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JUCE/modules/juce_opengl/opengl/juce_OpenGLContext.cpp
reuk 48c6087faf Thread: Update macOS thread priority calculation
The Apple threading documentation [^1] says the following:

> The second argument to pthread_setschedparam is the desired policy,
  which can currently be one of SCHED_FIFO (first in, first out),
  SCHED_RR (round-robin), or SCHED_OTHER. The SCHED_OTHER policy is
  generally used for extra policies that are specific to a given
  operating system, and should thus be avoided when writing portable
  code.

This appears to differ from the policy semantics on Linux and BSD, where
FIFO and RR are both explicitly real-time policies.

Therefore, on Linux/BSD we only enable the RR policy if the requested
priority is 8 or higher. Meanwhile, on macOS, we map all thread
priorities (0 - 10) onto the RR policy with an appropriate priority.

[^1]: https://developer.apple.com/library/archive/documentation/Darwin/Conceptual/KernelProgramming/scheduler/scheduler.html
2021-12-14 22:50:09 +00:00

1437 lines
44 KiB
C++

/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
#if JUCE_IOS
struct AppInactivityCallback // NB: this is a duplicate of an internal declaration in juce_core
{
virtual ~AppInactivityCallback() {}
virtual void appBecomingInactive() = 0;
};
extern Array<AppInactivityCallback*> appBecomingInactiveCallbacks;
// On iOS, all GL calls will crash when the app is running in the background, so
// this prevents them from happening (which some messy locking behaviour)
struct iOSBackgroundProcessCheck : public AppInactivityCallback
{
iOSBackgroundProcessCheck() { isBackgroundProcess(); appBecomingInactiveCallbacks.add (this); }
~iOSBackgroundProcessCheck() override { appBecomingInactiveCallbacks.removeAllInstancesOf (this); }
bool isBackgroundProcess()
{
const bool b = Process::isForegroundProcess();
isForeground.set (b ? 1 : 0);
return ! b;
}
void appBecomingInactive() override
{
int counter = 2000;
while (--counter > 0 && isForeground.get() != 0)
Thread::sleep (1);
}
private:
Atomic<int> isForeground;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (iOSBackgroundProcessCheck)
};
#endif
#if JUCE_WINDOWS && JUCE_WIN_PER_MONITOR_DPI_AWARE
extern JUCE_API double getScaleFactorForWindow (HWND);
#endif
static bool contextHasTextureNpotFeature()
{
if (getOpenGLVersion() >= Version (2))
return true;
// If the version is < 2, we can't use the newer extension-checking API
// so we have to use glGetString
const auto* extensionsBegin = glGetString (GL_EXTENSIONS);
if (extensionsBegin == nullptr)
return false;
const auto* extensionsEnd = findNullTerminator (extensionsBegin);
const std::string extensionsString (extensionsBegin, extensionsEnd);
const auto stringTokens = StringArray::fromTokens (extensionsString.c_str(), false);
return stringTokens.contains ("GL_ARB_texture_non_power_of_two");
}
//==============================================================================
class OpenGLContext::CachedImage : public CachedComponentImage,
private ThreadPoolJob
{
public:
CachedImage (OpenGLContext& c, Component& comp,
const OpenGLPixelFormat& pixFormat, void* contextToShare)
: ThreadPoolJob ("OpenGL Rendering"),
context (c),
component (comp)
{
nativeContext.reset (new NativeContext (component, pixFormat, contextToShare,
c.useMultisampling, c.versionRequired));
if (nativeContext->createdOk())
context.nativeContext = nativeContext.get();
else
nativeContext.reset();
}
~CachedImage() override
{
stop();
}
//==============================================================================
void start()
{
if (nativeContext != nullptr)
{
renderThread = std::make_unique<ThreadPool> (1);
resume();
}
}
void stop()
{
if (renderThread != nullptr)
{
// make sure everything has finished executing
destroying = true;
if (workQueue.size() > 0)
{
if (! renderThread->contains (this))
resume();
while (workQueue.size() != 0)
Thread::sleep (20);
}
pause();
renderThread.reset();
}
hasInitialised = false;
}
//==============================================================================
void pause()
{
signalJobShouldExit();
messageManagerLock.abort();
if (renderThread != nullptr)
{
repaintEvent.signal();
renderThread->removeJob (this, true, -1);
}
}
void resume()
{
if (renderThread != nullptr)
renderThread->addJob (this, false);
}
//==============================================================================
void paint (Graphics&) override
{
updateViewportSize (false);
}
bool invalidateAll() override
{
validArea.clear();
triggerRepaint();
return false;
}
bool invalidate (const Rectangle<int>& area) override
