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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.
322 lines
11 KiB
Objective-C
322 lines
11 KiB
Objective-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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@interface JuceGLView : UIView
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{
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}
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+ (Class) layerClass;
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@end
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@implementation JuceGLView
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+ (Class) layerClass
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{
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return [CAEAGLLayer class];
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}
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@end
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extern "C" GLvoid glResolveMultisampleFramebufferAPPLE();
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namespace juce
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{
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class OpenGLContext::NativeContext
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{
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public:
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NativeContext (Component& c,
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const OpenGLPixelFormat& pixFormat,
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void* contextToShare,
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bool multisampling,
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OpenGLVersion version)
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: component (c), openGLversion (version),
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useDepthBuffer (pixFormat.depthBufferBits > 0),
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useMSAA (multisampling)
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{
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JUCE_AUTORELEASEPOOL
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{
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if (auto* peer = component.getPeer())
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{
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auto bounds = peer->getAreaCoveredBy (component);
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view = [[JuceGLView alloc] initWithFrame: convertToCGRect (bounds)];
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view.opaque = YES;
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view.hidden = NO;
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view.backgroundColor = [UIColor blackColor];
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view.userInteractionEnabled = NO;
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glLayer = (CAEAGLLayer*) [view layer];
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glLayer.opaque = true;
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updateWindowPosition (bounds);
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[((UIView*) peer->getNativeHandle()) addSubview: view];
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const auto shouldUseES3 = version != defaultGLVersion
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&& [[UIDevice currentDevice].systemVersion floatValue] >= 7.0;
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[[maybe_unused]] const auto gotContext = (shouldUseES3 && createContext (kEAGLRenderingAPIOpenGLES3, contextToShare))
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|| createContext (kEAGLRenderingAPIOpenGLES2, contextToShare);
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jassert (gotContext);
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if (context != nil)
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{
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// I'd prefer to put this stuff in the initialiseOnRenderThread() call, but doing
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// so causes mysterious timing-related failures.
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[EAGLContext setCurrentContext: context.get()];
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gl::loadFunctions();
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createGLBuffers();
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deactivateCurrentContext();
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}
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else
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{
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jassertfalse;
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}
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}
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else
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{
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jassertfalse;
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}
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}
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}
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~NativeContext()
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{
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context.reset();
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[view removeFromSuperview];
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[view release];
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}
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InitResult initialiseOnRenderThread (OpenGLContext&) { return InitResult::success; }
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void shutdownOnRenderThread()
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{
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JUCE_CHECK_OPENGL_ERROR
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freeGLBuffers();
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deactivateCurrentContext();
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}
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bool createdOk() const noexcept { return getRawContext() != nullptr; }
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void* getRawContext() const noexcept { return context.get(); }
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GLuint getFrameBufferID() const noexcept { return useMSAA ? msaaBufferHandle : frameBufferHandle; }
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bool makeActive() const noexcept
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{
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if (! [EAGLContext setCurrentContext: context.get()])
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return false;
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glBindFramebuffer (GL_FRAMEBUFFER, useMSAA ? msaaBufferHandle
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: frameBufferHandle);
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return true;
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}
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bool isActive() const noexcept
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{
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return [EAGLContext currentContext] == context.get();
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}
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static void deactivateCurrentContext()
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{
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[EAGLContext setCurrentContext: nil];
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}
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void swapBuffers()
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{
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if (useMSAA)
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{
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glBindFramebuffer (GL_DRAW_FRAMEBUFFER, frameBufferHandle);
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glBindFramebuffer (GL_READ_FRAMEBUFFER, msaaBufferHandle);
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if (openGLversion >= openGL3_2)
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{
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auto w = roundToInt (lastBounds.getWidth() * glLayer.contentsScale);
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auto h = roundToInt (lastBounds.getHeight() * glLayer.contentsScale);
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glBlitFramebuffer (0, 0, w, h,
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0, 0, w, h,
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GL_COLOR_BUFFER_BIT,
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GL_NEAREST);
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}
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else
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{
