172 lines
4.8 KiB
Plaintext
172 lines
4.8 KiB
Plaintext
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file cocoaGraphicsBuffer.mm
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* @author rdb
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* @date 2017-12-19
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*/
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#include "cocoaGraphicsBuffer.h"
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#include "cocoaGraphicsStateGuardian.h"
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#include "config_cocoadisplay.h"
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#include "cocoaGraphicsPipe.h"
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#import <OpenGL/OpenGL.h>
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TypeHandle CocoaGraphicsBuffer::_type_handle;
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/**
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*
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*/
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CocoaGraphicsBuffer::
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CocoaGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe,
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const std::string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) : // Ignore the host.
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GLGraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, nullptr)
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{
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}
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/**
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* This function will be called within the draw thread before beginning
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* rendering for a given frame. It should do whatever setup is required, and
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* return true if the frame should be rendered, or false if it should be
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* skipped.
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*/
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bool CocoaGraphicsBuffer::
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begin_frame(FrameMode mode, Thread *current_thread) {
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if (_gsg == nullptr) {
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return false;
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}
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CocoaGraphicsStateGuardian *cocoagsg;
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DCAST_INTO_R(cocoagsg, _gsg, false);
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nassertr(cocoagsg->_context != nil, false);
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// Lock the context and make it current.
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{
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PStatTimer timer(_make_current_pcollector, current_thread);
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cocoagsg->lock_context();
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[cocoagsg->_context makeCurrentContext];
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}
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return GLGraphicsBuffer::begin_frame(mode, current_thread);
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}
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/**
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* This function will be called within the draw thread after rendering is
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* completed for a given frame. It should do whatever finalization is
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* required.
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*/
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void CocoaGraphicsBuffer::
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end_frame(FrameMode mode, Thread *current_thread) {
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nassertv(_gsg != nullptr);
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GLGraphicsBuffer::end_frame(mode, current_thread);
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// Release the context.
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CocoaGraphicsStateGuardian *cocoagsg;
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DCAST_INTO_V(cocoagsg, _gsg);
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cocoagsg->unlock_context();
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}
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/**
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* Opens the buffer right now. Called from the window thread. Returns true
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* if the buffer is successfully opened, or false if there was a problem.
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*/
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bool CocoaGraphicsBuffer::
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open_buffer() {
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CocoaGraphicsPipe *cocoa_pipe;
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DCAST_INTO_R(cocoa_pipe, _pipe, false);
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// GSG CreationInitialization
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CocoaGraphicsStateGuardian *cocoagsg;
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if (_gsg == nullptr) {
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// There is no old gsg. Create a new one.
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cocoagsg = new CocoaGraphicsStateGuardian(_engine, _pipe, nullptr);
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cocoagsg->choose_pixel_format(_fb_properties, cocoa_pipe->get_display_id(), false);
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_gsg = cocoagsg;
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} else {
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// If the old gsg has the wrong pixel format, create a new one that shares
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// with the old gsg.
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DCAST_INTO_R(cocoagsg, _gsg, false);
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if (!cocoagsg->get_fb_properties().subsumes(_fb_properties)) {
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cocoagsg = new CocoaGraphicsStateGuardian(_engine, _pipe, cocoagsg);
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cocoagsg->choose_pixel_format(_fb_properties, cocoa_pipe->get_display_id(), false);
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_gsg = cocoagsg;
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}
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}
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if (cocoagsg->_context == nil) {
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// Could not obtain a proper context.
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_gsg.clear();
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return false;
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}
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FrameBufferProperties desired_props(_fb_properties);
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// Lock the context, so we can safely operate on it.
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cocoagsg->lock_context();
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// Make the context current and initialize what we need.
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[cocoagsg->_context makeCurrentContext];
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[cocoagsg->_context update];
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cocoagsg->reset_if_new();
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// These properties are determined by choose_pixel_format.
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_fb_properties.set_force_hardware(cocoagsg->_fbprops.get_force_hardware());
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_fb_properties.set_force_software(cocoagsg->_fbprops.get_force_software());
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bool success = GLGraphicsBuffer::open_buffer();
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if (success) {
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rebuild_bitplanes();
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if (_needs_rebuild) {
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// If it still needs rebuild, then something must have gone wrong.
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success = false;
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}
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}
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if (success && !_fb_properties.verify_hardware_software
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(desired_props, cocoagsg->get_gl_renderer())) {
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GLGraphicsBuffer::close_buffer();
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success = false;
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}
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// Release the context.
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cocoagsg->unlock_context();
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if (!success) {
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return false;
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}
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return true;
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}
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/**
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* Closes the buffer right now. Called from the window thread.
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*/
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void CocoaGraphicsBuffer::
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close_buffer() {
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if (_gsg != nullptr) {
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CocoaGraphicsStateGuardian *cocoagsg;
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cocoagsg = DCAST(CocoaGraphicsStateGuardian, _gsg);
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if (cocoagsg != nullptr && cocoagsg->_context != nil) {
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cocoagsg->lock_context();
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GLGraphicsBuffer::close_buffer();
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cocoagsg->unlock_context();
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}
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_gsg.clear();
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} else {
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GLGraphicsBuffer::close_buffer();
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}
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}
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