{
validArea.subtract (area.toFloat().transformedBy (transform).getSmallestIntegerContainer());
triggerRepaint();
return false;
}
void releaseResources() override
{
stop();
}
void triggerRepaint()
{
needsUpdate = 1;
repaintEvent.signal();
}
//==============================================================================
bool ensureFrameBufferSize()
{
auto fbW = cachedImageFrameBuffer.getWidth();
auto fbH = cachedImageFrameBuffer.getHeight();
if (fbW != viewportArea.getWidth() || fbH != viewportArea.getHeight() || ! cachedImageFrameBuffer.isValid())
{
if (! cachedImageFrameBuffer.initialise (context, viewportArea.getWidth(), viewportArea.getHeight()))
return false;
validArea.clear();
JUCE_CHECK_OPENGL_ERROR
}
return true;
}
void clearRegionInFrameBuffer (const RectangleList<int>& list)
{
glClearColor (0, 0, 0, 0);
glEnable (GL_SCISSOR_TEST);
auto previousFrameBufferTarget = OpenGLFrameBuffer::getCurrentFrameBufferTarget();
cachedImageFrameBuffer.makeCurrentRenderingTarget();
auto imageH = cachedImageFrameBuffer.getHeight();
for (auto& r : list)
{
glScissor (r.getX(), imageH - r.getBottom(), r.getWidth(), r.getHeight());
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glDisable (GL_SCISSOR_TEST);
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, previousFrameBufferTarget);
JUCE_CHECK_OPENGL_ERROR
}
bool renderFrame()
{
MessageManager::Lock::ScopedTryLockType mmLock (messageManagerLock, false);
auto isUpdatingTestValue = true;
auto isUpdating = needsUpdate.compare_exchange_strong (isUpdatingTestValue, false);
if (context.renderComponents && isUpdating)
{
// This avoids hogging the message thread when doing intensive rendering.
if (lastMMLockReleaseTime + 1 >= Time::getMillisecondCounter())
Thread::sleep (2);
while (! shouldExit())
{
doWorkWhileWaitingForLock (false);
if (mmLock.retryLock())
break;
}
if (shouldExit())
return false;
}
if (! context.makeActive())
return false;
NativeContext::Locker locker (*nativeContext);
JUCE_CHECK_OPENGL_ERROR
doWorkWhileWaitingForLock (true);
if (context.renderer != nullptr)
{
glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
context.currentRenderScale = scale;
context.renderer->renderOpenGL();
clearGLError();
bindVertexArray();
}
if (context.renderComponents)
{
if (isUpdating)
{
paintComponent();
if (! hasInitialised)
return false;
messageManagerLock.exit();
lastMMLockReleaseTime = Time::getMillisecondCounter();
}
glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
drawComponentBuffer();
}
context.swapBuffers();
OpenGLContext::deactivateCurrentContext();
return true;
}
void updateViewportSize (bool canTriggerUpdate)
{
JUCE_ASSERT_MESSAGE_THREAD
if (auto* peer = component.getPeer())
{
#if JUCE_MAC
const auto displayScale = [this]
{
if (auto* wrapper = cvDisplayLinkWrapper.get())
if (wrapper->updateActiveDisplay())
nativeContext->setNominalVideoRefreshPeriodS (wrapper->getNominalVideoRefreshPeriodS());
if (auto* view = getCurrentView())
{
if ([view respondsToSelector: @selector (backingScaleFactor)])
return [(id) view backingScaleFactor];
if (auto* window = [view window])
return [window backingScaleFactor];
}
return scale;
}();
#else
const auto displayScale = Desktop::getInstance().getDisplays().getDisplayForRect (component.getTopLevelComponent()->getScreenBounds())->scale;
#endif
auto localBounds = component.getLocalBounds();
auto newArea = peer->getComponent().getLocalArea (&component, localBounds).withZeroOrigin() * displayScale;
#if JUCE_WINDOWS && JUCE_WIN_PER_MONITOR_DPI_AWARE
auto newScale = getScaleFactorForWindow (nativeContext->getNativeHandle());
auto desktopScale = Desktop::getInstance().getGlobalScaleFactor();
if (! approximatelyEqual (1.0f, desktopScale))
newScale *= desktopScale;
#else
auto newScale = displayScale;
#endif
if (scale != newScale || viewportArea != newArea)
{
scale = newScale;
viewportArea = newArea;
transform = AffineTransform::scale ((float) newArea.getWidth() / (float) localBounds.getWidth(),
(float) newArea.getHeight() / (float) localBounds.getHeight());
nativeContext->updateWindowPosition (peer->getAreaCoveredBy (component));
if (canTriggerUpdate)
invalidateAll();
}
}
}
void bindVertexArray() noexcept
{
if (openGLVersion.major >= 3)
if (vertexArrayObject != 0)
context.extensions.glBindVertexArray (vertexArrayObject);
}
void checkViewportBounds()
{
auto screenBounds = component.getTopLevelComponent()->getScreenBounds();
if (lastScreenBounds != screenBounds)
{
updateViewportSize (true);
lastScreenBounds = screenBounds;
}
}
void paintComponent()
{
// you mustn't set your own cached image object when attaching a GL context!
