i.e. don't issue resetMSAATexture2DSink(..).
It gets called at syncFramebuffer()/use(..) later on before actual usage.
This allows the consumer to utilize the GL_FRONT buffer until (e.g.) swap.
- misc bugfixes
GLOffscreenAutoDrawable: API Change
- Reloc and interfacing
- class com.jogamp.opengl.OffscreenAutoDrawable -> javax.media.opengl.*
interfaces GLOffscreenAutoDrawable extends GLAutoDrawable
GLOffscreenAutoDrawable.FBO extends GLOffscreenAutoDrawable, GLFBODrawable
- Added general implementation and FBO specialization
- Replacing GLPBuffer (deprecated) .. usable for any offscreen GLDrawable via factory
GLAutoDrawable:
- Add 'GLDrawable getDelegatedDrawable()'
- Refine documentation of setContext(..), remove disclaimer and fixme tags
GLDrawableFactory:
- Refine API doc and it's selection mechanism for offscreen.
- Add createOffscreenDrawable(..)
- Add createOffscreenAutoDrawable(..)
- Add canCreateFBO(..)
- Mark createGLPbuffer(..) deprectated
Mark GLPBuffer deprecated
New: GLFBODrawable extends GLDrawable
GLCanvas (AWT and SWT): Add offscreen resize support w/o GLContext recreation
GLAutoDrawableBase .. GLWindow:
- Add offscreen resize support w/o GLContext recreation
- Remove double swapBuffer call
-
GLBase/GLContext:
- Add:
- boolean hasBasicFBOSupport()
- boolean hasFullFBOSupport()
- int getMaxRenderbufferSamples()
- boolean isTextureFormatBGRA8888Available()
GLContext: Fix version detection and hasGLSL()
- Version detection in setGLFunctionAvailability(..)
- Query GL_VERSION ASAP and parse it and compare w/ given major/minor
- Use parsed version if valid and lower than given _or_ given is invalid.
- Use validated version for caching (procaddr, ..), version number, etc.
- Fix hasGLSL()
Since 'isGL2ES2()' is true if 'isGL2()'
and the latter simply alows GL 1.*, we confine the result to a GL >= 2.0
on desktops. FIXME: May consider GL 1.5 w/ extensions.
- return isGL2ES2();
+ return isGLES2() ||
+ isGL3() ||
+ isGL2() && ctxMajorVersion>1 ;
GLDrawableImpl:
- Add 'associateContext(GLContext, boolean)' allowing impl.
to have a (weak) reference list of bound context.
This is was pulled up from the OSX specific drawable impl.
- swapBuffersImpl() -> swapBuffersImpl(boolean doubleBuffered)
and call it regardless of single buffering.
This is required to propagate this event to impl. properly,
i.e. FBODrawable requires a swap notification.
- Clarify 'contextMadeCurrent(..)' protocol
GLDrawableHelper:
- Add resize and recreate offscreen drawable util method
- Simplify required init/reshape calls for GLEventListener
-
GLGraphicsConfigurationUtil:
- fixWinAttribBitsAndHwAccel: Reflect sharede context hw-accel bits
- OSX has no offscreen bitmap, use pbuffer
- use proper offscreen auto selection if offscreen and no modes are set
EGL Context/Drawable/DrawableFactory: Abstract native platform code out of base classes
- Use EGLWrappedSurface w/ UpstreamSurfaceHook to handle upstream (X11, WGL, ..)
lifecycle - in case the EGL resource is hooked up on it.
Invisible dummy surfaces: All platforms
- size is now reduced to 64x64 and decoupled of actual generic mutable size
- fix device lifecycle, no more leaks
+++
OSX
====
Enable support for GLFBODrawableImpl in offscreen CALayer mode
- NSOpenGLImpl: hooks to calayer native code
- calayer code:
- allows pbuffer and texures (FBO)
- decouple size and draw calls avoiding flickering
- enable auto resize of calayer tree
MacOSXCGLContext:
- NSOpenGLImpl:
- Fix false pbuffer 'usage', validate the pointer
- If !pbuffer, copy other window mode bits of caps
-
MacOSXCGLGraphicsConfiguration:
- Only assume pbuffer if !onscreen
- Remove reference of native pixelformat pointer
Native code:
- use 'respondsToSelector:' query before calling 'new' methods
avoiding an error message where unsuported (prev. OSX versions)
- if monitor refresh-rate is queried 0, set to default 60hz
- add missing NSAutoreleasePool decoration
+++
Android / NEWT:
===============
Issue setVisible(..) w/o wait, i.e. queue on EDT,
@Android surfaceChanged() callback. Otherwise we could deadlock:
setVisible(..) -> EDT -> setVisibleImpl(..) -> 'GL-display'.
