open_toontown_panda3d/panda/src/cocoagldisplay/cocoaGLGraphicsWindow.mm

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file cocoaGLGraphicsWindow.mm
* @author rdb
* @date 2023-03-18
*/
#include "cocoaGLGraphicsWindow.h"
#include "cocoaGLGraphicsStateGuardian.h"
#include "config_cocoadisplay.h"
#import <OpenGL/OpenGL.h>
TypeHandle CocoaGLGraphicsWindow::_type_handle;
/**
*
*/
CocoaGLGraphicsWindow::
CocoaGLGraphicsWindow(GraphicsEngine *engine, GraphicsPipe *pipe,
const std::string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
CocoaGraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
{
}
/**
*
*/
CocoaGLGraphicsWindow::
~CocoaGLGraphicsWindow() {
}
/**
* This function will be called within the draw thread before beginning
* rendering for a given frame. It should do whatever setup is required, and
* return true if the frame should be rendered, or false if it should be
* skipped.
*/
bool CocoaGLGraphicsWindow::
begin_frame(FrameMode mode, Thread *current_thread) {
PStatTimer timer(_make_current_pcollector, current_thread);
begin_frame_spam(mode);
if (_gsg == nullptr) {
return false;
}
CocoaGLGraphicsStateGuardian *cocoagsg;
DCAST_INTO_R(cocoagsg, _gsg, false);
nassertr(cocoagsg->_context != nil, false);
nassertr(_view != nil, false);
// Place a lock on the context.
cocoagsg->lock_context();
// Set the drawable.
// Although not recommended, it is technically possible to use the same
// context with multiple different-sized windows. If that happens, the
// context needs to be updated accordingly.
if ([cocoagsg->_context view] != _view) {
// XXX I'm not 100% sure that changing the view requires it to update.
_context_needs_update = true;
[cocoagsg->_context setView:_view];
if (cocoadisplay_cat.is_spam()) {
cocoadisplay_cat.spam()
<< "Switching context to view " << _view << "\n";
}
}
// Update the context if necessary, to make it reallocate buffers etc.
if (_context_needs_update) {
if ([NSThread isMainThread]) {
[cocoagsg->_context update];
_context_needs_update = false;
} else {
cocoagsg->unlock_context();
return false;
}
}
// Lock the view for drawing.
if (!_properties.get_fullscreen()) {
nassertr_always([_view lockFocusIfCanDraw], false);
}
// Make the context current.
[cocoagsg->_context makeCurrentContext];
// Now that we have made the context current to a window, we can reset the
// GSG state if this is the first time it has been used. (We can't just
// call reset() when we construct the GSG, because reset() requires having a
// current context.)
cocoagsg->reset_if_new();
if (mode == FM_render) {
// begin_render_texture();
clear_cube_map_selection();
}
_gsg->set_current_properties(&get_fb_properties());
return _gsg->begin_frame(current_thread);
}
/**
* This function will be called within the draw thread after rendering is
* completed for a given frame. It should do whatever finalization is
* required.
*/
void CocoaGLGraphicsWindow::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
if (!_properties.get_fullscreen()) {
[_view unlockFocus];
}
// Release the context.
CocoaGLGraphicsStateGuardian *cocoagsg;
DCAST_INTO_V(cocoagsg, _gsg);
cocoagsg->unlock_context();
if (mode == FM_render) {
// end_render_texture();
copy_to_textures();
}
_gsg->end_frame(current_thread);
if (mode == FM_render) {
trigger_flip();
clear_cube_map_selection();
}
}
/**
* This function will be called within the draw thread after begin_flip() has
* been called on all windows, to finish the exchange of the front and back
* buffers.
*
* This should cause the window to wait for the flip, if necessary.
*/
void CocoaGLGraphicsWindow::
end_flip() {
if (_gsg != nullptr && _flip_ready) {
CocoaGLGraphicsStateGuardian *cocoagsg;
DCAST_INTO_V(cocoagsg, _gsg);
if (sync_video) {
CocoaGraphicsPipe *cocoapipe = (CocoaGraphicsPipe *)_pipe.p();
if (!_vsync_enabled) {
// If this fails, we don't keep trying.
cocoapipe->init_vsync(_vsync_counter);
_vsync_enabled = true;
}
cocoapipe->wait_vsync(_vsync_counter);
} else {
_vsync_enabled = false;
}
cocoagsg->lock_context();
// Swap the front and back buffer.
[cocoagsg->_context flushBuffer];
[[_view window] flushWindow];
cocoagsg->unlock_context();
}
GraphicsWindow::end_flip();
}
/**
* Opens the window right now. Called from the window thread. Returns true
* if the window is successfully opened, or false if there was a problem.
*/
bool CocoaGLGraphicsWindow::
open_window() {
// GSG CreationInitialization
CocoaGLGraphicsStateGuardian *cocoagsg;
if (_gsg == nullptr) {
// There is no old gsg. Create a new one.
cocoagsg = new CocoaGLGraphicsStateGuardian(_engine, _pipe, nullptr);
cocoagsg->choose_pixel_format(_fb_properties, _display, false);
_gsg = cocoagsg;
} else {
// If the old gsg has the wrong pixel format, create a new one that shares
// with the old gsg.
DCAST_INTO_R(cocoagsg, _gsg, false);
if (!cocoagsg->get_fb_properties().subsumes(_fb_properties)) {
cocoagsg = new CocoaGLGraphicsStateGuardian(_engine, _pipe, cocoagsg);
cocoagsg->choose_pixel_format(_fb_properties, _display, false);
_gsg = cocoagsg;
}
}
if (cocoagsg->_context == nil) {
// Could not obtain a proper context.
_gsg.clear();
close_window();
return false;
}
if (!CocoaGraphicsWindow::open_window()) {
return false;
}
// Make the context current.
cocoagsg->lock_context();
_context_needs_update = false;
[cocoagsg->_context makeCurrentContext];
[cocoagsg->_context setView:_view];
[cocoagsg->_context update];
cocoagsg->reset_if_new();
cocoagsg->unlock_context();
if (!cocoagsg->is_valid()) {
close_window();
return false;
}
if (!cocoagsg->get_fb_properties().verify_hardware_software
(_fb_properties, cocoagsg->get_gl_renderer())) {
close_window();
return false;
}
_fb_properties = cocoagsg->get_fb_properties();
return true;
}
/**
* Updates the context.
*/
void CocoaGLGraphicsWindow::
update_context() {
CocoaGLGraphicsStateGuardian *cocoagsg;
cocoagsg = DCAST(CocoaGLGraphicsStateGuardian, _gsg);
if (cocoagsg != nullptr && cocoagsg->_context != nil) {
cocoagsg->lock_context();
_context_needs_update = false;
[cocoagsg->_context update];
cocoagsg->unlock_context();
}
}
/**
* Unbinds the context from the window.
*/
void CocoaGLGraphicsWindow::
unbind_context() {
CocoaGLGraphicsStateGuardian *cocoagsg;
cocoagsg = DCAST(CocoaGLGraphicsStateGuardian, _gsg);
if (cocoagsg != nullptr && cocoagsg->_context != nil) {
cocoagsg->lock_context();
[cocoagsg->_context clearDrawable];
cocoagsg->unlock_context();
}
}