jassert (get (component) == this);
if (! ensureFrameBufferSize())
return;
RectangleList<int> invalid (viewportArea);
invalid.subtract (validArea);
validArea = viewportArea;
if (! invalid.isEmpty())
{
clearRegionInFrameBuffer (invalid);
{
std::unique_ptr<LowLevelGraphicsContext> g (createOpenGLGraphicsContext (context, cachedImageFrameBuffer));
g->clipToRectangleList (invalid);
g->addTransform (transform);
paintOwner (*g);
JUCE_CHECK_OPENGL_ERROR
}
if (! context.isActive())
context.makeActive();
}
JUCE_CHECK_OPENGL_ERROR
}
void drawComponentBuffer()
{
#if ! JUCE_ANDROID
glEnable (GL_TEXTURE_2D);
clearGLError();
#endif
#if JUCE_WINDOWS
// some stupidly old drivers are missing this function, so try to at least avoid a crash here,
// but if you hit this assertion you may want to have your own version check before using the
// component rendering stuff on such old drivers.
jassert (context.extensions.glActiveTexture != nullptr);
if (context.extensions.glActiveTexture != nullptr)
#endif
context.extensions.glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, cachedImageFrameBuffer.getTextureID());
bindVertexArray();
const Rectangle<int> cacheBounds (cachedImageFrameBuffer.getWidth(), cachedImageFrameBuffer.getHeight());
context.copyTexture (cacheBounds, cacheBounds, cacheBounds.getWidth(), cacheBounds.getHeight(), false);
glBindTexture (GL_TEXTURE_2D, 0);
JUCE_CHECK_OPENGL_ERROR
}
void paintOwner (LowLevelGraphicsContext& llgc)
{
Graphics g (llgc);
#if JUCE_ENABLE_REPAINT_DEBUGGING
#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
#endif
{
g.saveState();
}
#endif
JUCE_TRY
{
component.paintEntireComponent (g, false);
}
JUCE_CATCH_EXCEPTION
#if JUCE_ENABLE_REPAINT_DEBUGGING
#ifdef JUCE_IS_REPAINT_DEBUGGING_ACTIVE
if (JUCE_IS_REPAINT_DEBUGGING_ACTIVE)
#endif
{
// enabling this code will fill all areas that get repainted with a colour overlay, to show
// clearly when things are being repainted.
g.restoreState();
static Random rng;
g.fillAll (Colour ((uint8) rng.nextInt (255),
(uint8) rng.nextInt (255),
(uint8) rng.nextInt (255),
(uint8) 0x50));
}
#endif
}
void handleResize()
{
updateViewportSize (true);
#if JUCE_MAC
if (hasInitialised)
{
[nativeContext->view update];
renderFrame();
}
#endif
}
//==============================================================================
JobStatus runJob() override
{
{
// Allow the message thread to finish setting-up the context before using it.
MessageManager::Lock::ScopedTryLockType mmLock (messageManagerLock, false);
do
{
if (shouldExit())
return ThreadPoolJob::jobHasFinished;
} while (! mmLock.retryLock());
}
if (! initialiseOnThread())
{
hasInitialised = false;
return ThreadPoolJob::jobHasFinished;
}
hasInitialised = true;
while (! shouldExit())
{
#if JUCE_IOS
if (backgroundProcessCheck.isBackgroundProcess())
{
repaintEvent.wait (300);
repaintEvent.reset();
continue;
}
#endif
if (shouldExit())
break;
#if JUCE_MAC
if (context.continuousRepaint)
{
repaintEvent.wait (-1);
renderFrame();
}
else
#endif
if (! renderFrame())
repaintEvent.wait (5); // failed to render, so avoid a tight fail-loop.
else if (! context.continuousRepaint && ! shouldExit())
repaintEvent.wait (-1);
repaintEvent.reset();
}
hasInitialised = false;
context.makeActive();
shutdownOnThread();
OpenGLContext::deactivateCurrentContext();
return ThreadPoolJob::jobHasFinished;
}
bool initialiseOnThread()
{
// On android, this can get called twice, so drop any previous state.
