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|
#import "MacOSXWindowSystemInterface.h"
#import <QuartzCore/QuartzCore.h>
#import <pthread.h>
#import "NativeWindowProtocols.h"
#include "timespec.h"
#import <OpenGL/glext.h>
/**
* 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);
// NSLog(@"MyNSOpenGLContext::setView: %@",[NSThread callStackSymbols]);
if(NULL != view) {
[super setView:view];
} else {
[self clearDrawable];
}
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
#ifdef VERBOSE_ON
#define CGLRETAINCOUNT(c) (NULL!=c?(int)CGLGetContextRetainCount(c):-1)
#else
#define CGLRETAINCOUNT(c)
#endif
- (void)dealloc
{
/**
* The explicit CGLContext destruction below
* ensures that it is not left behind.
* Tests show that w/o these gymnastics, the CGLContext is not freed immediately after calling dealloc.
* The retain, release and dealloc ensures [super dealloc] won't message 'invalid context'.
*/
CGLContextObj cglCtx = [self CGLContextObj];
DBG_PRINT("MyNSOpenGLContext::dealloc.0 %p (refcnt %d) - CGL-Ctx %p\n", self, (int)[self retainCount], cglCtx, CGLRETAINCOUNT(cglCtx));
// NSLog(@"MyNSOpenGLContext::dealloc: %@",[NSThread callStackSymbols]);
[self clearDrawable];
DBG_PRINT("MyNSOpenGLContext::dealloc.1 %d\n", CGLRETAINCOUNT(cglCtx));
if( NULL != cglCtx ) {
CGLRetainContext( cglCtx );
DBG_PRINT("MyNSOpenGLContext::dealloc.2 %d\n", CGLRETAINCOUNT(cglCtx));
}
[super dealloc];
DBG_PRINT("MyNSOpenGLContext::dealloc.3 %d\n", CGLRETAINCOUNT(cglCtx));
if( NULL != cglCtx ) {
CGLReleaseContext( cglCtx );
DBG_PRINT("MyNSOpenGLContext::dealloc.4 %d\n", CGLRETAINCOUNT(cglCtx));
CGLDestroyContext( cglCtx );
DBG_PRINT("MyNSOpenGLContext::dealloc.5 %d\n", CGLRETAINCOUNT(cglCtx));
}
DBG_PRINT("MyNSOpenGLContext::dealloc.X\n");
}
@end
@interface MyNSOpenGLLayer: NSOpenGLLayer <NWDedicatedFrame>
{
@private
GLfloat gl_texCoords[8];
NSOpenGLContext* glContext;
Bool isGLEnabled;
@protected
GLuint gl3ShaderProgramName;
GLuint vboBufVert;
GLuint vboBufTexCoord;
GLint vertAttrLoc;
GLint texCoordAttrLoc;
NSOpenGLPixelFormat* parentPixelFmt;
int texWidth;
int texHeight;
volatile Bool dedicatedFrameSet;
volatile CGRect dedicatedFrame;
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
winWidth: (int)winWidth
winHeight: (int)winHeight;
- (void)releaseLayer;
- (void)deallocPBuffer;
- (void)disableAnimation;
- (void)pauseAnimation:(Bool)pause;
- (void)setSwapInterval:(int)interval;
- (void)tick;
- (void)waitUntilRenderSignal: (long) to_micros;
- (Bool)isGLSourceValid;
- (void) setGLEnabled: (Bool) enable;
- (Bool) validateTexSize: (int)newTexWidth height:(int)newTexHeight;
- (void) setTextureID: (int) _texID;
- (Bool) isSamePBuffer: (NSOpenGLPixelBuffer*) p;
- (void) setNewPBuffer: (NSOpenGLPixelBuffer*)p;
- (void) applyNewPBuffer;
- (void)setDedicatedFrame:(CGRect)frame quirks:(int)quirks; // @NWDedicatedFrame
- (void) setFrame:(CGRect) frame;
- (id<CAAction>)actionForKey:(NSString *)key ;
- (NSOpenGLPixelFormat *)openGLPixelFormatForDisplayMask:(uint32_t)mask;
- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat;
- (BOOL)canDrawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp;
- (void)drawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp;
#ifdef DBG_LIFECYCLE
- (id)retain;
- (oneway void)release;
#endif
- (void)dealloc;
@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
gl3ShaderProgramName: (GLuint) _gl3ShaderProgramName
pixelFormat: (NSOpenGLPixelFormat*) _parentPixelFmt
pbuffer: (NSOpenGLPixelBuffer*) p
texIDArg: (GLuint) texID
opaque: (Bool) opaque
texWidth: (int) _texWidth
texHeight: (int) _texHeight
winWidth: (int) _winWidth
winHeight: (int) _winHeight
{
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;
}
}
if( _texWidth != _winWidth ) {
NS_DURING
// Available >= 10.7
[self setContentsScale: (CGFloat)_texWidth/(CGFloat)_winWidth];
NS_HANDLER
NS_ENDHANDLER
}
parentPixelFmt = [_parentPixelFmt retain]; // until destruction
glContext = [[MyNSOpenGLContext alloc] initWithFormat:parentPixelFmt shareContext:parentCtx];
