#import "MacOSXWindowSystemInterface.h" #import #import #include "timespec.h" #import /** * Partial include of gl3.h - which we can only expect and use * in case of a GL3 core context at runtime. * Otherwise we would need to have 2 modules, one including GL2 * and one inclusing GL3 headers. */ #ifndef GL_ARB_vertex_array_object #define GL_VERTEX_ARRAY_BINDING 0x85B5 extern void glBindVertexArray (GLuint array); extern void glDeleteVertexArrays (GLsizei n, const GLuint *arrays); extern void glGenVertexArrays (GLsizei n, GLuint *arrays); extern GLboolean glIsVertexArray (GLuint array); #endif // // 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 // #define DBG_LIFECYCLE 1 /** * Capture setView(NULL), which produces a 'invalid drawable' message * * Also track lifecycle via DBG_PRINT messages, if VERBOSE is enabled! */ @interface MyNSOpenGLContext: NSOpenGLContext { } - (id)initWithFormat:(NSOpenGLPixelFormat *)format shareContext:(NSOpenGLContext *)share; - (void)setView:(NSView *)view; - (void)update; #ifdef DBG_LIFECYCLE - (id)retain; - (oneway void)release; #endif - (void)dealloc; @end @implementation MyNSOpenGLContext - (id)initWithFormat:(NSOpenGLPixelFormat *)format shareContext:(NSOpenGLContext *)share { DBG_PRINT("MyNSOpenGLContext.initWithFormat.0: format %p, share %p\n", format, share); MyNSOpenGLContext * o = [super initWithFormat:format shareContext:share]; DBG_PRINT("MyNSOpenGLContext.initWithFormat.X: new %p\n", o); return o; } - (void)setView:(NSView *)view { DBG_PRINT("MyNSOpenGLContext.setView: this.0 %p, view %p\n", self, view); if(NULL != view) { [super setView:view]; } DBG_PRINT("MyNSOpenGLContext.setView.X\n"); } - (void)update { DBG_PRINT("MyNSOpenGLContext.update: this.0 %p, view %p\n", self, [self view]); [super update]; DBG_PRINT("MyNSOpenGLContext.update.X\n"); } #ifdef DBG_LIFECYCLE - (id)retain { DBG_PRINT("MyNSOpenGLContext::retain.0: %p (refcnt %d)\n", self, (int)[self retainCount]); // NSLog(@"MyNSOpenGLContext::retain: %@",[NSThread callStackSymbols]); id o = [super retain]; DBG_PRINT("MyNSOpenGLContext::retain.X: %p (refcnt %d)\n", o, (int)[o retainCount]); return o; } - (oneway void)release { DBG_PRINT("MyNSOpenGLContext::release.0: %p (refcnt %d)\n", self, (int)[self retainCount]); [super release]; // DBG_PRINT("MyNSOpenGLContext::release.X: %p (refcnt %d)\n", self, (int)[self retainCount]); } #endif - (void)dealloc { CGLContextObj cglCtx = [self CGLContextObj]; DBG_PRINT("MyNSOpenGLContext::dealloc.0 %p (refcnt %d) - CGL-Ctx %p\n", self, (int)[self retainCount], cglCtx); [self clearDrawable]; if( NULL != cglCtx ) { CGLDestroyContext( cglCtx ); } [super dealloc]; // DBG_PRINT("MyNSOpenGLContext.dealloc.X: %p\n", self); } @end @interface MyNSOpenGLLayer: NSOpenGLLayer { @private GLfloat gl_texCoords[8]; NSOpenGLContext* myCtx; @protected NSOpenGLContext* parentCtx; GLuint gl3ShaderProgramName; GLuint vboBufVert; GLuint vboBufTexCoord; GLint vertAttrLoc; GLint texCoordAttrLoc; NSOpenGLPixelFormat* parentPixelFmt; int texWidth; int texHeight; int newTexWidth; int newTexHeight; volatile NSOpenGLPixelBuffer* pbuffer; volatile GLuint textureID; volatile NSOpenGLPixelBuffer* newPBuffer; #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; } - (id) setupWithContext: (NSOpenGLContext*) parentCtx gl3ShaderProgramName: (GLuint) gl3ShaderProgramName 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; - (Bool) isSamePBuffer: (NSOpenGLPixelBuffer*) p; - (void) setNewPBuffer: (NSOpenGLPixelBuffer*)p; - (void) applyNewPBuffer; - (NSOpenGLPixelFormat *)openGLPixelFormatForDisplayMask:(uint32_t)mask; - (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat; - (void)disableAnimation; - (void)pauseAnimation:(Bool)pause; - (void)deallocPBuffer; - (void)releaseLayer; #ifdef DBG_LIFECYCLE - (id)retain; - (oneway void)release; #endif - (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("", (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 gl3ShaderProgramName: (GLuint) _gl3ShaderProgramName 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 myCtx = NULL; { int i; for(i=0; i<8; i++) { gl_texCoords[i] = 0.0f; } } parentCtx = _parentCtx; gl3ShaderProgramName = _gl3ShaderProgramName; vboBufVert = 0; vboBufTexCoord = 0; vertAttrLoc = 0; texCoordAttrLoc = 