-
Notifications
You must be signed in to change notification settings - Fork 82
/
SyphonServerRendererLegacyGL.m
446 lines (376 loc) · 13.9 KB
/
SyphonServerRendererLegacyGL.m
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
/*
SyphonServerRendererLegacyGL.m
Syphon
Copyright 2016 bangnoise (Tom Butterworth) & vade (Anton Marini).
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#import "SyphonServerRendererLegacyGL.h"
#import "SyphonIOSurfaceImageLegacy.h"
#import "SyphonOpenGLFunctions.h"
#import <OpenGL/CGLMacro.h>
@implementation SyphonServerRendererLegacyGL
{
@private
CGLContextObj cgl_ctx;
BOOL _combinedDepthStencil;
GLuint _depthBuffer;
GLuint _stencilBuffer;
GLuint _surfaceFBO;
GLuint _msaaFBO;
GLuint _msaaColorBuffer;
GLint _previousReadFBO;
GLint _previousDrawFBO;
GLint _previousFBO;
GLuint _actualMSAASampleCount;
}
- (id)initWithContext:(CGLContextObj)context MSAASampleCount:(GLuint)msc depthBufferResolution:(GLuint)dbr stencilBufferResolution:(GLuint)sbr
{
self = [super initWithContext:context MSAASampleCount:msc depthBufferResolution:dbr stencilBufferResolution:sbr];
if (self)
{
cgl_ctx = CGLRetainContext(context);
}
return self;
}
- (void)dealloc
{
if (cgl_ctx)
{
CGLReleaseContext(cgl_ctx);
}
}
- (BOOL)capabilitiesDidChange
{
GLuint newMSAASampleCount = 0;
BOOL newCombinedDepthStencil = NO;
BOOL didChange = NO;
if (self.MSAASampleCount != 0
&& SyphonOpenGLContextSupportsExtension(cgl_ctx, "GL_EXT_framebuffer_multisample"))
{
newMSAASampleCount = self.MSAASampleCount;
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
if (newMSAASampleCount > maxSamples) newMSAASampleCount = maxSamples;
}
if (newMSAASampleCount != _actualMSAASampleCount)
{
didChange = YES;
_actualMSAASampleCount = newMSAASampleCount;
}
/*
No current cards support FBOs with seperate depth and stencil buffers, so if both are
requested, we have to use GL_DEPTH24_STENCIL8.
If any stencil buffer is requested at all, we also have to use a combi buffer.
The exception is the software renderer under 10.6, which only works with distinct
depth and stencil buffers and does not support GL_EXT_packed_depth_stencil.
*/
if (self.stencilBufferFormat != 0
&& SyphonOpenGLContextSupportsExtension(cgl_ctx, "GL_EXT_packed_depth_stencil"))
{
newCombinedDepthStencil = YES;
}
if (newCombinedDepthStencil != _combinedDepthStencil)
{
didChange = YES;
_combinedDepthStencil = newCombinedDepthStencil;
}
return didChange;
}
- (void)destroySizedResources
{
if(_msaaFBO != 0)
{
glDeleteFramebuffersEXT(1, &_msaaFBO);
_msaaFBO = 0;
}
if(_msaaColorBuffer != 0)
{
glDeleteRenderbuffersEXT(1, &_msaaColorBuffer);
_msaaColorBuffer = 0;
}
if(_depthBuffer != 0)
{
glDeleteRenderbuffersEXT(1, &_depthBuffer);
_depthBuffer = 0;
}
if (_stencilBuffer != 0)
{
glDeleteRenderbuffersEXT(1, &_stencilBuffer);
_stencilBuffer = 0;
}
if (_surfaceFBO != 0)
{
glDeleteFramebuffersEXT(1, &_surfaceFBO);
_surfaceFBO = 0;
}
[super destroySizedResources];
}
- (SyphonOpenGLImage *)newImageForSurface:(IOSurfaceRef)surface
{
return [[SyphonIOSurfaceImageLegacy alloc] initWithSurface:surface forContext:cgl_ctx];
}
- (void)setupForBackingTexture:(GLuint)backing width:(GLsizei)width height:(GLsizei)height
{
[super setupForBackingTexture:backing width:width height:height];
// save state
GLint previousRBO;
glPushAttrib(GL_ALL_ATTRIB_BITS);
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &_previousFBO);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_EXT, &_previousReadFBO);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &_previousDrawFBO);
glGetIntegerv(GL_RENDERBUFFER_BINDING_EXT, &previousRBO);
// no error
GLenum status;
if (_combinedDepthStencil == YES)
{
_depthBuffer = [self newRenderbufferForInternalFormat:GL_DEPTH24_STENCIL8_EXT];
}
else
{
if (self.depthBufferFormat != 0)
{
_depthBuffer = [self newRenderbufferForInternalFormat:self.depthBufferFormat];
}
if (self.stencilBufferFormat != 0)
{
_stencilBuffer = [self newRenderbufferForInternalFormat:self.stencilBufferFormat];
}
}
if(self.MSAASampleCount > 0)
{
// Color MSAA Attachment
_msaaColorBuffer = [self newRenderbufferForInternalFormat:GL_RGBA];
// attach color, depth and stencil to our MSAA FBO
glGenFramebuffersEXT(1, &_msaaFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _msaaFBO);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, _msaaColorBuffer);
if (_combinedDepthStencil)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, _depthBuffer);
}
else
{
if (_depthBuffer != 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _depthBuffer);
}
if (_stencilBuffer != 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _stencilBuffer);
}
}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
SYPHONLOG(@"SyphonServer: Cannot create MSAA FBO (OpenGL Error %04X), falling back to non-antialiased FBO", status);
glDeleteFramebuffersEXT(1, &_msaaFBO);
_msaaFBO = 0;
glDeleteRenderbuffersEXT(1, &_msaaColorBuffer);
_msaaColorBuffer = 0;
_actualMSAASampleCount = 0;
}
}
glGenFramebuffersEXT(1, &_surfaceFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _surfaceFBO);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_EXT, backing, 0);
if (_actualMSAASampleCount == 0)
{