associatedObjectNames.clear();
associatedObjects.clear();
cachedImageFrameBuffer.release();
context.makeActive();
if (! nativeContext->initialiseOnRenderThread (context))
return false;
#if JUCE_ANDROID
// On android the context may be created in initialiseOnRenderThread
// and we therefore need to call makeActive again
context.makeActive();
#endif
gl::loadFunctions();
openGLVersion = getOpenGLVersion();
if (openGLVersion.major >= 3)
{
context.extensions.glGenVertexArrays (1, &vertexArrayObject);
bindVertexArray();
}
glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight());
nativeContext->setSwapInterval (1);
#if ! JUCE_OPENGL_ES
JUCE_CHECK_OPENGL_ERROR
shadersAvailable = OpenGLShaderProgram::getLanguageVersion() > 0;
clearGLError();
#endif
textureNpotSupported = contextHasTextureNpotFeature();
if (context.renderer != nullptr)
context.renderer->newOpenGLContextCreated();
#if JUCE_MAC
cvDisplayLinkWrapper = std::make_unique<CVDisplayLinkWrapper> (*this);
cvDisplayLinkWrapper->updateActiveDisplay();
nativeContext->setNominalVideoRefreshPeriodS (cvDisplayLinkWrapper->getNominalVideoRefreshPeriodS());
#endif
return true;
}
void shutdownOnThread()
{
#if JUCE_MAC
cvDisplayLinkWrapper = nullptr;
#endif
if (context.renderer != nullptr)
context.renderer->openGLContextClosing();
if (vertexArrayObject != 0)
context.extensions.glDeleteVertexArrays (1, &vertexArrayObject);
associatedObjectNames.clear();
associatedObjects.clear();
cachedImageFrameBuffer.release();
nativeContext->shutdownOnRenderThread();
}
//==============================================================================
struct BlockingWorker : public OpenGLContext::AsyncWorker
{
BlockingWorker (OpenGLContext::AsyncWorker::Ptr && workerToUse)
: originalWorker (std::move (workerToUse))
{}
void operator() (OpenGLContext& calleeContext)
{
if (originalWorker != nullptr)
(*originalWorker) (calleeContext);
finishedSignal.signal();
}
void block() noexcept { finishedSignal.wait(); }
OpenGLContext::AsyncWorker::Ptr originalWorker;
WaitableEvent finishedSignal;
};
bool doWorkWhileWaitingForLock (bool contextIsAlreadyActive)
{
bool contextActivated = false;
for (OpenGLContext::AsyncWorker::Ptr work = workQueue.removeAndReturn (0);
work != nullptr && (! shouldExit()); work = workQueue.removeAndReturn (0))
{
if ((! contextActivated) && (! contextIsAlreadyActive))
{
if (! context.makeActive())
break;
contextActivated = true;
}
NativeContext::Locker locker (*nativeContext);
(*work) (context);
clearGLError();
}
if (contextActivated)
OpenGLContext::deactivateCurrentContext();
return shouldExit();
}
void execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock, bool calledFromDestructor = false)
{
if (calledFromDestructor || ! destroying)
{
if (shouldBlock)
{
auto blocker = new BlockingWorker (std::move (workerToUse));
OpenGLContext::AsyncWorker::Ptr worker (*blocker);
workQueue.add (worker);
messageManagerLock.abort();
context.triggerRepaint();
blocker->block();
}
else
{
workQueue.add (std::move (workerToUse));
messageManagerLock.abort();
context.triggerRepaint();
}
}
else
{
jassertfalse; // you called execute AFTER you detached your OpenGLContext
}
}
//==============================================================================
static CachedImage* get (Component& c) noexcept
{
return dynamic_cast<CachedImage*> (c.getCachedComponentImage());
}
//==============================================================================
friend class NativeContext;
std::unique_ptr<NativeContext> nativeContext;
OpenGLContext& context;
Component& component;
Version openGLVersion;
OpenGLFrameBuffer cachedImageFrameBuffer;
RectangleList<int> validArea;
Rectangle<int> viewportArea, lastScreenBounds;
double scale = 1.0;
AffineTransform transform;
GLuint vertexArrayObject = 0;
StringArray associatedObjectNames;
ReferenceCountedArray<ReferenceCountedObject> associatedObjects;
WaitableEvent canPaintNowFlag, finishedPaintingFlag, repaintEvent { true };
#if JUCE_OPENGL_ES
bool shadersAvailable = true;
#else
bool shadersAvailable = false;
#endif
bool textureNpotSupported = false;