0; 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]; newPBuffer = NULL; 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]; #ifdef VERBOSE_ON CGRect lRect = [self bounds]; 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]); } #endif 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; } - (Bool) isSamePBuffer: (NSOpenGLPixelBuffer*) p { return pbuffer == p || newPBuffer == p; } - (void)setNewPBuffer: (NSOpenGLPixelBuffer*)p { SYNC_PRINT(" %p>", pbuffer, p); newPBuffer = p; [newPBuffer retain]; } - (void) applyNewPBuffer { if( NULL != newPBuffer ) { // volatile OK SYNC_PRINT(" %p>", pbuffer, newPBuffer); if( 0 != textureID ) { glDeleteTextures(1, (GLuint *)&textureID); [self setTextureID: 0]; } [pbuffer release]; pbuffer = newPBuffer; newPBuffer = NULL; } } - (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)textureID); if( 0 != textureID ) { glDeleteTextures(1, (GLuint *)&textureID); [self setTextureID: 0]; } if(NULL != pbuffer) { [pbuffer release]; pbuffer = NULL; } if(NULL != newPBuffer) { [newPBuffer release]; newPBuffer = NULL; } [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)textureID); } } } - (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 { DBG_PRINT("MyNSOpenGLLayer::openGLContextForPixelFormat.0: %p (refcnt %d) - pfmt %p, parent %p\n", self, (int)[self retainCount], pixelFormat, parentCtx); // NSLog(@"MyNSOpenGLLayer::openGLContextForPixelFormat: %@",[NSThread callStackSymbols]); myCtx = [[MyNSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:parentCtx]; DBG_PRINT("MyNSOpenGLLayer::openGLContextForPixelFormat.X: new-ctx %p\n", myCtx); return myCtx; } - (void)disableAnimation { DBG_PRINT("MyNSOpenGLLayer::disableAnimation.0: %p (refcnt %d) - displayLink %p\n", self, (int)[self retainCount], displayLink); [self setAsynchronous: NO]; if(NULL != displayLink) { #ifdef HAS_CADisplayLink [displayLink setPaused: YES]; [displayLink release]; #else CVDisplayLinkStop(displayLink); CVDisplayLinkRelease(displayLink); #endif displayLink = NULL; } DBG_PRINT("MyNSOpenGLLayer::disableAnimation.X: %p (refcnt %d) - displayLink %p\n", self, (int)[self retainCount], displayLink); } - (void)releaseLayer { DBG_PRINT("MyNSOpenGLLayer::releaseLayer.0: %p (refcnt %d)\n", self, (int)[self retainCount]); [self disableAnimation]; pthread_mutex_lock(&renderLock); [self deallocPBuffer]; // [[self openGLContext] release]; if( NULL != myCtx ) { [myCtx release]; // [myCtx dealloc]; myCtx = NULL; } parentCtx = NULL; [parentPixelFmt release]; pthread_mutex_unlock(&renderLock); [self release]; DBG_PRINT("MyNSOpenGLLayer::releaseLayer.X: %p\n", self); } #ifdef DBG_LIFECYCLE - (id)retain { DBG_PRINT("MyNSOpenGLLayer::retain.0: %p (refcnt %d)\n", self, (int)[self retainCount]); // NSLog(@"MyNSOpenGLLayer::retain: %@",[NSThread callStackSymbols]); id o = [super retain]; DBG_PRINT("MyNSOpenGLLayer::retain.X: %p (refcnt %d)\n", o, (int)[o retainCount]); return o; } - (oneway void)release { DBG_PRINT("MyNSOpenGLLayer::release.0: %p (refcnt %d)\n", self, (int)[self retainCount]); // NSLog(@"MyNSOpenGLLayer::release: %@",[NSThread callStackSymbols]); [super release]; // DBG_PRINT("MyNSOpenGLLayer::release.X: %p (refcnt %d)\n", self, (int)[self retainCount]); } #endif - (void)dealloc { DBG_PRINT("MyNSOpenGLLayer::dealloc.0 %p (refcnt %d)\n", self, (int)[self retainCount]); // NSLog(@"MyNSOpenGLLayer::dealloc: %@",[NSThread callStackSymbols]); [self disableAnimation]; pthread_mutex_lock(&renderLock); [self deallocPBuffer]; // [[self openGLContext] dealloc]; 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 || NULL != newPBuffer || 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 = [self isGLSourceValid]; SYNC_PRINT("", newTexWidth, newTexHeight); [super resizeWithOldSuperlayerSize: size]; } - (BOOL)canDrawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp { SYNC_PRINT("", (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 || NULL != newPBuffer || 0 != textureID ) ) { [context makeCurrentContext]; if( NULL != newPBuffer ) { // volatile OK [self applyNewPBuffer]; } GLenum textureTarget; Bool texSizeChanged = [self validateTexSizeWithNewSize]; if( NULL != pbuffer ) { if( texSizeChanged && 0 != textureID ) { glDeleteTextures(1, (GLuint *)&textureID); [self setTextureID: 