the latter may may cause havoc while Android-EDT is blocked [until it's return].
Diffstat (limited to 'src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m')
-rw-r--r-- | src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m | 665 |
1 files changed, 665 insertions, 0 deletions
diff --git a/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m b/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m new file mode 100644 index 000000000..63323b76d --- /dev/null +++ b/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m @@ -0,0 +1,665 @@ +#import "MacOSXWindowSystemInterface.h" +#import <QuartzCore/QuartzCore.h> +#import <pthread.h> +#include "timespec.h" + +// +// CADisplayLink only available on iOS >= 3.1, sad, since it's convenient. +// Use CVDisplayLink otherwise. +// +// #define HAS_CADisplayLink 1 +// + +// lock/sync debug output +// +// #define DBG_SYNC 1 +// +#ifdef DBG_SYNC + // #define SYNC_PRINT(...) NSLog(@ ## __VA_ARGS__) + #define SYNC_PRINT(...) fprintf(stderr, __VA_ARGS__); fflush(stderr) +#else + #define SYNC_PRINT(...) +#endif + +// fps debug output +// +// #define DBG_PERF 1 + +@interface MyNSOpenGLLayer: NSOpenGLLayer +{ +@private + GLfloat gl_texCoords[8]; + +@protected + NSOpenGLContext* parentCtx; + NSOpenGLPixelFormat* parentPixelFmt; + volatile NSOpenGLPixelBuffer* pbuffer; + volatile GLuint textureID; + volatile int texWidth; + volatile int texHeight; +#ifdef HAS_CADisplayLink + CADisplayLink* displayLink; +#else + CVDisplayLinkRef displayLink; +#endif + int tc; + struct timespec tStart; +@public + struct timespec lastWaitTime; + GLint swapInterval; + GLint swapIntervalCounter; + pthread_mutex_t renderLock; + pthread_cond_t renderSignal; + volatile Bool shallDraw; + volatile int newTexWidth; + volatile int newTexHeight; +} + +- (id) setupWithContext: (NSOpenGLContext*) parentCtx + pixelFormat: (NSOpenGLPixelFormat*) pfmt + pbuffer: (NSOpenGLPixelBuffer*) p + texIDArg: (GLuint) texID + opaque: (Bool) opaque + texWidth: (int) texWidth + texHeight: (int) texHeight; + +- (Bool) validateTexSizeWithNewSize; +- (Bool) validateTexSize: (int) _texWidth texHeight: (int) _texHeight; +- (void) setTextureID: (int) _texID; + +- (void) validatePBuffer: (NSOpenGLPixelBuffer*) p; + +- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat; +- (void)disableAnimation; +- (void)pauseAnimation:(Bool)pause; +- (void)deallocPBuffer; +- (void)releaseLayer; +- (void)dealloc; +- (void)setSwapInterval:(int)interval; +- (void)tick; +- (void)waitUntilRenderSignal: (long) to_micros; +- (Bool)isGLSourceValid; + +@end + +#ifndef HAS_CADisplayLink + +static CVReturn renderMyNSOpenGLLayer(CVDisplayLinkRef displayLink, + const CVTimeStamp *inNow, + const CVTimeStamp *inOutputTime, + CVOptionFlags flagsIn, + CVOptionFlags *flagsOut, + void *displayLinkContext) +{ + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*)displayLinkContext; + pthread_mutex_lock(&l->renderLock); + if( 0 < l->swapInterval ) { + l->swapIntervalCounter++; + if( l->swapIntervalCounter >= l->swapInterval ) { + SYNC_PRINT("<S %d/%d>", (int)l->swapIntervalCounter, l->swapInterval); + l->swapIntervalCounter = 0; + pthread_cond_signal(&l->renderSignal); // wake up vsync + } + } + pthread_mutex_unlock(&l->renderLock); + [pool release]; + return kCVReturnSuccess; +} + +#endif + +static const GLfloat gl_verts[] = { + -1.0, -1.0, + -1.0, 1.0, + 1.0, 1.0, + 1.0, -1.0 +}; + +@implementation MyNSOpenGLLayer + +- (id) setupWithContext: (NSOpenGLContext*) _parentCtx + pixelFormat: (NSOpenGLPixelFormat*) _parentPixelFmt + pbuffer: (NSOpenGLPixelBuffer*) p + texIDArg: (GLuint) texID + opaque: (Bool) opaque + texWidth: (int) _texWidth + texHeight: (int) _texHeight; +{ + pthread_mutexattr_t renderLockAttr; + pthread_mutexattr_init(&renderLockAttr); + pthread_mutexattr_settype(&renderLockAttr, PTHREAD_MUTEX_RECURSIVE); + pthread_mutex_init(&renderLock, &renderLockAttr); // recursive + pthread_cond_init(&renderSignal, NULL); // no attribute + + { + int i; + for(i=0; i<8; i++) { + gl_texCoords[i] = 0.0f; + } + } + parentCtx = _parentCtx; + parentPixelFmt = _parentPixelFmt; + swapInterval = 1; // defaults to on (as w/ new GL profiles) + swapIntervalCounter = 0; + timespec_now(&lastWaitTime); + shallDraw = NO; + newTexWidth = _texWidth; + newTexHeight = _texHeight; + [self validateTexSizeWithNewSize]; + [self setTextureID: texID]; + + pbuffer = p; + if(NULL != pbuffer) { + [pbuffer retain]; + } + + { + // no animations for add/remove/swap sublayers etc + // doesn't work: [self removeAnimationForKey: kCAOnOrderIn, kCAOnOrderOut, kCATransition] + [self removeAllAnimations]; + } + + // instantiate a deactivated displayLink +#ifdef HAS_CADisplayLink + displayLink = [[CVDisplayLink displayLinkWithTarget:self selector:@selector(setNeedsDisplay)] retain]; +#else + CVReturn cvres; + { + int allDisplaysMask = 0; + int virtualScreen, accelerated, displayMask; + for (virtualScreen = 0; virtualScreen < [parentPixelFmt numberOfVirtualScreens]; virtualScreen++) { + [parentPixelFmt getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:virtualScreen]; + [parentPixelFmt getValues:&accelerated forAttribute:NSOpenGLPFAAccelerated forVirtualScreen:virtualScreen]; + if (accelerated) { + allDisplaysMask |= displayMask; + } + } + cvres = CVDisplayLinkCreateWithOpenGLDisplayMask(allDisplaysMask, &displayLink); + if(kCVReturnSuccess != cvres) { + DBG_PRINT("MyNSOpenGLLayer::init %p, CVDisplayLinkCreateWithOpenGLDisplayMask %X failed: %d\n", self, allDisplaysMask, cvres); + displayLink = NULL; + } + } + if(NULL != displayLink) { + cvres = CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, [parentCtx CGLContextObj], [parentPixelFmt CGLPixelFormatObj]); + if(kCVReturnSuccess != cvres) { + DBG_PRINT("MyNSOpenGLLayer::init %p, CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext failed: %d\n", self, cvres); + displayLink = NULL; + } + } + if(NULL != displayLink) { + cvres = CVDisplayLinkSetOutputCallback(displayLink, renderMyNSOpenGLLayer, self); + if(kCVReturnSuccess != cvres) { + DBG_PRINT("MyNSOpenGLLayer::init %p, CVDisplayLinkSetOutputCallback failed: %d\n", self, cvres); + displayLink = NULL; + } + } +#endif + [self pauseAnimation: YES]; + + [self removeAllAnimations]; + [self setAutoresizingMask: (kCALayerWidthSizable|kCALayerHeightSizable)]; + [self setNeedsDisplayOnBoundsChange: YES]; + + [self setOpaque: opaque ? YES : NO]; + + if(NULL != pbuffer) { + DBG_PRINT("MyNSOpenGLLayer::init (pbuffer) %p, ctx %p, pfmt %p, pbuffer %p, opaque %d, pbuffer %dx%d -> tex %dx%d, bounds: %lf/%lf %lfx%lf (refcnt %d)\n", + self, parentCtx, parentPixelFmt, pbuffer, opaque, [pbuffer