/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2022 - 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 7 End-User License Agreement and JUCE Privacy Policy. End User License Agreement: www.juce.com/juce-7-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. ============================================================================== */ #if JUCE_MAC #include #endif 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 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 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 { template static constexpr bool isFlagSet (const T& t, const U& u) { return (t & u) != 0; } struct AreaAndScale { Rectangle area; double scale; auto tie() const { return std::tie (area, scale); } auto operator== (const AreaAndScale& other) const { return tie() == other.tie(); } auto operator!= (const AreaAndScale& other) const { return tie() != other.tie(); } }; class LockedAreaAndScale { public: auto get() const { const ScopedLock lock (mutex); return data; } template void set (const AreaAndScale& d, Fn&& ifDifferent) { const auto old = [&] { const ScopedLock lock (mutex); return std::exchange (data, d); }(); if (old != d) ifDifferent(); } private: CriticalSection mutex; AreaAndScale data { {}, 1.0 }; }; public: CachedImage (OpenGLContext& c, Component& comp, const OpenGLPixelFormat& pixFormat, void* contextToShare) : 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(); refreshDisplayLinkConnection(); } ~CachedImage() override { stop(); } //============================================================================== void start() { if (nativeContext != nullptr) resume(); } void stop() { // make sure everything has finished executing state |= StateFlags::pendingDestruction; if (workQueue.size() > 0) { if (! renderThread->contains (this)) resume(); while (workQueue.size() != 0) Thread::sleep (20); } pause(); } //============================================================================== void pause() { renderThread->remove (this); if ((state.fetch_and (~StateFlags::initialised) & StateFlags::initialised) == 0) return; ScopedContextActivator activator; activator.activate (context); if (context.renderer != nullptr) context.renderer->openGLContextClosing(); associatedObjectNames.clear(); associatedObjects.clear(); cachedImageFrameBuffer.release(); nativeContext->shutdownOnRenderThread(); } void resume() { renderThread->add (this); } //============================================================================== void paint (Graphics&) override { if (MessageManager::getInstance()->isThisTheMessageThread()) { updateViewportSize(); } else { // If you hit this assertion, it's because paint has been called from a thread other // than the message thread. This commonly happens when nesting OpenGL contexts, because // the 'outer' OpenGL renderer will attempt to call paint on the 'inner' context's // component from the OpenGL thread. // Nesting OpenGL contexts is not directly supported, however there is a workaround: // https://forum.juce.com/t/opengl-how-do-3d-with-custom-shaders-and-2d-with-juce-paint-methods-work-together/28026/7 jassertfalse; } } bool invalidateAll() override { validArea.clear(); triggerRepaint(); return false; } bool invalidate (const Rectangle& area) override { validArea.subtract (area.toFloat().transformedBy (transform).getSmallestIntegerContainer()); triggerRepaint(); return false; } void releaseResources() override { stop(); } void triggerRepaint() { state |= (StateFlags::pendingRender | StateFlags::paintComponents); renderThread->triggerRepaint(); } //============================================================================== bool ensureFrameBufferSize (Rectangle viewportArea) { JUCE_ASSERT_MESSAGE_MANAGER_IS_LOCKED 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& 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 } struct ScopedContextActivator { bool activate (OpenGLContext& ctx) { if (! active) active = ctx.makeActive(); return active; } ~ScopedContextActivator() { if (active) OpenGLContext::deactivateCurrentContext(); } private: bool active = false; }; enum class RenderStatus { nominal, messageThreadAborted, noWork, }; RenderStatus renderFrame (MessageManager::Lock& mmLock) { if (! isFlagSet (state, StateFlags::initialised)) { switch (initialiseOnThread()) { case InitResult::fatal: case InitResult::retry: return RenderStatus::noWork; case InitResult::success: break; } } state |= StateFlags::initialised; #if JUCE_IOS if (backgroundProcessCheck.isBackgroundProcess()) return RenderStatus::noWork; #endif std::optional scopedLock; ScopedContextActivator contextActivator; const