0]; } textureTarget = [pbuffer textureTarget]; if( 0 != gl3ShaderProgramName ) { glUseProgram(gl3ShaderProgramName); glActiveTexture(GL_TEXTURE0); } if( 0 == textureID ) { glGenTextures(1, (GLuint *)&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: (NSOpenGLPixelBuffer*) pbuffer colorBuffer: GL_FRONT]; } else { if( 0 != gl3ShaderProgramName ) { glUseProgram(gl3ShaderProgramName); glActiveTexture(GL_TEXTURE0); } textureTarget = GL_TEXTURE_2D; glBindTexture(textureTarget, textureID); } SYNC_PRINT(" %d gl3Prog %d/%d*>", (int)textureID, (int)gl3ShaderProgramName, (int)glIsProgram (gl3ShaderProgramName)); if( 0 == vboBufVert ) { // Once: Init Data and Bind to Pointer if( 0 != gl3ShaderProgramName ) { // Install default VAO as required by GL 3.2 core! GLuint vaoBuf = 0; glGenVertexArrays(1, &vaoBuf); glBindVertexArray(vaoBuf); // Set texture-unit 0 GLint texUnitLoc = glGetUniformLocation (gl3ShaderProgramName, "mgl_Texture0"); glUniform1i (texUnitLoc, 0); } glGenBuffers( 1, &vboBufVert ); glBindBuffer( GL_ARRAY_BUFFER, vboBufVert ); glBufferData( GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), gl_verts, GL_STATIC_DRAW); if( 0 != gl3ShaderProgramName ) { vertAttrLoc = glGetAttribLocation( gl3ShaderProgramName, "mgl_Vertex" ); glVertexAttribPointer( vertAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL ); } else { glVertexPointer(2, GL_FLOAT, 0, NULL); } glGenBuffers( 1, &vboBufTexCoord ); glBindBuffer( GL_ARRAY_BUFFER, vboBufTexCoord ); glBufferData( GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), gl_texCoords, GL_STATIC_DRAW); if( 0 != gl3ShaderProgramName ) { texCoordAttrLoc = glGetAttribLocation( gl3ShaderProgramName, "mgl_MultiTexCoord" ); glVertexAttribPointer( texCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL ); } else { glTexCoordPointer(2, GL_FLOAT, 0, NULL); } } if( texSizeChanged ) { glBindBuffer( GL_ARRAY_BUFFER, vboBufTexCoord ); glBufferSubData( GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), gl_texCoords); if( 0 != gl3ShaderProgramName ) { glVertexAttribPointer( texCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL ); } else { glTexCoordPointer(2, GL_FLOAT, 0, NULL); } } if( 0 != gl3ShaderProgramName ) { glEnableVertexAttribArray( vertAttrLoc ); glEnableVertexAttribArray( texCoordAttrLoc ); } else { glEnable(textureTarget); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if( 0 != gl3ShaderProgramName ) { glDisableVertexAttribArray( vertAttrLoc ); glDisableVertexAttribArray( texCoordAttrLoc ); glUseProgram(0); } else { 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(""); } 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, int gl3ShaderProgramName, NSOpenGLPixelFormat* fmt, NSOpenGLPixelBuffer* p, uint32_t texID, Bool opaque, int texWidth, int texHeight) { return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx gl3ShaderProgramName: (GLuint)gl3ShaderProgramName pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID opaque: opaque texWidth: texWidth texHeight: texHeight]; } void setNSOpenGLLayerSwapInterval(NSOpenGLLayer* layer, int interval) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; [l setSwapInterval: interval]; [pool release]; } void waitUntilNSOpenGLLayerIsReady(NSOpenGLLayer* layer, long to_micros) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; [l waitUntilRenderSignal: to_micros]; [pool release]; } void setNSOpenGLLayerNeedsDisplayFBO(NSOpenGLLayer* layer, uint32_t texID) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; Bool shallDraw; // volatile OK [l setTextureID: texID]; shallDraw = [l isGLSourceValid]; l->shallDraw = shallDraw; SYNC_PRINT("", (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 setNSOpenGLLayerNeedsDisplayPBuffer(NSOpenGLLayer* layer, NSOpenGLPixelBuffer* p) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; Bool shallDraw; if( NO == [l isSamePBuffer: p] ) { [l setNewPBuffer: p]; } // volatile OK shallDraw = [l isGLSourceValid]; l->shallDraw = shallDraw; SYNC_PRINT("", (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) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer; DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.0: %p\n", l); [l releaseLayer]; DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.X: %p\n", l); [pool release]; }