std::atomic<bool> hasInitialised { false }, needsUpdate { true }, destroying { false };
uint32 lastMMLockReleaseTime = 0;
#if JUCE_MAC
NSView* getCurrentView() const
{
if (auto* peer = component.getPeer())
return static_cast<NSView*> (peer->getNativeHandle());
return nullptr;
}
NSScreen* getCurrentScreen() const
{
if (auto* view = getCurrentView())
if (auto* window = [view window])
return [window screen];
return nullptr;
}
struct CVDisplayLinkWrapper
{
explicit CVDisplayLinkWrapper (CachedImage& cachedImageIn)
: cachedImage (cachedImageIn),
continuousRepaint (cachedImageIn.context.continuousRepaint.load())
{
CVDisplayLinkCreateWithActiveCGDisplays (&displayLink);
CVDisplayLinkSetOutputCallback (displayLink, &displayLinkCallback, this);
CVDisplayLinkStart (displayLink);
}
double getNominalVideoRefreshPeriodS() const
{
const auto nominalVideoRefreshPeriod = CVDisplayLinkGetNominalOutputVideoRefreshPeriod (displayLink);
if ((nominalVideoRefreshPeriod.flags & kCVTimeIsIndefinite) == 0)
return (double) nominalVideoRefreshPeriod.timeValue / (double) nominalVideoRefreshPeriod.timeScale;
return 0.0;
}
/* Returns true if updated, or false otherwise. */
bool updateActiveDisplay()
{
auto* oldScreen = std::exchange (currentScreen, cachedImage.getCurrentScreen());
if (oldScreen == currentScreen)
return false;
for (NSScreen* screen in [NSScreen screens])
if (screen == currentScreen)
if (NSNumber* number = [[screen deviceDescription] objectForKey: @"NSScreenNumber"])
CVDisplayLinkSetCurrentCGDisplay (displayLink, [number unsignedIntValue]);
return true;
}
~CVDisplayLinkWrapper()
{
CVDisplayLinkStop (displayLink);
CVDisplayLinkRelease (displayLink);
}
static CVReturn displayLinkCallback (CVDisplayLinkRef, const CVTimeStamp*, const CVTimeStamp*,
CVOptionFlags, CVOptionFlags*, void* displayLinkContext)
{
auto* self = reinterpret_cast<CVDisplayLinkWrapper*> (displayLinkContext);
if (self->continuousRepaint)
self->cachedImage.repaintEvent.signal();
return kCVReturnSuccess;
}
CachedImage& cachedImage;
const bool continuousRepaint;
CVDisplayLinkRef displayLink;
NSScreen* currentScreen = nullptr;
};
std::unique_ptr<CVDisplayLinkWrapper> cvDisplayLinkWrapper;
#endif
std::unique_ptr<ThreadPool> renderThread;
ReferenceCountedArray<OpenGLContext::AsyncWorker, CriticalSection> workQueue;
MessageManager::Lock messageManagerLock;
#if JUCE_IOS
iOSBackgroundProcessCheck backgroundProcessCheck;
#endif
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (CachedImage)
};
//==============================================================================
class OpenGLContext::Attachment : public ComponentMovementWatcher,
private Timer
{
public:
Attachment (OpenGLContext& c, Component& comp)
: ComponentMovementWatcher (&comp), context (c)
{
if (canBeAttached (comp))
attach();
}
~Attachment() override
{
detach();
}
void detach()
{
auto& comp = *getComponent();
stop();
comp.setCachedComponentImage (nullptr);
context.nativeContext = nullptr;
}
void componentMovedOrResized (bool /*wasMoved*/, bool /*wasResized*/) override
{
auto& comp = *getComponent();
if (isAttached (comp) != canBeAttached (comp))
componentVisibilityChanged();
if (comp.getWidth() > 0 && comp.getHeight() > 0
&& context.nativeContext != nullptr)
{
if (auto* c = CachedImage::get (comp))
c->handleResize();
if (auto* peer = comp.getTopLevelComponent()->getPeer())
context.nativeContext->updateWindowPosition (peer->getAreaCoveredBy (comp));
}
}
using ComponentMovementWatcher::componentMovedOrResized;
void componentPeerChanged() override
{
detach();
componentVisibilityChanged();
}
void componentVisibilityChanged() override
{
auto& comp = *getComponent();
if (canBeAttached (comp))
{
if (isAttached (comp))
comp.repaint(); // (needed when windows are un-minimised)
else
attach();
}
else
{
detach();
}
}
using ComponentMovementWatcher::componentVisibilityChanged;
#if JUCE_DEBUG || JUCE_LOG_ASSERTIONS
void componentBeingDeleted (Component& c) override
{
/* You must call detach() or delete your OpenGLContext to remove it
from a component BEFORE deleting the component that it is using!