pixelsWide], [pbuffer pixelsHigh], texWidth, texHeight, + lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height, (int)[self retainCount]); + } else { + DBG_PRINT("MyNSOpenGLLayer::init (texture) %p, ctx %p, pfmt %p, opaque %d, tex[id %d, %dx%d], bounds: %lf/%lf %lfx%lf (refcnt %d)\n", + self, parentCtx, parentPixelFmt, opaque, (int)textureID, texWidth, texHeight, + lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height, (int)[self retainCount]); + } + return self; +} + +- (Bool) validateTexSizeWithNewSize +{ + return [self validateTexSize: newTexWidth texHeight: newTexHeight]; +} + +- (Bool) validateTexSize: (int) _texWidth texHeight: (int) _texHeight +{ + if(_texHeight != texHeight || _texWidth != texWidth) { + texWidth = _texWidth; + texHeight = _texHeight; + CGRect lRect = [self bounds]; + lRect.origin.x = 0; + lRect.origin.y = 0; + lRect.size.width = texWidth; + lRect.size.height = texHeight; + [self setFrame: lRect]; + + GLfloat texCoordWidth, texCoordHeight; + if(NULL != pbuffer) { + GLenum textureTarget = [pbuffer textureTarget] ; + GLsizei pwidth = [pbuffer pixelsWide]; + GLsizei pheight = [pbuffer pixelsHigh]; + if( GL_TEXTURE_2D == textureTarget ) { + texCoordWidth = (GLfloat)pwidth /(GLfloat)texWidth ; + texCoordHeight = (GLfloat)pheight/(GLfloat)texHeight ; + } else { + texCoordWidth = pwidth; + texCoordHeight = pheight; + } + } else { + texCoordWidth = (GLfloat)1.0f; + texCoordHeight = (GLfloat)1.0f; + } + gl_texCoords[3] = texCoordHeight; + gl_texCoords[5] = texCoordHeight; + gl_texCoords[4] = texCoordWidth; + gl_texCoords[6] = texCoordWidth; + return YES; + } else { + return NO; + } +} + +- (void) setTextureID: (int) _texID +{ + textureID = _texID; +} + +- (void) validatePBuffer: (NSOpenGLPixelBuffer*) p +{ + if( pbuffer != p ) { + DBG_PRINT("MyNSOpenGLLayer::validatePBuffer.0 %p, pbuffer %p, (refcnt %d)\n", self, p, (int)[self retainCount]); + + SYNC_PRINT("{PB-nil}"); + + [self deallocPBuffer]; + + pbuffer = p; + if(NULL != pbuffer) { + [pbuffer retain]; + } + [self setTextureID: 0]; + + shallDraw = NO; + } +} + +/** +- (NSOpenGLPixelFormat *)openGLPixelFormatForDisplayMask:(uint32_t)mask +{ + DBG_PRINT("MyNSOpenGLLayer::openGLPixelFormatForDisplayMask: %p (refcnt %d) - parent-pfmt %p -> new-pfmt %p\n", + self, (int)[self retainCount], parentPixelFmt, parentPixelFmt); + return parentPixelFmt; +} */ + +- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat +{ + NSOpenGLContext * nctx = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:parentCtx]; + DBG_PRINT("MyNSOpenGLLayer::openGLContextForPixelFormat: %p (refcnt %d) - pfmt %p, parent %p -> new-ctx %p\n", + self, (int)[self retainCount], pixelFormat, parentCtx, nctx); + return nctx; +} + +- (void)disableAnimation +{ + DBG_PRINT("MyNSOpenGLLayer::disableAnimation: %p (refcnt %d) - displayLink %p\n", self, (int)[self retainCount], displayLink); + pthread_mutex_lock(&renderLock); + [self setAsynchronous: NO]; + if(NULL != displayLink) { +#ifdef HAS_CADisplayLink + [displayLink setPaused: YES]; + [displayLink release]; +#else + CVDisplayLinkStop(displayLink); + CVDisplayLinkRelease(displayLink); +#endif + displayLink = NULL; + } + pthread_mutex_unlock(&renderLock); +} + +- (void)deallocPBuffer +{ + if(NULL != pbuffer) { + NSOpenGLContext* context = [self openGLContext]; + if(NULL!