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https://github.com/juce-framework/JUCE.git
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This addresses an issue where OpenGL-backed image content could get lost when putting and Android app into an inactive state. This happens because the GL context gets destroyed, freeing all associated resources. The workaround introduced here will listen for OpenGL state-change events, and attempt to save and restore framebuffer content into main memory, so that the content can be restored once the app is reactivated.
354 lines
12 KiB
C++
354 lines
12 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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JUCE_BEGIN_IGNORE_DEPRECATION_WARNINGS
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class OpenGLContext::NativeContext
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{
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public:
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NativeContext (Component& component,
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const OpenGLPixelFormat& pixFormat,
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void* contextToShare,
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bool shouldUseMultisampling,
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OpenGLVersion version)
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: owner (component)
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{
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const auto attribs = createAttribs (version, pixFormat, shouldUseMultisampling);
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NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes: attribs.data()];
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static MouseForwardingNSOpenGLViewClass cls;
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view = [cls.createInstance() initWithFrame: NSMakeRect (0, 0, 100.0f, 100.0f)
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pixelFormat: format];
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if ([view respondsToSelector: @selector (setWantsBestResolutionOpenGLSurface:)])
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[view setWantsBestResolutionOpenGLSurface: YES];
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JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wundeclared-selector")
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[[NSNotificationCenter defaultCenter] addObserver: view
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selector: @selector (_surfaceNeedsUpdate:)
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name: NSViewGlobalFrameDidChangeNotification
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object: view];
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JUCE_END_IGNORE_WARNINGS_GCC_LIKE
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renderContext = [[[NSOpenGLContext alloc] initWithFormat: format
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shareContext: (NSOpenGLContext*) contextToShare] autorelease];
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[view setOpenGLContext: renderContext];
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[format release];
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viewAttachment = NSViewComponent::attachViewToComponent (component, view);
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}
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~NativeContext()
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{
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[[NSNotificationCenter defaultCenter] removeObserver: view];
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[renderContext clearDrawable];
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[renderContext setView: nil];
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[view setOpenGLContext: nil];
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[view release];
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}
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static std::vector<NSOpenGLPixelFormatAttribute> createAttribs (OpenGLVersion version,
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const OpenGLPixelFormat& pixFormat,
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bool shouldUseMultisampling)
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{
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std::vector<NSOpenGLPixelFormatAttribute> attribs
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{
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NSOpenGLPFAOpenGLProfile, [version]
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{
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if (version == openGL3_2)
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return NSOpenGLProfileVersion3_2Core;
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if (version != defaultGLVersion)
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return NSOpenGLProfileVersion4_1Core;
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return NSOpenGLProfileVersionLegacy;
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}(),
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAClosestPolicy,
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NSOpenGLPFANoRecovery,
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NSOpenGLPFAColorSize, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.redBits + pixFormat.greenBits + pixFormat.blueBits),
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NSOpenGLPFAAlphaSize, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.alphaBits),
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NSOpenGLPFADepthSize, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.depthBufferBits),
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NSOpenGLPFAStencilSize, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.stencilBufferBits),
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NSOpenGLPFAAccumSize, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.accumulationBufferRedBits + pixFormat.accumulationBufferGreenBits
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+ pixFormat.accumulationBufferBlueBits + pixFormat.accumulationBufferAlphaBits)
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};
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if (shouldUseMultisampling)
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{
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attribs.insert (attribs.cend(),
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{
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NSOpenGLPFAMultisample,
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NSOpenGLPFASampleBuffers, static_cast<NSOpenGLPixelFormatAttribute> (1),
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NSOpenGLPFASamples, static_cast<NSOpenGLPixelFormatAttribute> (pixFormat.multisamplingLevel)
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});
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}
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attribs.push_back (0);
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return attribs;
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}
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InitResult initialiseOnRenderThread (OpenGLContext&) { return InitResult::success; }
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void shutdownOnRenderThread() { deactivateCurrentContext(); }
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bool createdOk() const noexcept { return getRawContext() != nullptr; }
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NSOpenGLView* getNSView() const noexcept { return view; }
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NSOpenGLContext* getRawContext() const noexcept { return renderContext; }
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GLuint getFrameBufferID() const noexcept { return 0; }
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bool makeActive() const noexcept
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{
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jassert (renderContext != nil);
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if ([renderContext view] != view)
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[renderContext setView: view];
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if (NSOpenGLContext* context = [view openGLContext])
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{
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[context makeCurrentContext];
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return true;
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}
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return false;
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}
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bool isActive() const noexcept
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{
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return [NSOpenGLContext currentContext] == renderContext;
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}
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static void deactivateCurrentContext()
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{
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[NSOpenGLContext clearCurrentContext];
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}
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struct Locker
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{
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Locker (NativeContext& nc) : cglContext ((CGLContextObj) [nc.renderContext CGLContextObj])
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{
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CGLLockContext (cglContext);
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}
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~Locker()
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{
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CGLUnlockContext (cglContext);
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}
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private:
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CGLContextObj cglContext;
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};
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void swapBuffers()
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{
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auto now = Time::getMillisecondCounterHiRes();
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[renderContext flushBuffer];
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if (const auto minSwapTime = minSwapTimeMs.get(); minSwapTime > 0)
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{
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// When our window is entirely occluded by other windows, flushBuffer
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// fails to wait for the swap interval, so the render loop spins at full
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// speed, burning CPU. This hack detects when things are going too fast
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// and sleeps if necessary.