*/
jassertfalse;
ComponentMovementWatcher::componentBeingDeleted (c);
}
#endif
void update()
{
auto& comp = *getComponent();
if (canBeAttached (comp))
start();
else
stop();
}
private:
OpenGLContext& context;
bool canBeAttached (const Component& comp) noexcept
{
return (! context.overrideCanAttach) && comp.getWidth() > 0 && comp.getHeight() > 0 && isShowingOrMinimised (comp);
}
static bool isShowingOrMinimised (const Component& c)
{
if (! c.isVisible())
return false;
if (auto* p = c.getParentComponent())
return isShowingOrMinimised (*p);
return c.getPeer() != nullptr;
}
static bool isAttached (const Component& comp) noexcept
{
return comp.getCachedComponentImage() != nullptr;
}
void attach()
{
auto& comp = *getComponent();
auto* newCachedImage = new CachedImage (context, comp,
context.openGLPixelFormat,
context.contextToShareWith);
comp.setCachedComponentImage (newCachedImage);
start();
}
void stop()
{
stopTimer();
auto& comp = *getComponent();
#if JUCE_MAC
[[(NSView*) comp.getWindowHandle() window] disableScreenUpdatesUntilFlush];
#endif
if (auto* oldCachedImage = CachedImage::get (comp))
oldCachedImage->stop(); // (must stop this before detaching it from the component)
}
void start()
{
auto& comp = *getComponent();
if (auto* cachedImage = CachedImage::get (comp))
{
cachedImage->start(); // (must wait until this is attached before starting its thread)
cachedImage->updateViewportSize (true);
startTimer (400);
}
}
void timerCallback() override
{
if (auto* cachedImage = CachedImage::get (*getComponent()))
cachedImage->checkViewportBounds();
}
};
//==============================================================================
OpenGLContext::OpenGLContext()
{
}
OpenGLContext::~OpenGLContext()
{
detach();
}
void OpenGLContext::setRenderer (OpenGLRenderer* rendererToUse) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
renderer = rendererToUse;
}
void OpenGLContext::setComponentPaintingEnabled (bool shouldPaintComponent) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
renderComponents = shouldPaintComponent;
}
void OpenGLContext::setContinuousRepainting (bool shouldContinuouslyRepaint) noexcept
{
continuousRepaint = shouldContinuouslyRepaint;
#if JUCE_MAC
if (auto* component = getTargetComponent())
{
detach();
attachment.reset (new Attachment (*this, *component));
}
#endif
triggerRepaint();
}
void OpenGLContext::setPixelFormat (const OpenGLPixelFormat& preferredPixelFormat) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
openGLPixelFormat = preferredPixelFormat;
}
void OpenGLContext::setTextureMagnificationFilter (OpenGLContext::TextureMagnificationFilter magFilterMode) noexcept
{
texMagFilter = magFilterMode;
}
void OpenGLContext::setNativeSharedContext (void* nativeContextToShareWith) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
contextToShareWith = nativeContextToShareWith;
}
void OpenGLContext::setMultisamplingEnabled (bool b) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
useMultisampling = b;
}
void OpenGLContext::setOpenGLVersionRequired (OpenGLVersion v) noexcept
{
versionRequired = v;
}
void OpenGLContext::attachTo (Component& component)
{
component.repaint();
if (getTargetComponent() != &component)
{
detach();
attachment.reset (new Attachment (*this, component));
}
}
void OpenGLContext::detach()
{
if (auto* a = attachment.get())
{
a->detach(); // must detach before nulling our pointer
attachment.reset();
}
nativeContext = nullptr;
}
bool OpenGLContext::isAttached() const noexcept
{
return nativeContext != nullptr;
}
Component* OpenGLContext::getTargetComponent() const noexcept
{
return attachment != nullptr ? attachment->getComponent() : nullptr;
}
OpenGLContext* OpenGLContext::getContextAttachedTo (Component& c) noexcept
{
if (auto* ci = CachedImage::get (c))
return &(ci->context);
return nullptr;
}
static ThreadLocalValue<OpenGLContext*> currentThreadActiveContext;
OpenGLContext* OpenGLContext::getCurrentContext()
{
return currentThreadActiveContext.get();
}
bool OpenGLContext::makeActive() const noexcept
{
auto& current = currentThreadActiveContext.get();
if (nativeContext != nullptr && nativeContext->makeActive())
{
current = const_cast<OpenGLContext*> (this);