=context) { + [context makeCurrentContext]; + + DBG_PRINT("MyNSOpenGLLayer::deallocPBuffer (with ctx) %p (refcnt %d) - context %p, pbuffer %p, texID %d\n", self, (int)[self retainCount], context, pbuffer, (int)texureID); + + if( 0 != textureID ) { + glDeleteTextures(1, &textureID); + } + [pbuffer release]; + + [context clearDrawable]; + } else { + DBG_PRINT("MyNSOpenGLLayer::deallocPBuffer (w/o ctx) %p (refcnt %d) - context %p, pbuffer %p, texID %d\n", self, (int)[self retainCount], context, pbuffer, (int)texureID); + } + pbuffer = NULL; + [self setTextureID: 0]; + } +} + +- (void)releaseLayer +{ + DBG_PRINT("MyNSOpenGLLayer::releaseLayer.0: %p (refcnt %d)\n", self, (int)[self retainCount]); + pthread_mutex_lock(&renderLock); + [self disableAnimation]; + [self deallocPBuffer]; + [self release]; + DBG_PRINT("MyNSOpenGLLayer::releaseLayer.X: %p (refcnt %d)\n", self, (int)[self retainCount]); + pthread_mutex_unlock(&renderLock); +} + +- (void)dealloc +{ + DBG_PRINT("MyNSOpenGLLayer::dealloc.0 %p (refcnt %d)\n", self, (int)[self retainCount]); + // NSLog(@"MyNSOpenGLLayer::dealloc: %@",[NSThread callStackSymbols]); + + pthread_mutex_lock(&renderLock); + [self disableAnimation]; + [self deallocPBuffer]; + pthread_mutex_unlock(&renderLock); + pthread_cond_destroy(&renderSignal); + pthread_mutex_destroy(&renderLock); + [super dealloc]; + DBG_PRINT("MyNSOpenGLLayer::dealloc.X %p\n", self); +} + +- (Bool)isGLSourceValid +{ + return NULL != pbuffer || 0 != textureID ; +} + +- (void)resizeWithOldSuperlayerSize:(CGSize)size + { + CGRect lRectS = [[self superlayer] bounds]; + + DBG_PRINT("MyNSOpenGLLayer::resizeWithOldSuperlayerSize: %p, texSize %dx%d, bounds: %lfx%lf -> %lfx%lf (refcnt %d)\n", + self, texWidth, texHeight, size.width, size.height, lRectS.size.width, lRectS.size.height, (int)[self retainCount]); + + newTexWidth = lRectS.size.width; + newTexHeight = lRectS.size.height; + shallDraw = YES; + SYNC_PRINT("<SZ %dx%d>", newTexWidth, newTexHeight); + + [super resizeWithOldSuperlayerSize: size]; +} + +- (BOOL)canDrawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat + forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp +{ + SYNC_PRINT("<? %d>", (int)shallDraw); + return shallDraw; +} + +- (void)drawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat + forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp +{ + pthread_mutex_unlock(&renderLock); + SYNC_PRINT("<* "); + // NSLog(@"MyNSOpenGLLayer::DRAW: %@",[NSThread callStackSymbols]); + + if( shallDraw && ( NULL != pbuffer || 0 != textureID ) ) { + [context makeCurrentContext]; + + GLenum textureTarget; + + Bool texSizeChanged = [self validateTexSizeWithNewSize]; + + if( NULL != pbuffer ) { + if( texSizeChanged && 0 != textureID ) { + glDeleteTextures(1, &textureID); + [self setTextureID: 0]; + } + textureTarget = [pbuffer textureTarget]; + if( 0 == textureID ) { + glGenTextures(1, &textureID); + glBindTexture(textureTarget, textureID); + glTexParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } else { + glBindTexture(textureTarget, textureID); + } + [context setTextureImageToPixelBuffer: pbuffer colorBuffer: GL_FRONT]; + } else { + textureTarget = GL_TEXTURE_2D; + glBindTexture(textureTarget, textureID); + } + SYNC_PRINT(" %d*>", (int)textureID); + + glEnable(textureTarget); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glVertexPointer(2, GL_FLOAT, 