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#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
{
@protected
NSOpenGLPixelBuffer* pbuffer;
int texWidth;
int texHeight;
GLuint textureID;
GLint swapInterval;
GLint swapIntervalCounter;
struct timespec lastWaitTime;
#ifdef HAS_CADisplayLink
CADisplayLink* displayLink;
#else
CVDisplayLinkRef displayLink;
#endif
int tc;
struct timespec t0;
@public
pthread_mutex_t renderLock;
pthread_cond_t renderSignal;
BOOL shallDraw;
}
- (id) setupWithContext: (NSOpenGLContext*) ctx
pixelFormat: (NSOpenGLPixelFormat*) pfmt
pbuffer: (NSOpenGLPixelBuffer*) p
opaque: (Bool) opaque
texWidth: (int) texWidth
texHeight: (int) texHeight;
- (void)deallocTex;
- (void)disableAnimation;
- (void)releaseLayer;
- (void)dealloc;
- (int)getSwapInterval;
- (void)setSwapInterval:(int)interval;
- (void)tick;
@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);
#ifdef DBG_PERF
[l tick];
#endif
if(0 < l->swapInterval) {
l->swapIntervalCounter++;
if(l->swapIntervalCounter>=l->swapInterval) {
l->swapIntervalCounter = 0;
pthread_cond_signal(&l->renderSignal);
SYNC_PRINT("S");
}
}
pthread_mutex_unlock(&l->renderLock);
[pool release];
return kCVReturnSuccess;
}
#endif
@implementation MyNSOpenGLLayer
- (id) setupWithContext: (NSOpenGLContext*) _ctx
pixelFormat: (NSOpenGLPixelFormat*) _fmt
pbuffer: (NSOpenGLPixelBuffer*) p
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
textureID = 0;
swapInterval = 1; // defaults to on (as w/ new GL profiles)
swapIntervalCounter = 0;
timespec_now(&lastWaitTime);
shallDraw = NO;
texWidth = _texWidth;
texHeight = _texHeight;
pbuffer = p;
[pbuffer retain];
{
CGRect lRect = CGRectMake(0, 0, texWidth, texHeight);
[self setFrame:lRect];
// 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];
[displayLink setPaused: YES];
#else
CVReturn cvres;
{
int allDisplaysMask = 0;
int virtualScreen, accelerated, displayMask;
for (virtualScreen = 0; virtualScreen < [_fmt numberOfVirtualScreens]; virtualScreen++) {
[_fmt getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:virtualScreen];
[_fmt 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, [_ctx CGLContextObj], [_fmt 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;
}
}
if(NULL != displayLink) {
CVDisplayLinkStop(displayLink);
}
#endif
[self setAsynchronous: YES];
[self setNeedsDisplayOnBoundsChange: YES]; // FIXME: learn how to recreate on size change!
[self setOpaque: opaque ? YES : NO];
CGRect lRect = [self frame];
DBG_PRINT("MyNSOpenGLLayer::init %p, ctx %p, pfmt %p, pbuffer %p, opaque %d, pbuffer %dx%d -> tex %dx%d, frame: %lf/%lf %lfx%lf (refcnt %d)\n",
self, _ctx, _fmt, pbuffer, opaque, [pbuffer pixelsWide], [pbuffer pixelsHigh], texWidth, texHeight,
lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height, (int)[self retainCount]);
return self;
}
- (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
if(NULL!=displayLink) {
CVDisplayLinkStop(displayLink);
CVDisplayLinkRelease(displayLink);
}
#endif
displayLink = NULL;
}
pthread_mutex_unlock(&renderLock);
}
- (void)deallocTex
{
pthread_mutex_lock(&renderLock);
NSOpenGLContext* context = [self openGLContext];
DBG_PRINT("MyNSOpenGLLayer::deallocTex %p (refcnt %d) - context %p, pbuffer %p\n", self, (int)[self retainCount], context, pbuffer);
if(NULL != pbuffer) {
if(NULL!=context) {
[context makeCurrentContext];
if(0 != textureID) {
glDeleteTextures(1, &textureID);
textureID = 0;
}
[context clearDrawable];
}
[pbuffer release];
pbuffer = NULL;
}
pthread_mutex_unlock(&renderLock);
}
- (void)releaseLayer
{
DBG_PRINT("MyNSOpenGLLayer::releaseLayer.0: %p (refcnt %d)\n", self, (int)[self retainCount]);
pthread_mutex_lock(&renderLock);
[self disableAnimation];
[self deallocTex];
[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]);
[self disableAnimation];
[self deallocTex];
pthread_cond_destroy(&renderSignal);
pthread_mutex_destroy(&renderLock);
[super dealloc];
DBG_PRINT("MyNSOpenGLLayer::dealloc.X %p\n", self);
}
- (BOOL)canDrawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
// assume both methods 'canDrawInOpenGLContext' and 'drawInOpenGLContext'
// are called from the same thread subsequently
pthread_mutex_lock(&renderLock);
Bool res = NULL != pbuffer && YES == shallDraw;
if(!res) {
SYNC_PRINT("0");
pthread_mutex_unlock(&renderLock);
} else {
SYNC_PRINT("1");
}
return res;
}
- (void)drawInOpenGLContext:(NSOpenGLContext *)context pixelFormat:(NSOpenGLPixelFormat *)pixelFormat
forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
[context makeCurrentContext];
/**
* v-sync doesn't works w/ NSOpenGLLayer's context .. well :(
* Using CVDisplayLink .. see setSwapInterval() below.