auto stateToUse = state.fetch_and (StateFlags::persistent); #if JUCE_MAC // On macOS, we use a display link callback to trigger repaints, rather than // letting them run at full throttle const auto noAutomaticRepaint = true; #else const auto noAutomaticRepaint = ! context.continuousRepaint; #endif if (! isFlagSet (stateToUse, StateFlags::pendingRender) && noAutomaticRepaint) return RenderStatus::noWork; const auto isUpdating = isFlagSet (stateToUse, StateFlags::paintComponents); if (context.renderComponents && isUpdating) { bool abortScope = false; // If we early-exit here, we need to restore these flags so that the render is // attempted again in the next time slice. const ScopeGuard scope { [&] { if (! abortScope) state |= stateToUse; } }; // This avoids hogging the message thread when doing intensive rendering. std::this_thread::sleep_until (lastMMLockReleaseTime + std::chrono::milliseconds { 2 }); if (renderThread->isListChanging()) return RenderStatus::messageThreadAborted; doWorkWhileWaitingForLock (contextActivator); scopedLock.emplace (mmLock); // If we can't get the lock here, it's probably because a context has been removed // on the main thread. // We return, just in case this renderer needs to be removed from the rendering thread. // If another renderer is being removed instead, then we should be able to get the lock // next time round. if (! scopedLock->isLocked()) return RenderStatus::messageThreadAborted; abortScope = true; } { NativeContext::Locker locker (*nativeContext); if (! contextActivator.activate (context)) return RenderStatus::noWork; JUCE_CHECK_OPENGL_ERROR doWorkWhileWaitingForLock (contextActivator); const auto currentAreaAndScale = areaAndScale.get(); const auto viewportArea = currentAreaAndScale.area; if (context.renderer != nullptr) { OpenGLRendering::SavedBinding vaoBinding; glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight()); context.currentRenderScale = currentAreaAndScale.scale; context.renderer->renderOpenGL(); clearGLError(); } if (context.renderComponents) { if (isUpdating) { paintComponent (currentAreaAndScale); if (! isFlagSet (state, StateFlags::initialised)) return RenderStatus::noWork; scopedLock.reset(); lastMMLockReleaseTime = std::chrono::steady_clock::now(); } glViewport (0, 0, viewportArea.getWidth(), viewportArea.getHeight()); drawComponentBuffer(); } } bufferSwapper.swap(); return RenderStatus::nominal; } void updateViewportSize() { JUCE_ASSERT_MESSAGE_THREAD if (auto* peer = component.getPeer()) { #if JUCE_MAC updateScreen(); const auto displayScale = Desktop::getInstance().getGlobalScaleFactor() * [this] { if (auto* view = getCurrentView()) { if ([view respondsToSelector: @selector (backingScaleFactor)]) return [(id) view backingScaleFactor]; if (auto* window = [view window]) return [window backingScaleFactor]; } return areaAndScale.get().scale; }(); #else const auto displayScale = Desktop::getInstance().getDisplays() .getDisplayForRect (component.getTopLevelComponent() ->getScreenBounds()) ->scale; #endif const auto localBounds = component.getLocalBounds(); const auto newArea = peer->getComponent().getLocalArea (&component, localBounds).withZeroOrigin() * displayScale; #if JUCE_WINDOWS && JUCE_WIN_PER_MONITOR_DPI_AWARE // Some hosts (Pro Tools 2022.7) do not take the current DPI into account when sizing // plugin editor windows. Instead of querying the OS for the DPI of the editor window, // we approximate based on the physical size of the window that was actually provided // for the context to draw into. This may break if the OpenGL context's component is // scaled differently in its width and height - but in this case, a single scale factor // isn't that helpful anyway. const auto newScale = (float) newArea.getWidth() / (float) localBounds.getWidth(); #else const auto newScale = (float) displayScale; #endif areaAndScale.set ({ newArea, newScale }, [&] { // Transform is only accessed when the message manager is locked transform = AffineTransform::scale ((float) newArea.getWidth() / (float) localBounds.getWidth(), (float) newArea.getHeight() / (float) localBounds.getHeight()); nativeContext->updateWindowPosition (peer->getAreaCoveredBy (component)); invalidateAll(); }); } } void checkViewportBounds() { auto screenBounds = component.getTopLevelComponent()->getScreenBounds(); if (lastScreenBounds != screenBounds) { updateViewportSize(); lastScreenBounds = screenBounds; } } void paintComponent (const AreaAndScale& currentAreaAndScale) { JUCE_ASSERT_MESSAGE_MANAGER_IS_LOCKED // you mustn't set your own cached image object when attaching a GL context! jassert (get (component) == this); if (! ensureFrameBufferSize (currentAreaAndScale.area)) return; RectangleList invalid (currentAreaAndScale.area); invalid.subtract (validArea); validArea = currentAreaAndScale.area; if (! invalid.isEmpty()) { clearRegionInFrameBuffer (invalid); { std::unique_ptr g (createOpenGLGraphicsContext (context, cachedImageFrameBuffer)); g->clipToRectangleList (invalid); g->addTransform (transform); paintOwner (*g); JUCE_CHECK_OPENGL_ERROR } } JUCE_CHECK_OPENGL_ERROR } void drawComponentBuffer() { if (! OpenGLRendering::TraitsVAO::isCoreProfile()) glEnable (GL_TEXTURE_2D); #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()); const Rectangle 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(); #if JUCE_MAC if (isFlagSet (state, StateFlags::initialised)) { [nativeContext->view update]; // We're already on the message thread, no need to lock it again. MessageManager::Lock mml; renderFrame (mml); } #endif } //============================================================================== InitResult initialiseOnThread() { // On android, this can get called twice, so drop any previous state. associatedObjectNames.clear(); associatedObjects.clear(); cachedImageFrameBuffer.release(); context.makeActive(); if (const auto nativeResult = nativeContext->initialiseOnRenderThread (context); nativeResult != InitResult::success) return nativeResult; #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(); #if JUCE_DEBUG if (getOpenGLVersion() >= Version { 4, 3 } && glDebugMessageCallback != nullptr) { glEnable (GL_DEBUG_OUTPUT); glEnable (GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback ([] (GLenum, GLenum type, GLuint, GLenum severity, GLsizei, const GLchar* message, const void*) { // This may reiterate issues that are also flagged by JUCE_CHECK_OPENGL_ERROR. // The advantage of this callback is that it will catch *all* errors, even if we // forget to check manually. DBG ("OpenGL DBG message: " << message); jassert (type != GL_DEBUG_TYPE_ERROR && severity != GL_DEBUG_SEVERITY_HIGH); }, nullptr); } #endif const auto currentViewportArea = areaAndScale.get().area; glViewport (0, 0, currentViewportArea.getWidth(), currentViewportArea.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(); return InitResult::success; } //============================================================================== 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; }; void doWorkWhileWaitingForLock (ScopedContextActivator& contextActivator) { while (const auto work = workQueue.removeAndReturn (0)) { if (renderThread->isListChanging() || ! contextActivator.activate (context)) break; NativeContext::Locker locker (*nativeContext); (*work) (context); clearGLError(); } } void execute (OpenGLContext::AsyncWorker::Ptr workerToUse, bool shouldBlock) { if (! isFlagSet (state, StateFlags::pendingDestruction)) { if (shouldBlock) { auto blocker = new BlockingWorker (std::move (workerToUse)); OpenGLContext::AsyncWorker::Ptr worker (*blocker); workQueue.add (worker); renderThread->abortLock(); context.triggerRepaint(); blocker->block(); } else { workQueue.add (std::move (workerToUse)); renderThread->abortLock(); context.triggerRepaint(); } } else { jassertfalse; // you called execute AFTER you detached your OpenGLContext } } //============================================================================== static CachedImage* get (Component& c) noexcept { return dynamic_cast (c.getCachedComponentImage()); } class RenderThread { public: RenderThread() = default; ~RenderThread() { flags.setDestructing(); thread.join(); } void add (CachedImage* x) { const std::scoped_lock lock { listMutex }; images.push_back (x); } void remove (CachedImage* x) { JUCE_ASSERT_MESSAGE_THREAD; flags.setSafe (false); abortLock(); { const std::scoped_lock lock { callbackMutex, listMutex }; images.remove (x); } flags.setSafe (true); } bool contains (CachedImage* x) { const std::scoped_lock lock { listMutex }; return std::find (images.cbegin(), images.cend(), x) != images.cend(); } void triggerRepaint() { flags.setRenderRequested(); } void abortLock() { messageManagerLock.abort(); } bool isListChanging() { return ! flags.isSafe(); } private: RenderStatus renderAll() { auto result = RenderStatus::noWork; const std::scoped_lock lock { callbackMutex, listMutex }; for (auto* x : images) { listMutex.unlock(); const ScopeGuard scope { [&] { listMutex.lock(); } }; const auto status = x->renderFrame (messageManagerLock); switch (status) { case RenderStatus::noWork: break; case RenderStatus::nominal: result = RenderStatus::nominal; break; case RenderStatus::messageThreadAborted: return RenderStatus::messageThreadAborted; } } return