// If we're not doing MSAA, attach depth and stencil buffers to our FBO
if (_combinedDepthStencil)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, _depthBuffer);
}
else
{
if (_depthBuffer != 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _depthBuffer);
}
if (_stencilBuffer != 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, _stencilBuffer);
}
}
}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
SYPHONLOG(@"SyphonServer: Cannot create FBO (OpenGL Error %04X)", status);
[self destroySizedResources];
}
// restore state
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, previousRBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _previousFBO);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, _previousReadFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, _previousDrawFBO);
glPopAttrib();
}
- (GLuint)newRenderbufferForInternalFormat:(GLenum)format
{
GLuint buffer;
glGenRenderbuffersEXT(1, &buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, buffer);
GLenum error = GL_NO_ERROR;
do {
// Most cards won't complain as long as the sample count is not more than the maximum they support, but the spec allows
// them to emit a GL_OUT_OF_MEMORY error if they don't support a particular sample count, so we check for that and attempt
// to recover by trying a smaller count
if (error == GL_OUT_OF_MEMORY)
{
_actualMSAASampleCount--;
SYPHONLOG(@"SyphonServer: reducing MSAA sample count due to GL_OUT_OF_MEMORY (now %u)", _actualMSAASampleCount);
}
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
_actualMSAASampleCount,
format,
self.width,
self.height);
error = glGetError();
} while (error == GL_OUT_OF_MEMORY && _actualMSAASampleCount > 0);
return buffer;
}
- (void)bind
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &_previousFBO);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_EXT, &_previousReadFBO);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &_previousDrawFBO);
if(self.MSAASampleCount)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _msaaFBO);
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _surfaceFBO);
}
}
- (void)unbind
{
// we now have to blit from our MSAA to our IOSurface normal texture
if(self.MSAASampleCount)
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, _msaaFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, _surfaceFBO);
// blit the whole extent from read to draw
glBlitFramebufferEXT(0, 0, self.width, self.height, 0, 0, self.width, self.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// flush to make sure IOSurface updates are seen globally.
glFlushRenderAPPLE();
// restore state
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _previousFBO);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, _previousReadFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, _previousDrawFBO);
}
- (void)flush
{
glFlush();
}
- (void)drawFrameTexture:(GLuint)texID textureTarget:(GLenum)target imageRegion:(NSRect)region textureDimensions:(NSSize)size flipped:(BOOL)isFlipped
{
// render to our FBO with an IOSurface backed texture attachment (whew!)
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
// Setup OpenGL states
glViewport(0, 0, self.width, self.height);
// We need to ensure we set this before changing our texture matrix
glActiveTexture(GL_TEXTURE0);
// ensure we act on the proper client texture as well
glClientActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, self.width, 0, self.height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// dont bother clearing. we dont have any alpha so we just write over the buffer contents. saves us a write.
// via GL_REPLACE TEX_ENV
glEnable(target);
glBindTexture(target, texID);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(1.0, 1.0, 1.0, 1.0);
// why do we need it ?
glDisable(GL_BLEND);
GLfloat tex_coords[8];
GLfloat texOriginX = region.origin.x;
GLfloat texOriginY = region.origin.y;
GLfloat texExtentX = region.size.width + region.origin.x;
GLfloat texExtentY = region.size.height + region.origin.y;
if(target == GL_TEXTURE_2D)
{
texOriginX /= size.width;
texOriginY /= size.height;
texExtentX /= size.width;
texExtentY /= size.height;
}
// X
tex_coords[0] = texOriginX;
tex_coords[2] = texOriginX;
tex_coords[4] = texExtentX;
tex_coords[6] = texExtentX;
// Y
if(!isFlipped)
{
tex_coords[1] = texOriginY;
tex_coords[3] = texExtentY;
tex_coords[5] = texExtentY;
tex_coords[7] = texOriginY;
}
else
{
tex_coords[1] = texExtentY;
tex_coords[3] = texOriginY;
tex_coords[5] = texOriginY;
tex_coords[7] = texExtentY;
}
GLfloat verts[] =
{
0.0f, 0.0f,
0.0f, self.height,
self.width, self.height,
self.width, 0.0f,
};
// Ought to cache the GL_ARRAY_BUFFER_BINDING, GL_ELEMENT_ARRAY_BUFFER_BINDING, set buffer to 0, and reset
GLint arrayBuffer, elementArrayBuffer;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &elementArrayBuffer);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &arrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, verts );
glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBindTexture(target, 0);
// Restore OpenGL states
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glPopClientAttrib();
glPopAttrib();
}
@end