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::glResolveMultisampleFramebufferAPPLE();
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}
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}
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glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
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[context.get() presentRenderbuffer: GL_RENDERBUFFER];
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if (needToRebuildBuffers)
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{
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needToRebuildBuffers = false;
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freeGLBuffers();
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createGLBuffers();
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makeActive();
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}
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}
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void updateWindowPosition (Rectangle<int> bounds)
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{
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view.frame = convertToCGRect (bounds);
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glLayer.contentsScale = (CGFloat) (Desktop::getInstance().getDisplays().getPrimaryDisplay()->scale
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/ component.getDesktopScaleFactor());
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if (lastBounds != bounds)
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{
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lastBounds = bounds;
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needToRebuildBuffers = true;
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}
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}
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bool setSwapInterval (int numFramesPerSwap) noexcept
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{
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swapFrames = numFramesPerSwap;
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return false;
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}
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int getSwapInterval() const noexcept { return swapFrames; }
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struct Locker
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{
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explicit Locker (NativeContext& ctx) : lock (ctx.mutex) {}
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const ScopedLock lock;
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};
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void addListener (NativeContextListener&) {}
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void removeListener (NativeContextListener&) {}
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private:
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CriticalSection mutex;
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Component& component;
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JuceGLView* view = nil;
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CAEAGLLayer* glLayer = nil;
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NSUniquePtr<EAGLContext> context;
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const OpenGLVersion openGLversion;
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const bool useDepthBuffer, useMSAA;
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GLuint frameBufferHandle = 0, colorBufferHandle = 0, depthBufferHandle = 0,
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msaaColorHandle = 0, msaaBufferHandle = 0;
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Rectangle<int> lastBounds;
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int swapFrames = 0;
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bool needToRebuildBuffers = false;
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bool createContext (EAGLRenderingAPI type, void* contextToShare)
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{
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jassert (context == nil);
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context.reset ([EAGLContext alloc]);
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if (contextToShare != nullptr)
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[context.get() initWithAPI: type sharegroup: [(EAGLContext*) contextToShare sharegroup]];
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else
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[context.get() initWithAPI: type];
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return context != nil;
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}
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//==============================================================================
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void createGLBuffers()
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{
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glGenFramebuffers (1, &frameBufferHandle);
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glGenRenderbuffers (1, &colorBufferHandle);
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glBindFramebuffer (GL_FRAMEBUFFER, frameBufferHandle);
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glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBufferHandle);
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[[maybe_unused]] bool ok = [context.get() renderbufferStorage: GL_RENDERBUFFER fromDrawable: glLayer];
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jassert (ok);
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GLint width, height;
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
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if (useMSAA)
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{
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glGenFramebuffers (1, &msaaBufferHandle);
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glGenRenderbuffers (1, &msaaColorHandle);
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glBindFramebuffer (GL_FRAMEBUFFER, msaaBufferHandle);
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glBindRenderbuffer (GL_RENDERBUFFER, msaaColorHandle);
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glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_RGBA8, width, height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorHandle);
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}
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if (useDepthBuffer)
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{
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glGenRenderbuffers (1, &depthBufferHandle);
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glBindRenderbuffer (GL_RENDERBUFFER, depthBufferHandle);
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if (useMSAA)
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glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
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else
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferHandle);
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}
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jassert (glCheckFramebufferStatus (GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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JUCE_CHECK_OPENGL_ERROR
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}
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void freeGLBuffers()
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{
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JUCE_CHECK_OPENGL_ERROR
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[context.get() renderbufferStorage: GL_RENDERBUFFER fromDrawable: nil];
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deleteFrameBuffer (frameBufferHandle);
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deleteFrameBuffer (msaaBufferHandle);
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deleteRenderBuffer (colorBufferHandle);
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deleteRenderBuffer (depthBufferHandle);
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deleteRenderBuffer (msaaColorHandle);
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JUCE_CHECK_OPENGL_ERROR
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}
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static void deleteFrameBuffer (GLuint& i) { if (i != 0) glDeleteFramebuffers (1, &i); i = 0; }
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static void deleteRenderBuffer (GLuint& i) { if (i != 0) glDeleteRenderbuffers (1, &i); i = 0; }
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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 [EAGLContext currentContext] != nil;
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}
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} // namespace juce
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