gl3ShaderProgramName = _gl3ShaderProgramName;
vboBufVert = 0;
vboBufTexCoord = 0;
vertAttrLoc = 0;
texCoordAttrLoc = 0;
swapInterval = 1; // defaults to on (as w/ new GL profiles)
swapIntervalCounter = 0;
timespec_now(&lastWaitTime);
shallDraw = NO;
isGLEnabled = YES;
dedicatedFrameSet = NO;
dedicatedFrame = CGRectMake(0, 0, _winWidth, _winHeight);
[self validateTexSize: _texWidth height:_texHeight];
[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) {
CVReturn cvres;
DBG_PRINT("MyNSOpenGLLayer::openGLContextForPixelFormat.1: setup DisplayLink %p\n", displayLink);
cvres = CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, [glContext CGLContextObj], [parentPixelFmt CGLPixelFormatObj]);
if(kCVReturnSuccess != cvres) {
DBG_PRINT("MyNSOpenGLLayer::init %p, CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext failed: %d\n", self, cvres);
}
}
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, pctx %p, pfmt %p, pbuffer %p, ctx %p, opaque %d, pbuffer %dx%d -> tex %dx%d, bounds: %lf/%lf %lfx%lf, displayLink %p (refcnt %d)\n",
self, parentCtx, parentPixelFmt, pbuffer, glContext, opaque, [pbuffer pixelsWide], [pbuffer pixelsHigh], texWidth, texHeight,
lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height, displayLink, (int)[self retainCount]);
} else {
DBG_PRINT("MyNSOpenGLLayer::init (texture) %p, pctx %p, pfmt %p, ctx %p, opaque %d, tex[id %d, %dx%d], bounds: %lf/%lf %lfx%lf, displayLink %p (refcnt %d)\n",
self, parentCtx, parentPixelFmt, glContext, opaque, (int)textureID, texWidth, texHeight,
lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height, displayLink, (int)[self retainCount]);
}
#endif
return self;
}
- (void) setGLEnabled: (Bool) enable
{
DBG_PRINT("MyNSOpenGLLayer::setGLEnabled: %p, %d -> %d\n", self, (int)isGLEnabled, (int)enable);
isGLEnabled = enable;
}
- (Bool) validateTexSize: (int)newTexWidth height:(int)newTexHeight
{
Bool changed;
if( newTexHeight != texHeight || newTexWidth != texWidth ) {
#ifdef VERBOSE_ON
const int oldTexWidth = texWidth;
const int oldTexHeight = texHeight;
#endif
texWidth = newTexWidth;
texHeight = newTexHeight;
changed = YES;
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;
#ifdef VERBOSE_ON
NS_DURING
// Available >= 10.7
DBG_PRINT("MyNSOpenGLLayer::validateTexSize %p: tex %dx%d -> %dx%d, dedicatedFrame set:%d %lf/%lf %lfx%lf scale %lf\n",
self, oldTexWidth, oldTexHeight, newTexWidth, newTexHeight,
dedicatedFrameSet, dedicatedFrame.origin.x, dedicatedFrame.origin.y, dedicatedFrame.size.width, dedicatedFrame.size.height,
[self contentsScale]);
NS_HANDLER
NS_ENDHANDLER
#endif
} else {
changed = NO;
}
return changed;
}
- (void) setTextureID: (int) _texID
{
textureID = _texID;
}
- (Bool) isSamePBuffer: (NSOpenGLPixelBuffer*) p
{
return pbuffer == p || newPBuffer == p;
}
- (void)setNewPBuffer: (NSOpenGLPixelBuffer*)p
{
SYNC_PRINT("<NP-S %p -> %p>", pbuffer, p);
newPBuffer = p;
[newPBuffer retain];
}
- (void) applyNewPBuffer
{
if( NULL != newPBuffer ) { // volatile OK
SYNC_PRINT("<NP-A %p -> %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);
}
}
}
- (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 setGLEnabled: NO];
[self disableAnimation];
pthread_mutex_lock(&renderLock);
[self deallocPBuffer];
if( NULL != glContext ) {
[glContext release];
glContext = NULL;
}
if( NULL != parentPixelFmt ) {
[parentPixelFmt release];
parentPixelFmt = NULL;
}
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];
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 ;
}
// @NWDedicatedFrame
- (void)setDedicatedFrame:(CGRect)dFrame quirks:(int)quirks {
CGRect lRect = [self frame];
Bool dedicatedFramePosSet = 0 != ( NW_DEDICATEDFRAME_QUIRK_POSITION & quirks );
Bool dedicatedFrameSizeSet = 0 != ( NW_DEDICATEDFRAME_QUIRK_SIZE & quirks );
Bool dedicatedLayoutSet = 0 != ( NW_DEDICATEDFRAME_QUIRK_LAYOUT & quirks );
dedicatedFrameSet = dedicatedFramePosSet || dedicatedFrameSizeSet || dedicatedLayoutSet;
dedicatedFrame = dFrame;