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auto swapTime = Time::getMillisecondCounterHiRes() - now;
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auto frameTime = (int) std::min ((uint64_t) std::numeric_limits<int>::max(),
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(uint64_t) now - (uint64_t) lastSwapTime);
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if (swapTime < 0.5 && frameTime < minSwapTime - 3)
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{
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if (underrunCounter > 3)
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{
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Thread::sleep (2 * (minSwapTime - frameTime));
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now = Time::getMillisecondCounterHiRes();
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}
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else
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{
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++underrunCounter;
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}
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}
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else
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{
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if (underrunCounter > 0)
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--underrunCounter;
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}
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}
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lastSwapTime = now;
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}
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void updateWindowPosition (Rectangle<int>)
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{
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if (auto* peer = owner.getTopLevelComponent()->getPeer())
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{
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const auto newArea = peer->getAreaCoveredBy (owner);
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if (convertToRectInt ([view frame]) != newArea)
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[view setFrame: makeCGRect (newArea)];
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}
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}
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bool setSwapInterval (int numFramesPerSwapIn)
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{
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// The macOS OpenGL programming guide says that numFramesPerSwap
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// can only be 0 or 1.
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jassert (isPositiveAndBelow (numFramesPerSwapIn, 2));
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[renderContext setValues: (const GLint*) &numFramesPerSwapIn
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forParameter: getSwapIntervalParameter()];
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minSwapTimeMs.setFramesPerSwap (numFramesPerSwapIn);
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return true;
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}
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int getSwapInterval() const
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{
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GLint numFrames = 0;
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[renderContext getValues: &numFrames
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forParameter: getSwapIntervalParameter()];
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return numFrames;
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}
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void setNominalVideoRefreshPeriodS (double periodS)
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{
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jassert (periodS > 0.0);
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minSwapTimeMs.setVideoRefreshPeriodS (periodS);
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}
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static NSOpenGLContextParameter getSwapIntervalParameter()
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{
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if (@available (macOS 10.12, *))
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return NSOpenGLContextParameterSwapInterval;
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return NSOpenGLCPSwapInterval;
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}
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class MinSwapTimeMs
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{
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public:
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int get() const
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{
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return minSwapTimeMs;
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}
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void setFramesPerSwap (int n)
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{
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const std::scoped_lock lock { mutex };
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numFramesPerSwap = n;
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updateMinSwapTime();
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}
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void setVideoRefreshPeriodS (double n)
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{
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const std::scoped_lock lock { mutex };
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videoRefreshPeriodS = n;
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updateMinSwapTime();
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}
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private:
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void updateMinSwapTime()
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{
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minSwapTimeMs = static_cast<int> (numFramesPerSwap * 1000 * videoRefreshPeriodS);
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}
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std::mutex mutex;
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std::atomic<int> minSwapTimeMs { 0 };
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int numFramesPerSwap = 0;
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double videoRefreshPeriodS = 1.0 / 60.0;
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};
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void addListener (NativeContextListener&) {}
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void removeListener (NativeContextListener&) {}
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Component& owner;
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NSOpenGLContext* renderContext = nil;
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NSOpenGLView* view = nil;
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ReferenceCountedObjectPtr<ReferenceCountedObject> viewAttachment;
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double lastSwapTime = 0;
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int underrunCounter = 0;
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MinSwapTimeMs minSwapTimeMs;
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//==============================================================================
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struct MouseForwardingNSOpenGLViewClass : public ObjCClass<NSOpenGLView>
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{
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MouseForwardingNSOpenGLViewClass() : ObjCClass ("JUCEGLView_")
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{
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addMethod (@selector (rightMouseDown:), [] (id self, SEL, NSEvent* ev)
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{
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[[(NSOpenGLView*) self superview] rightMouseDown: ev];
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});
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addMethod (@selector (rightMouseUp:), [] (id self, SEL, NSEvent* ev)
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{
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[[(NSOpenGLView*) self superview] rightMouseUp: ev];
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});
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addMethod (@selector (acceptsFirstMouse:), [] (id, SEL, NSEvent*) -> BOOL
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{
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return YES;
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});
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addMethod (@selector (accessibilityHitTest:), [] (id self, SEL, NSPoint p) -> id
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{
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return [[(NSOpenGLView*) self superview] accessibilityHitTest: p];
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});
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addMethod (@selector (hitTest:), [] (id, SEL, NSPoint) -> NSView*
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{
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return nil;
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});
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registerClass();
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}
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};
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (NativeContext)
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};
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//==============================================================================
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bool OpenGLHelpers::isContextActive()
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{
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return CGLGetCurrentContext() != CGLContextObj();
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}
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JUCE_END_IGNORE_DEPRECATION_WARNINGS
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} // namespace juce
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