276 lines
7.3 KiB
Plaintext
276 lines
7.3 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 cocoaGLGraphicsWindow.mm
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* @author rdb
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* @date 2023-03-18
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*/
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#include "cocoaGLGraphicsWindow.h"
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#include "cocoaGLGraphicsStateGuardian.h"
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#include "config_cocoadisplay.h"
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#import <OpenGL/OpenGL.h>
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TypeHandle CocoaGLGraphicsWindow::_type_handle;
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/**
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*
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*/
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CocoaGLGraphicsWindow::
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CocoaGLGraphicsWindow(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) :
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CocoaGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
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{
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}
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/**
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*
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*/
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CocoaGLGraphicsWindow::
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~CocoaGLGraphicsWindow() {
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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 CocoaGLGraphicsWindow::
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begin_frame(FrameMode mode, Thread *current_thread) {
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PStatTimer timer(_make_current_pcollector, current_thread);
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begin_frame_spam(mode);
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if (_gsg == nullptr) {
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return false;
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}
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CocoaGLGraphicsStateGuardian *cocoagsg;
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DCAST_INTO_R(cocoagsg, _gsg, false);
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nassertr(cocoagsg->_context != nil, false);
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nassertr(_view != nil, false);
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// Place a lock on the context.
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cocoagsg->lock_context();
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// Set the drawable.
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// Although not recommended, it is technically possible to use the same
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// context with multiple different-sized windows. If that happens, the
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// context needs to be updated accordingly.
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if ([cocoagsg->_context view] != _view) {
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// XXX I'm not 100% sure that changing the view requires it to update.
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_context_needs_update = true;
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[cocoagsg->_context setView:_view];
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if (cocoadisplay_cat.is_spam()) {
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cocoadisplay_cat.spam()
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<< "Switching context to view " << _view << "\n";
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}
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}
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// Update the context if necessary, to make it reallocate buffers etc.
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if (_context_needs_update) {
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if ([NSThread isMainThread]) {
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[cocoagsg->_context update];
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_context_needs_update = false;
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} else {
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cocoagsg->unlock_context();
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return false;
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}
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}
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// Lock the view for drawing.
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if (!_properties.get_fullscreen()) {
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nassertr_always([_view lockFocusIfCanDraw], false);
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}
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// Make the context current.
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[cocoagsg->_context makeCurrentContext];
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// Now that we have made the context current to a window, we can reset the
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// GSG state if this is the first time it has been used. (We can't just
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// call reset() when we construct the GSG, because reset() requires having a
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// current context.)
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cocoagsg->reset_if_new();
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if (mode == FM_render) {
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// begin_render_texture();
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clear_cube_map_selection();
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}
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_gsg->set_current_properties(&get_fb_properties());
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return _gsg->begin_frame(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 CocoaGLGraphicsWindow::
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end_frame(FrameMode mode, Thread *current_thread) {
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end_frame_spam(mode);
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nassertv(_gsg != (GraphicsStateGuardian *)NULL);
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if (!_properties.get_fullscreen()) {
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[_view unlockFocus];
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}
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// Release the context.
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CocoaGLGraphicsStateGuardian *cocoagsg;
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DCAST_INTO_V(cocoagsg, _gsg);
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cocoagsg->unlock_context();
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if (mode == FM_render) {
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// end_render_texture();
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copy_to_textures();
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}
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_gsg->end_frame(current_thread);
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if (mode == FM_render) {
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trigger_flip();
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clear_cube_map_selection();
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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 after begin_flip() has
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* been called on all windows, to finish the exchange of the front and back
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* buffers.
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*
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* This should cause the window to wait for the flip, if necessary.
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*/
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void CocoaGLGraphicsWindow::
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end_flip() {
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if (_gsg != nullptr && _flip_ready) {
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CocoaGLGraphicsStateGuardian *cocoagsg;
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DCAST_INTO_V(cocoagsg, _gsg);
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if (sync_video) {
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CocoaGraphicsPipe *cocoapipe = (CocoaGraphicsPipe *)_pipe.p();
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if (!_vsync_enabled) {
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// If this fails, we don't keep trying.
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cocoapipe->init_vsync(_vsync_counter);
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_vsync_enabled = true;
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}
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cocoapipe->wait_vsync(_vsync_counter);
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} else {
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_vsync_enabled = false;
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}
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cocoagsg->lock_context();
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// Swap the front and back buffer.
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[cocoagsg->_context flushBuffer];
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[[_view window] flushWindow];
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cocoagsg->unlock_context();
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}
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GraphicsWindow::end_flip();
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}
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/**
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* Opens the window right now. Called from the window thread. Returns true
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* if the window is successfully opened, or false if there was a problem.
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*/
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bool CocoaGLGraphicsWindow::
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open_window() {
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// GSG CreationInitialization
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CocoaGLGraphicsStateGuardian *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 CocoaGLGraphicsStateGuardian(_engine, _pipe, nullptr);
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cocoagsg->choose_pixel_format(_fb_properties, _display, 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 CocoaGLGraphicsStateGuardian(_engine, _pipe, cocoagsg);
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cocoagsg->choose_pixel_format(_fb_properties, _display, 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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close_window();
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return false;
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}
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if (!CocoaGraphicsWindow::open_window()) {
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return false;
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}
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// Make the context current.
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cocoagsg->lock_context();
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_context_needs_update = false;
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[cocoagsg->_context makeCurrentContext];
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[cocoagsg->_context setView:_view];
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[cocoagsg->_context update];
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cocoagsg->reset_if_new();
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cocoagsg->unlock_context();
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if (!cocoagsg->is_valid()) {
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close_window();
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return false;
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}
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if (!cocoagsg->get_fb_properties().verify_hardware_software
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(_fb_properties, cocoagsg->get_gl_renderer())) {
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close_window();
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return false;
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}
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_fb_properties = cocoagsg->get_fb_properties();
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return true;
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}
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/**
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* Updates the context.
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*/
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void CocoaGLGraphicsWindow::
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update_context() {
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CocoaGLGraphicsStateGuardian *cocoagsg;
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cocoagsg = DCAST(CocoaGLGraphicsStateGuardian, _gsg);
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if (cocoagsg != nullptr && cocoagsg->_context != nil) {
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cocoagsg->lock_context();
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_context_needs_update = false;
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[cocoagsg->_context update];
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cocoagsg->unlock_context();
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}
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}
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/**
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* Unbinds the context from the window.
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*/
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void CocoaGLGraphicsWindow::
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unbind_context() {
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CocoaGLGraphicsStateGuardian *cocoagsg;
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cocoagsg = DCAST(CocoaGLGraphicsStateGuardian, _gsg);
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if (cocoagsg != nullptr && cocoagsg->_context != nil) {
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cocoagsg->lock_context();
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[cocoagsg->_context clearDrawable];
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cocoagsg->unlock_context();
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}
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}
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