DBG_PRINT("MyNSOpenGLLayer::setDedicatedFrame: Quirks [%d, pos %d, size %d, lout %d], %p, texSize %dx%d, %lf/%lf %lfx%lf -> %lf/%lf %lfx%lf\n",
quirks, dedicatedFramePosSet, dedicatedFrameSizeSet, dedicatedLayoutSet, self, texWidth, texHeight,
lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height,
dFrame.origin.x, dFrame.origin.y, dFrame.size.width, dFrame.size.height);
(void)lRect; // silence
if( dedicatedFrameSet ) {
[super setFrame: dedicatedFrame];
}
}
- (void) setFrame:(CGRect) frame {
if( dedicatedFrameSet ) {
[super setFrame: dedicatedFrame];
} else {
[super setFrame: frame];
}
}
- (id<CAAction>)actionForKey:(NSString *)key
{
DBG_PRINT("MyNSOpenGLLayer::actionForKey.0 %p key %s -> NIL\n", self, [key UTF8String]);
return nil;
// return [super actionForKey: key];
}
- (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);
// We simply take over ownership of parent PixelFormat until releaseLayer..
return parentPixelFmt;
}
- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat
{
DBG_PRINT("MyNSOpenGLLayer::openGLContextForPixelFormat.0: %p (refcnt %d) - pfmt %p, ctx %p, DisplayLink %p\n",
self, (int)[self retainCount], pixelFormat, glContext, displayLink);
return glContext;
}
- (BOOL)canDrawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
SYNC_PRINT("<? %d, %d>", (int)shallDraw, (int)isGLEnabled);
return shallDraw && isGLEnabled;
}
- (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( isGLEnabled && shallDraw && ( NULL != pbuffer || NULL != newPBuffer || 0 != textureID ) ) {
[context makeCurrentContext];
if( NULL != newPBuffer ) { // volatile OK
[self applyNewPBuffer];
}
GLenum textureTarget;
CGRect texDim = dedicatedFrameSet ? dedicatedFrame : [self bounds];
CGFloat _contentsScale = 1;
NS_DURING
// Available >= 10.7
_contentsScale = [self contentsScale];
NS_HANDLER
NS_ENDHANDLER
Bool texSizeChanged = [self validateTexSize: (int)(texDim.size.width * _contentsScale + 0.5f)
height:(int)(texDim.size.height * _contentsScale + 0.5f)];
if( texSizeChanged ) {
[context update];
}
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("<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
{
struct timespec t0, to_until;
BOOL tooLate;
int wr;
if( 0 >= to_micros ) {
to_micros = 16666 + 1000; // defaults to 1/60s + 1ms
NSLog(@"MyNSOpenGLContext::waitUntilRenderSignal: to_micros was zero, using defaults");
}
pthread_mutex_lock(&renderLock);
timespec_now(&t0);
to_until = lastWaitTime;
timespec_addmicros(&to_until, to_micros);
tooLate = timespec_compare(&to_until, &t0) < 0;
#ifdef DBG_SYNC
struct timespec td_until;
timespec_subtract(&td_until, &to_until, &t0);
SYNC_PRINT("{W %ld ms, to %ld ms, late %d", to_micros/1000, timespec_milliseconds(&td_until), tooLate);
#endif
if( 0 < swapInterval ) {
if( tooLate ) {
// adjust!
to_until = t0;
timespec_addmicros(&to_until, to_micros);
}
wr = pthread_cond_timedwait(&renderSignal, &renderLock, &to_until);
#ifdef DBG_SYNC
struct timespec t1, td, td2;
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
}
SYNC_PRINT("-%d-%d}\n", shallDraw, wr);
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, int winWidth, int winHeight) {
return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx gl3ShaderProgramName: (GLuint)gl3ShaderProgramName pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID
opaque: opaque texWidth: texWidth texHeight: texHeight
winWidth: winWidth winHeight: winHeight];
}
void setNSOpenGLLayerEnabled(NSOpenGLLayer* layer, Bool enable) {
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
[l setGLEnabled: enable];
[pool release];
}
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("<! T %d>", (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("<! T %d>", (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;
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.0: %p\n", l);
[l releaseLayer];
DBG_PRINT("MyNSOpenGLLayer::releaseNSOpenGLLayer.X: %p\n", l);
[CATransaction commit];
[pool release];
}
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