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JUCE/modules/juce_opengl/native/juce_OpenGL_ios.h
reuk c2d52a5499
OpenGLFrameBuffer: Automatically save/restore content when the context is paused/resumed
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.
2025-07-09 11:24:43 +01:00

322 lines
11 KiB
Objective-C

/*
==============================================================================
This file is part of the JUCE framework.
Copyright (c) Raw Material Software Limited
JUCE is an open source framework subject to commercial or open source
licensing.
By downloading, installing, or using the JUCE framework, or combining the
JUCE framework with any other source code, object code, content or any other
copyrightable work, you agree to the terms of the JUCE End User Licence
Agreement, and all incorporated terms including the JUCE Privacy Policy and
the JUCE Website Terms of Service, as applicable, which will bind you. If you
do not agree to the terms of these agreements, we will not license the JUCE
framework to you, and you must discontinue the installation or download
process and cease use of the JUCE framework.
JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
JUCE Privacy Policy: https://juce.com/juce-privacy-policy
JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
Or:
You may also use this code under the terms of the AGPLv3:
https://www.gnu.org/licenses/agpl-3.0.en.html
THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
@interface JuceGLView : UIView
{
}
+ (Class) layerClass;
@end
@implementation JuceGLView
+ (Class) layerClass
{
return [CAEAGLLayer class];
}
@end
extern "C" GLvoid glResolveMultisampleFramebufferAPPLE();
namespace juce
{
class OpenGLContext::NativeContext
{
public:
NativeContext (Component& c,
const OpenGLPixelFormat& pixFormat,
void* contextToShare,
bool multisampling,
OpenGLVersion version)
: component (c), openGLversion (version),
useDepthBuffer (pixFormat.depthBufferBits > 0),
useMSAA (multisampling)
{
JUCE_AUTORELEASEPOOL
{
if (auto* peer = component.getPeer())
{
auto bounds = peer->getAreaCoveredBy (component);
view = [[JuceGLView alloc] initWithFrame: convertToCGRect (bounds)];
view.opaque = YES;
view.hidden = NO;
view.backgroundColor = [UIColor blackColor];
view.userInteractionEnabled = NO;
glLayer = (CAEAGLLayer*) [view layer];
glLayer.opaque = true;
updateWindowPosition (bounds);
[((UIView*) peer->getNativeHandle()) addSubview: view];
const auto shouldUseES3 = version != defaultGLVersion
&& [[UIDevice currentDevice].systemVersion floatValue] >= 7.0;
[[maybe_unused]] const auto gotContext = (shouldUseES3 && createContext (kEAGLRenderingAPIOpenGLES3, contextToShare))
|| createContext (kEAGLRenderingAPIOpenGLES2, contextToShare);
jassert (gotContext);
if (context != nil)
{
// I'd prefer to put this stuff in the initialiseOnRenderThread() call, but doing
// so causes mysterious timing-related failures.
[EAGLContext setCurrentContext: context.get()];
gl::loadFunctions();
createGLBuffers();
deactivateCurrentContext();
}
else
{
jassertfalse;
}
}
else
{
jassertfalse;
}
}
}
~NativeContext()
{
context.reset();
[view removeFromSuperview];
[view release];
}
InitResult initialiseOnRenderThread (OpenGLContext&) { return InitResult::success; }
void shutdownOnRenderThread()
{
JUCE_CHECK_OPENGL_ERROR
freeGLBuffers();
deactivateCurrentContext();
}
bool createdOk() const noexcept { return getRawContext() != nullptr; }
void* getRawContext() const noexcept { return context.get(); }
GLuint getFrameBufferID() const noexcept { return useMSAA ? msaaBufferHandle : frameBufferHandle; }
bool makeActive() const noexcept
{
if (! [EAGLContext setCurrentContext: context.get()])
return false;
glBindFramebuffer (GL_FRAMEBUFFER, useMSAA ? msaaBufferHandle
: frameBufferHandle);
return true;
}
bool isActive() const noexcept
{
return [EAGLContext currentContext] == context.get();
}
static void deactivateCurrentContext()
{
[EAGLContext setCurrentContext: nil];
}
void swapBuffers()
{
if (useMSAA)
{