0, gl_verts); + glTexCoordPointer(2, GL_FLOAT, 0, gl_texCoords); + + glDrawArrays(GL_QUADS, 0, 4); + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + glDisable(textureTarget); + glBindTexture(textureTarget, 0); + + [context clearDrawable]; + + [super drawInOpenGLContext: context pixelFormat: pixelFormat forLayerTime: timeInterval displayTime: timeStamp]; + + } else { + // glClear(GL_COLOR_BUFFER_BIT); + // glBlitFramebuffer(0, 0, texWidth, texHeight, + // 0, 0, texWidth, texHeight, + // GL_COLOR_BUFFER_BIT, GL_NEAREST); + SYNC_PRINT(" 0*>"); + } + + #ifdef DBG_PERF + [self tick]; + #endif + shallDraw = NO; + + if( 0 >= swapInterval ) { + pthread_cond_signal(&renderSignal); // wake up !vsync + SYNC_PRINT("<s>"); + } + SYNC_PRINT("<$>\n"); + pthread_mutex_unlock(&renderLock); +} + +- (void)pauseAnimation:(Bool)pause +{ + DBG_PRINT("MyNSOpenGLLayer::pauseAnimation: %d\n", (int)pause); + [self setAsynchronous: NO]; + if(pause) { + if(NULL != displayLink) { + #ifdef HAS_CADisplayLink + [displayLink setPaused: YES]; + #else + CVDisplayLinkStop(displayLink); + #endif + } + } else { + if(NULL != displayLink) { + #ifdef HAS_CADisplayLink + [displayLink setPaused: NO]; + [displayLink setFrameInterval: swapInterval]; + #else + CVDisplayLinkStart(displayLink); + #endif + } + } + tc = 0; + timespec_now(&tStart); +} + +- (void)setSwapInterval:(int)interval +{ + /** + * v-sync doesn't works w/ NSOpenGLLayer's context .. well :( + * Using CVDisplayLink .. see setSwapInterval() below. + * + GLint si; + [context getValues: &si forParameter: NSOpenGLCPSwapInterval]; + if(si != swapInterval) { + DBG_PRINT("MyNSOpenGLLayer::drawInOpenGLContext %p setSwapInterval: %d -> %d\n", self, si, swapInterval); + [context setValues: &swapInterval forParameter: NSOpenGLCPSwapInterval]; + } + */ + + pthread_mutex_lock(&renderLock); + DBG_PRINT("MyNSOpenGLLayer::setSwapInterval.0: %d - displayLink %p\n", interval, displayLink); + swapInterval = interval; + swapIntervalCounter = 0; + pthread_mutex_unlock(&renderLock); + + if(0 < swapInterval) { + [self pauseAnimation: NO]; + } else { + [self pauseAnimation: YES]; + } + DBG_PRINT("MyNSOpenGLLayer::setSwapInterval.X: %d\n", interval); +} + +-(void)tick +{ + tc++; + if(tc%60==0) { + struct timespec t1, td; + timespec_now(&t1); + timespec_subtract(&td, &t1, &tStart); + long td_ms = timespec_milliseconds(&td); + fprintf(stderr, "NSOpenGLLayer: %ld ms / %d frames, %ld ms / frame, %f fps\n", + td_ms, tc, td_ms/tc, (tc * 1000.0) / (float)td_ms ); + fflush(NULL); + } +} + +- (void)waitUntilRenderSignal: (long) to_micros +{ + BOOL ready = NO; + int wr = 0; + pthread_mutex_lock(&renderLock); + SYNC_PRINT("{W %ld us", to_micros); + do { + if(0 >= swapInterval) { + ready = YES; + } + if(NO == ready) { + #ifdef DBG_SYNC + struct timespec t0, t1, td, td2; + timespec_now(&t0); + #endif + if(0 < to_micros) { + struct timespec to_abs = lastWaitTime; + timespec_addmicros(&to_abs, to_micros); + #ifdef DBG_SYNC + timespec_subtract(&td, &to_abs, &t0); + fprintf(stderr, ", (%ld) / ", timespec_milliseconds(&td)); + #endif + wr = pthread_cond_timedwait(&renderSignal, &renderLock, &to_abs); + #ifdef DBG_SYNC + timespec_now(&t1); + timespec_subtract(&td, &t1, &t0); + timespec_subtract(&td2, &t1, &lastWaitTime); + fprintf(stderr, "(%ld) / (%ld) ms", timespec_milliseconds(&td), timespec_milliseconds(&td2)); + #endif + } else { + pthread_cond_wait (&renderSignal, &renderLock); + #ifdef DBG_SYNC + timespec_now(&t1); + timespec_subtract(&td, &t1, &t0); + timespec_subtract(&td2, &t1, &lastWaitTime); + fprintf(stderr, "(%ld) / (%ld) ms", timespec_milliseconds(&td), timespec_milliseconds(&td2)); + #endif + } + ready = YES; + } + } while (NO == ready && 0 == wr) ; + SYNC_PRINT("-%d-%d-%d}", shallDraw, wr, ready); + timespec_now(&lastWaitTime); + pthread_mutex_unlock(&renderLock); +} + +@end + +NSOpenGLLayer* createNSOpenGLLayer(NSOpenGLContext* ctx, NSOpenGLPixelFormat* fmt, NSOpenGLPixelBuffer* p, uint32_t texID, Bool opaque, int texWidth, int texHeight) { + // This simply crashes after dealloc() has been called .. ie. ref-count -> 0 too early ? + // However using alloc/init, actual dealloc happens at JAWT destruction, hence too later IMHO. + // return [[MyNSOpenGLLayer layer] setupWithContext:ctx pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID + // opaque: opaque texWidth: texWidth texHeight: texHeight]; + + return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID + opaque: opaque texWidth: texWidth texHeight: texHeight]; +} + +void setNSOpenGLLayerSwapInterval(NSOpenGLLayer* layer, int interval) { + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + [l setSwapInterval: interval]; + [pool release]; +} + +void waitUntilNSOpenGLLayerIsReady(NSOpenGLLayer* layer, long to_micros) { + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + [l waitUntilRenderSignal: to_micros]; + [pool release]; +} + +void flushNSOpenGLLayerPBuffer(NSOpenGLLayer* layer) { + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + + pthread_mutex_lock(&l->renderLock); + [l validatePBuffer:0]; + pthread_mutex_unlock(&l->renderLock); + + [pool release]; +} + +void setNSOpenGLLayerNeedsDisplay(NSOpenGLLayer* layer, NSOpenGLPixelBuffer* p, uint32_t texID, int texWidth, int texHeight) { + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + Bool shallDraw; + + pthread_mutex_lock(&l->renderLock); + [l validatePBuffer:p]; + // l->newTexWidth = texWidth; + // l->newTexHeight = texHeight; + [l setTextureID: texID]; + shallDraw = [l isGLSourceValid]; + l->shallDraw = shallDraw; + pthread_mutex_unlock(&l->renderLock); + + SYNC_PRINT("<! T%dx%d O%dx%d %d>", texWidth, texHeight, l->newTexWidth, l->newTexHeight, (int)shallDraw); + if(shallDraw) { + if ( [NSThread isMainThread] == YES ) { + [l setNeedsDisplay]; + } else { + // don't wait - using doublebuffering + [l performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO]; + } + } + // DBG_PRINT("MyNSOpenGLLayer::setNSOpenGLLayerNeedsDisplay %p\n", l); + [pool release]; +} + +void releaseNSOpenGLLayer(NSOpenGLLayer* layer) { + MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; + NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; + DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.0: %p\n", l); + + if ( [NSThread isMainThread] == YES ) { + [l releaseLayer]; + } else { + [l performSelectorOnMainThread:@selector(releaseLayer) withObject:nil waitUntilDone:NO]; + } + + DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.X: %p\n", l); + [pool release]; +} + |