*
if(0 <= swapInterval) {
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];
}
} */
GLenum textureTarget = [pbuffer textureTarget];
GLfloat tWidth, tHeight;
{
GLsizei pwidth = [pbuffer pixelsWide];
GLsizei pheight = [pbuffer pixelsHigh];
tWidth = textureTarget == GL_TEXTURE_2D ? (GLfloat)pwidth /(GLfloat)texWidth : pwidth;
tHeight = textureTarget == GL_TEXTURE_2D ? (GLfloat)pheight/(GLfloat)texHeight : pheight;
}
Bool texCreated = 0 == textureID;
if(texCreated) {
glGenTextures(1, &textureID);
DBG_PRINT("MyNSOpenGLLayer::drawInOpenGLContext %p, ctx %p, pfmt %p tex %dx%d -> %fx%f 0x%X: creating texID 0x%X\n",
self, context, pixelFormat, texWidth, texHeight, tWidth, tHeight, textureTarget, textureID);
CGRect lRect = [self frame];
DBG_PRINT("MyNSOpenGLLayer::drawInOpenGLContext %p frame0: %lf/%lf %lfx%lf\n",
self, lRect.origin.x, lRect.origin.y, lRect.size.width, lRect.size.height);
}
glBindTexture(textureTarget, textureID);
/**
if(texCreated) {
// proper tex size setup
glTexImage2D(textureTarget, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
} */
[context setTextureImageToPixelBuffer: pbuffer colorBuffer: GL_FRONT];
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);
glEnable(textureTarget);
static GLfloat verts[] = {
-1.0, -1.0,
-1.0, 1.0,
1.0, 1.0,
1.0, -1.0
};
GLfloat tex[] = {
0.0, 0.0,
0.0, tHeight,
tWidth, tHeight,
tWidth, 0.0
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, verts);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(textureTarget);
glBindTexture(textureTarget, 0);
[super drawInOpenGLContext: context pixelFormat: pixelFormat forLayerTime: timeInterval displayTime: timeStamp];
shallDraw = NO;
if(0 >= swapInterval) {
pthread_cond_signal(&renderSignal); // just to wake up
SYNC_PRINT("s");
}
SYNC_PRINT("$");
pthread_mutex_unlock(&renderLock);
}
- (int)getSwapInterval
{
return swapInterval;
}
- (void)setSwapInterval:(int)interval
{
DBG_PRINT("MyNSOpenGLLayer::setSwapInterval: %d\n", interval);
swapInterval = interval;
swapIntervalCounter = 0;
if(0 < swapInterval) {
tc = 0;
timespec_now(&t0);
[self setAsynchronous: NO];
#ifdef HAS_CADisplayLink
[displayLink setPaused: NO];
[displayLink setFrameInterval: interval];
#else
if(NULL!=displayLink) {
CVDisplayLinkStart(displayLink);
// FIXME: doesn't support interval ..
}
#endif
} else {
#ifdef HAS_CADisplayLink
[displayLink setPaused: YES];
#else
if(NULL!=displayLink) {
CVDisplayLinkStop(displayLink);
}
#endif
[self setAsynchronous: YES];
}
}
-(void)tick
{
tc++;
if(tc%60==0) {
struct timespec t1, td;
timespec_now(&t1);
timespec_subtract(&td, &t1, &t0);
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);
}
}
@end
NSOpenGLLayer* createNSOpenGLLayer(NSOpenGLContext* ctx, NSOpenGLPixelFormat* fmt, NSOpenGLPixelBuffer* p, 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 opaque: opaque texWidth: texWidth texHeight: texHeight];
return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx pixelFormat: fmt pbuffer: p opaque: opaque texWidth: texWidth texHeight: texHeight];
}
void setNSOpenGLLayerSwapInterval(NSOpenGLLayer* layer, int interval) {
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
pthread_mutex_lock(&l->renderLock);
[l setSwapInterval: interval];
pthread_mutex_unlock(&l->renderLock);
}
void waitUntilNSOpenGLLayerIsReady(NSOpenGLLayer* layer, long to_micros) {
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
BOOL ready = NO;
int wr = 0;
pthread_mutex_lock(&l->renderLock);
SYNC_PRINT("{");
do {
if([l getSwapInterval] <= 0) {
ready = !l->shallDraw;
}
if(NO == ready) {
if(0 < to_micros) {
#ifdef DBG_SYNC
struct timespec t0, t1, td, td2;
timespec_now(&t0);
#endif
struct timespec to_abs = l->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(&l->renderSignal, &l->renderLock, &to_abs);
#ifdef DBG_SYNC
timespec_now(&t1);
timespec_subtract(&td, &t1, &t0);
timespec_subtract(&td2, &t1, &l->lastWaitTime);
fprintf(stderr, "(%ld) / (%ld) ms", timespec_milliseconds(&td), timespec_milliseconds(&td2));
#endif
} else {
pthread_cond_wait (&l->renderSignal, &l->renderLock);
}
ready = !l->shallDraw;
}
} while (NO == ready && 0 == wr) ;
SYNC_PRINT("-%d}", ready);
timespec_now(&l->lastWaitTime);
pthread_mutex_unlock(&l->renderLock);
}
void setNSOpenGLLayerNeedsDisplay(NSOpenGLLayer* layer) {
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
pthread_mutex_lock(&l->renderLock);
l->shallDraw = YES;
if ( [NSThread isMainThread] == YES ) {
[l setNeedsDisplay];
} else {
// can't wait, otherwise we may deadlock AWT
[l performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO];
}
SYNC_PRINT(".");
pthread_mutex_unlock(&l->renderLock);
// 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];
}
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