return true;
}
current = nullptr;
return false;
}
bool OpenGLContext::isActive() const noexcept
{
return nativeContext != nullptr && nativeContext->isActive();
}
void OpenGLContext::deactivateCurrentContext()
{
NativeContext::deactivateCurrentContext();
currentThreadActiveContext.get() = nullptr;
}
void OpenGLContext::triggerRepaint()
{
if (auto* cachedImage = getCachedImage())
cachedImage->triggerRepaint();
}
void OpenGLContext::swapBuffers()
{
if (nativeContext != nullptr)
nativeContext->swapBuffers();
}
unsigned int OpenGLContext::getFrameBufferID() const noexcept
{
return nativeContext != nullptr ? nativeContext->getFrameBufferID() : 0;
}
bool OpenGLContext::setSwapInterval (int numFramesPerSwap)
{
return nativeContext != nullptr && nativeContext->setSwapInterval (numFramesPerSwap);
}
int OpenGLContext::getSwapInterval() const
{
return nativeContext != nullptr ? nativeContext->getSwapInterval() : 0;
}
void* OpenGLContext::getRawContext() const noexcept
{
return nativeContext != nullptr ? nativeContext->getRawContext() : nullptr;
}
OpenGLContext::CachedImage* OpenGLContext::getCachedImage() const noexcept
{
if (auto* comp = getTargetComponent())
return CachedImage::get (*comp);
return nullptr;
}
bool OpenGLContext::areShadersAvailable() const
{
auto* c = getCachedImage();
return c != nullptr && c->shadersAvailable;
}
bool OpenGLContext::isTextureNpotSupported() const
{
auto* c = getCachedImage();
return c != nullptr && c->textureNpotSupported;
}
ReferenceCountedObject* OpenGLContext::getAssociatedObject (const char* name) const
{
jassert (name != nullptr);
auto* c = getCachedImage();
// This method must only be called from an openGL rendering callback.
jassert (c != nullptr && nativeContext != nullptr);
jassert (getCurrentContext() != nullptr);
auto index = c->associatedObjectNames.indexOf (name);
return index >= 0 ? c->associatedObjects.getUnchecked (index).get() : nullptr;
}
void OpenGLContext::setAssociatedObject (const char* name, ReferenceCountedObject* newObject)
{
jassert (name != nullptr);
if (auto* c = getCachedImage())
{
// This method must only be called from an openGL rendering callback.
jassert (nativeContext != nullptr);
jassert (getCurrentContext() != nullptr);
const int index = c->associatedObjectNames.indexOf (name);
if (index >= 0)
{
if (newObject != nullptr)
{
c->associatedObjects.set (index, newObject);
}
else
{
c->associatedObjectNames.remove (index);
c->associatedObjects.remove (index);
}
}
else if (newObject != nullptr)
{
c->associatedObjectNames.add (name);
c->associatedObjects.add (newObject);
}
}
}
void OpenGLContext::setImageCacheSize (size_t newSize) noexcept { imageCacheMaxSize = newSize; }
size_t OpenGLContext::getImageCacheSize() const noexcept { return imageCacheMaxSize; }
void OpenGLContext::execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock)
{
if (auto* c = getCachedImage())
c->execute (std::move (workerToUse), shouldBlock);
else
jassertfalse; // You must have attached the context to a component
}
//==============================================================================
struct DepthTestDisabler
{
DepthTestDisabler() noexcept
{
glGetBooleanv (GL_DEPTH_TEST, &wasEnabled);
if (wasEnabled)
glDisable (GL_DEPTH_TEST);
}
~DepthTestDisabler() noexcept
{
if (wasEnabled)
glEnable (GL_DEPTH_TEST);
}
GLboolean wasEnabled;
};
//==============================================================================
void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
const Rectangle<int>& anchorPosAndTextureSize,
const int contextWidth, const int contextHeight,
bool flippedVertically)
{
if (contextWidth <= 0 || contextHeight <= 0)
return;
JUCE_CHECK_OPENGL_ERROR
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
DepthTestDisabler depthDisabler;
if (areShadersAvailable())
{
struct OverlayShaderProgram : public ReferenceCountedObject
{
OverlayShaderProgram (OpenGLContext& context)
: program (context), builder (program), params (program)
{}
static const OverlayShaderProgram& select (OpenGLContext& context)
{
static const char programValueID[] = "juceGLComponentOverlayShader";
OverlayShaderProgram* program = static_cast<OverlayShaderProgram*> (context.getAssociatedObject (programValueID));