result; } /* Allows the main thread to communicate changes to the render thread. When the render thread needs to change in some way (asked to resume rendering, a renderer is added/removed, or the thread needs to stop prior to destruction), the main thread can set the appropriate flag on this structure. The render thread will call waitForWork() repeatedly, pausing when the render thread has no work to do, and resuming when requested by the main thread. */ class Flags { public: void setDestructing() { update ([] (auto& f) { f |= destructorCalled; }); } void setRenderRequested() { update ([] (auto& f) { f |= renderRequested; }); } void setSafe (const bool safe) { update ([safe] (auto& f) { if (safe) f |= listSafe; else f &= ~listSafe; }); } bool isSafe() { const std::scoped_lock lock { mutex }; return (flags & listSafe) != 0; } /* Blocks until the 'safe' flag is set, and at least one other flag is set. After returning, the renderRequested flag will be unset. Returns true if rendering should continue. */ bool waitForWork (bool requestRender) { std::unique_lock lock { mutex }; flags |= (requestRender ? renderRequested : 0); condvar.wait (lock, [this] { return flags > listSafe; }); flags &= ~renderRequested; return ((flags & destructorCalled) == 0); } private: template void update (Fn fn) { { const std::scoped_lock lock { mutex }; fn (flags); } condvar.notify_one(); } enum { renderRequested = 1 << 0, destructorCalled = 1 << 1, listSafe = 1 << 2 }; std::mutex mutex; std::condition_variable condvar; int flags = listSafe; }; MessageManager::Lock messageManagerLock; std::mutex listMutex, callbackMutex; std::list images; Flags flags; std::thread thread { [this] { Thread::setCurrentThreadName ("OpenGL Renderer"); while (flags.waitForWork (renderAll() != RenderStatus::noWork)) {} } }; }; void refreshDisplayLinkConnection() { #if JUCE_MAC if (context.continuousRepaint) { connection.emplace (sharedDisplayLinks->registerFactory ([this] (CGDirectDisplayID display) { return [this, display] { if (display == lastDisplay) triggerRepaint(); }; })); } else { connection.reset(); } #endif } //============================================================================== class BufferSwapper : private AsyncUpdater { public: explicit BufferSwapper (CachedImage& img) : image (img) {} ~BufferSwapper() override { cancelPendingUpdate(); } void swap() { static const auto swapBuffersOnMainThread = [] { const auto os = SystemStats::getOperatingSystemType(); if ((os & SystemStats::MacOSX) != 0) return (os != SystemStats::MacOSX && os < SystemStats::MacOSX_10_14); return false; }(); if (swapBuffersOnMainThread && ! MessageManager::getInstance()->isThisTheMessageThread()) triggerAsyncUpdate(); else image.nativeContext->swapBuffers(); } private: void handleAsyncUpdate() override { ScopedContextActivator activator; activator.activate (image.context); NativeContext::Locker locker (*image.nativeContext); image.nativeContext->swapBuffers(); } CachedImage& image; }; //============================================================================== friend class NativeContext; std::unique_ptr nativeContext; OpenGLContext& context; Component& component; SharedResourcePointer renderThread; OpenGLFrameBuffer cachedImageFrameBuffer; RectangleList validArea; Rectangle lastScreenBounds; AffineTransform transform; LockedAreaAndScale areaAndScale; StringArray associatedObjectNames; ReferenceCountedArray associatedObjects; WaitableEvent canPaintNowFlag, finishedPaintingFlag; #if JUCE_OPENGL_ES bool shadersAvailable = true; #else bool shadersAvailable = false; #endif bool textureNpotSupported = false; std::chrono::steady_clock::time_point lastMMLockReleaseTime{}; BufferSwapper bufferSwapper { *this }; #if JUCE_MAC NSView* getCurrentView() const { JUCE_ASSERT_MESSAGE_THREAD; if (auto* peer = component.getPeer()) return static_cast (peer->getNativeHandle()); return nullptr; } NSWindow* getCurrentWindow() const { JUCE_ASSERT_MESSAGE_THREAD; if (auto* view = getCurrentView()) return [view window]; return nullptr; } NSScreen* getCurrentScreen() const { JUCE_ASSERT_MESSAGE_THREAD; if (auto* window = getCurrentWindow()) return [window screen]; return nullptr; } void updateScreen() { const auto screen = getCurrentScreen(); const auto display = ScopedDisplayLink::getDisplayIdForScreen (screen); if (lastDisplay.exchange (display) == display) return; const auto newRefreshPeriod = sharedDisplayLinks->getNominalVideoRefreshPeriodSForScreen (display); if (newRefreshPeriod != 0.0 && ! approximatelyEqual (std::exchange (refreshPeriod, newRefreshPeriod), newRefreshPeriod)) nativeContext->setNominalVideoRefreshPeriodS (newRefreshPeriod); updateColourSpace(); } void updateColourSpace() { if (auto* view = nativeContext->getNSView()) if (auto* window = [view window]) [window setColorSpace: [NSColorSpace sRGBColorSpace]]; } std::atomic lastDisplay { 0 }; double refreshPeriod = 0.0; FunctionNotificationCenterObserver observer { NSWindowDidChangeScreenNotification, getCurrentWindow(), [this] { updateScreen(); } }; // Note: the NSViewComponentPeer also has a SharedResourcePointer to // avoid unnecessarily duplicating display-link threads. SharedResourcePointer sharedDisplayLinks; // On macOS, rather than letting swapBuffers block as appropriate, we use a display link // callback to mark the view as needing to repaint. std::optional connection; #endif enum StateFlags { pendingRender = 1 << 0, paintComponents = 1 << 1, pendingDestruction = 1 << 2, initialised = 1 << 3, // Flags that should retain their state after each frame persistent = initialised | pendingDestruction }; std::atomic state { 0 }; ReferenceCountedArray workQueue; #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 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(); 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)); } if (auto* cachedImage = getCachedImage()) cachedImage->refreshDisplayLinkConnection(); #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 currentThreadActiveContext; OpenGLContext* OpenGLContext::getCurrentContext() { return currentThreadActiveContext.get(); } bool OpenGLContext::makeActive() const noexcept { auto& current = currentThreadActiveContext.get(); if (nativeContext != nullptr && nativeContext->makeActive()) { current = const_cast (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; } bool OpenGLContext::isCoreProfile() const { auto* c = getCachedImage(); return c != nullptr && OpenGLRendering::TraitsVAO::isCoreProfile(); } 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& targetClipArea, const Rectangle& 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()) { OpenGLRendering::SavedBinding vaoBinding; struct OverlayShaderProgram : public ReferenceCountedObject { OverlayShaderProgram (OpenGLContext& context) : program (context), params (program) {} static const OverlayShaderProgram& select (OpenGLContext& context) { static const char programValueID[] = "juceGLComponentOverlayShader"; OverlayShaderProgram* program = static_cast (context.getAssociatedObject (programValueID)); if (program == nullptr) { program = new OverlayShaderProgram (context); context.setAssociatedObject (programValueID, program); } program->program.use(); return *program; } struct BuiltProgram : public OpenGLShaderProgram { explicit BuiltProgram (OpenGLContext& ctx) : OpenGLShaderProgram (ctx) { 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);" "}")); addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 ( "uniform sampler2D imageTexture;" "varying " JUCE_HIGHP " vec2 texturePos;" "void main()" "{" "gl_FragColor = texture2D (imageTexture, texturePos);" "}")); 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& 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; }; BuiltProgram program; 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); OpenGLRendering::SavedBinding savedArrayBuffer; 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.glDisableVertexAttribArray (index); } else { clearGLError(); } } else { jassert (attachment == nullptr); // Running on an old graphics card! } JUCE_CHECK_OPENGL_ERROR } #if JUCE_ANDROID void OpenGLContext::NativeContext::surfaceCreated (LocalRef) { { const std::lock_guard lock { nativeHandleMutex }; jassert (hasInitialised); // has the context already attached? jassert (surface.get() == EGL_NO_SURFACE && context.get() == EGL_NO_CONTEXT); const auto window = getNativeWindow(); if (window == nullptr) { // failed to get a pointer to the native window so bail out jassertfalse; return; } // create the surface surface.reset (eglCreateWindowSurface (display, config, window.get(), nullptr)); jassert (surface.get() != EGL_NO_SURFACE); // create the OpenGL context EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; context.reset (eglCreateContext (display, config, EGL_NO_CONTEXT, contextAttribs)); jassert (context.get() != EGL_NO_CONTEXT); } if (auto* cached = CachedImage::get (component)) { cached->resume(); cached->triggerRepaint(); } } void OpenGLContext::NativeContext::surfaceDestroyed (LocalRef) { if (auto* cached = CachedImage::get (component)) cached->pause(); { const std::lock_guard lock { nativeHandleMutex }; context.reset (EGL_NO_CONTEXT); surface.reset (EGL_NO_SURFACE); } } #endif } // namespace juce