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, frameBufferHandle);
glBindFramebuffer (GL_READ_FRAMEBUFFER, msaaBufferHandle);
if (openGLversion >= openGL3_2)
{
auto w = roundToInt (lastBounds.getWidth() * glLayer.contentsScale);
auto h = roundToInt (lastBounds.getHeight() * glLayer.contentsScale);
glBlitFramebuffer (0, 0, w, h,
0, 0, w, h,
GL_COLOR_BUFFER_BIT,
GL_NEAREST);
}
else
{
::glResolveMultisampleFramebufferAPPLE();
}
}
glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
[context.get() presentRenderbuffer: GL_RENDERBUFFER];
if (needToRebuildBuffers)
{
needToRebuildBuffers = false;
freeGLBuffers();
createGLBuffers();
makeActive();
}
}
void updateWindowPosition (Rectangle<int> bounds)
{
view.frame = convertToCGRect (bounds);
glLayer.contentsScale = (CGFloat) (Desktop::getInstance().getDisplays().getPrimaryDisplay()->scale
/ component.getDesktopScaleFactor());
if (lastBounds != bounds)
{
lastBounds = bounds;
needToRebuildBuffers = true;
}
}
bool setSwapInterval (int numFramesPerSwap) noexcept
{
swapFrames = numFramesPerSwap;
return false;
}
int getSwapInterval() const noexcept { return swapFrames; }
struct Locker
{
explicit Locker (NativeContext& ctx) : lock (ctx.mutex) {}
const ScopedLock lock;
};
void addListener (NativeContextListener&) {}
void removeListener (NativeContextListener&) {}
private:
CriticalSection mutex;
Component& component;
JuceGLView* view = nil;
CAEAGLLayer* glLayer = nil;
NSUniquePtr<EAGLContext> context;
const OpenGLVersion openGLversion;
const bool useDepthBuffer, useMSAA;
GLuint frameBufferHandle = 0, colorBufferHandle = 0, depthBufferHandle = 0,
msaaColorHandle = 0, msaaBufferHandle = 0;
Rectangle<int> lastBounds;
int swapFrames = 0;
bool needToRebuildBuffers = false;
bool createContext (EAGLRenderingAPI type, void* contextToShare)
{
jassert (context == nil);
context.reset ([EAGLContext alloc]);
if (contextToShare != nullptr)
[context.get() initWithAPI: type sharegroup: [(EAGLContext*) contextToShare sharegroup]];
else
[context.get() initWithAPI: type];
return context != nil;
}
//==============================================================================
void createGLBuffers()
{
glGenFramebuffers (1, &frameBufferHandle);
glGenRenderbuffers (1, &colorBufferHandle);
glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBufferHandle);
[[maybe_unused]] bool ok = [context.get() renderbufferStorage: GL_RENDERBUFFER fromDrawable: glLayer];
jassert (ok);
GLint width, height;
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
if (useMSAA)
{
glGenFramebuffers (1, &msaaBufferHandle);
glGenRenderbuffers (1, &msaaColorHandle);
glBindFramebuffer (GL_FRAMEBUFFER, msaaBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, msaaColorHandle);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_RGBA8, width, height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorHandle);
}
if (useDepthBuffer)
{
glGenRenderbuffers (1, &depthBufferHandle);
glBindRenderbuffer (GL_RENDERBUFFER, depthBufferHandle);
if (useMSAA)
glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
else
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferHandle);
}
jassert (glCheckFramebufferStatus (GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
JUCE_CHECK_OPENGL_ERROR
}
void freeGLBuffers()
{
JUCE_CHECK_OPENGL_ERROR
[context.get() renderbufferStorage: GL_RENDERBUFFER fromDrawable: nil];
deleteFrameBuffer (frameBufferHandle);
deleteFrameBuffer (msaaBufferHandle);
deleteRenderBuffer (colorBufferHandle);
deleteRenderBuffer (depthBufferHandle);
deleteRenderBuffer (msaaColorHandle);
JUCE_CHECK_OPENGL_ERROR
}
static void deleteFrameBuffer (GLuint& i) { if (i != 0) glDeleteFramebuffers (1, &i); i = 0; }
static void deleteRenderBuffer (GLuint& i) { if (i != 0) glDeleteRenderbuffers (1, &i); i = 0; }
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (NativeContext)
};
//==============================================================================
bool OpenGLHelpers::isContextActive()
{
return [EAGLContext currentContext] != nil;
}
} // namespace juce