if (program == nullptr)
{
program = new OverlayShaderProgram (context);
context.setAssociatedObject (programValueID, program);
}
program->program.use();
return *program;
}
struct ProgramBuilder
{
ProgramBuilder (OpenGLShaderProgram& prog)
{
prog.addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (
"attribute " JUCE_HIGHP " vec2 position;"
"uniform " JUCE_HIGHP " vec2 screenSize;"
"uniform " JUCE_HIGHP " float textureBounds[4];"
"uniform " JUCE_HIGHP " vec2 vOffsetAndScale;"
"varying " JUCE_HIGHP " vec2 texturePos;"
"void main()"
"{"
JUCE_HIGHP " vec2 scaled = position / (0.5 * screenSize.xy);"
"gl_Position = vec4 (scaled.x - 1.0, 1.0 - scaled.y, 0, 1.0);"
"texturePos = (position - vec2 (textureBounds[0], textureBounds[1])) / vec2 (textureBounds[2], textureBounds[3]);"
"texturePos = vec2 (texturePos.x, vOffsetAndScale.x + vOffsetAndScale.y * texturePos.y);"
"}"));
prog.addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (
"uniform sampler2D imageTexture;"
"varying " JUCE_HIGHP " vec2 texturePos;"
"void main()"
"{"
"gl_FragColor = texture2D (imageTexture, texturePos);"
"}"));
prog.link();
}
};
struct Params
{
Params (OpenGLShaderProgram& prog)
: positionAttribute (prog, "position"),
screenSize (prog, "screenSize"),
imageTexture (prog, "imageTexture"),
textureBounds (prog, "textureBounds"),
vOffsetAndScale (prog, "vOffsetAndScale")
{}
void set (const float targetWidth, const float targetHeight, const Rectangle<float>& bounds, bool flipVertically) const
{
const GLfloat m[] = { bounds.getX(), bounds.getY(), bounds.getWidth(), bounds.getHeight() };
textureBounds.set (m, 4);
imageTexture.set (0);
screenSize.set (targetWidth, targetHeight);
vOffsetAndScale.set (flipVertically ? 0.0f : 1.0f,
flipVertically ? 1.0f : -1.0f);
}
OpenGLShaderProgram::Attribute positionAttribute;
OpenGLShaderProgram::Uniform screenSize, imageTexture, textureBounds, vOffsetAndScale;
};
OpenGLShaderProgram program;
ProgramBuilder builder;
Params params;
};
auto left = (GLshort) targetClipArea.getX();
auto top = (GLshort) targetClipArea.getY();
auto right = (GLshort) targetClipArea.getRight();
auto bottom = (GLshort) targetClipArea.getBottom();
const GLshort vertices[] = { left, bottom, right, bottom, left, top, right, top };
auto& program = OverlayShaderProgram::select (*this);
program.params.set ((float) contextWidth, (float) contextHeight, anchorPosAndTextureSize.toFloat(), flippedVertically);
GLuint vertexBuffer = 0;
extensions.glGenBuffers (1, &vertexBuffer);
extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
extensions.glBufferData (GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
auto index = (GLuint) program.params.positionAttribute.attributeID;
extensions.glVertexAttribPointer (index, 2, GL_SHORT, GL_FALSE, 4, nullptr);
extensions.glEnableVertexAttribArray (index);
JUCE_CHECK_OPENGL_ERROR
if (extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
{
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
extensions.glBindBuffer (GL_ARRAY_BUFFER, 0);
extensions.glUseProgram (0);
extensions.glDisableVertexAttribArray (index);
extensions.glDeleteBuffers (1, &vertexBuffer);
}
else
{
clearGLError();
}
}
else
{
jassert (attachment == nullptr); // Running on an old graphics card!
}
JUCE_CHECK_OPENGL_ERROR
}
#if JUCE_ANDROID
EGLDisplay OpenGLContext::NativeContext::display = EGL_NO_DISPLAY;
EGLDisplay OpenGLContext::NativeContext::config;
void OpenGLContext::NativeContext::surfaceCreated (LocalRef<jobject> holder)
{
ignoreUnused (holder);
if (auto* cachedImage = CachedImage::get (component))
{
if (auto* pool = cachedImage->renderThread.get())
{
if (! pool->contains (cachedImage))
{
cachedImage->resume();
cachedImage->context.triggerRepaint();
}
}
}
}
void OpenGLContext::NativeContext::surfaceDestroyed (LocalRef<jobject> holder)
{
ignoreUnused (holder);
// unlike the name suggests this will be called just before the
// surface is destroyed. We need to pause the render thread.
if (auto* cachedImage = CachedImage::get (component))
{
cachedImage->pause();
if (auto* threadPool = cachedImage->renderThread.get())
threadPool->waitForJobToFinish (cachedImage, -1);
}
}
#endif
} // namespace juce