NSGL: Remove problematic swap interval workaround

Fixes #1483.

(cherry picked from commit 54e8e0b092)
This commit is contained in:
Camilla Löwy 2019-11-07 15:13:49 +01:00 committed by Camilla Löwy
parent 7c9d0081e3
commit ccb54c3e05
4 changed files with 9 additions and 89 deletions

View File

@ -143,6 +143,7 @@ information on what to include when reporting a bug.
- [Wayland] Bugfix: The `GLFW_HAND_CURSOR` shape used the wrong image (#1432)
- [NSGL] Bugfix: `GLFW_COCOA_RETINA_FRAMEBUFFER` had no effect on newer
macOS versions (#1442)
- [NSGL] Bugfix: Workaround for swap interval on 10.14 broke on 10.12 (#1483)
## Contact

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@ -322,12 +322,6 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
_glfwInputWindowFocus(window, GLFW_FALSE);
}
- (void)windowDidChangeScreen:(NSNotification *)notification
{
if (window->context.source == GLFW_NATIVE_CONTEXT_API)
_glfwUpdateDisplayLinkDisplayNSGL(window);
}
@end

View File

@ -44,10 +44,6 @@ typedef struct _GLFWcontextNSGL
{
id pixelFormat;
id object;
CVDisplayLinkRef displayLink;
atomic_int swapInterval;
int swapIntervalsPassed;
id swapIntervalCond;
} _GLFWcontextNSGL;
@ -67,5 +63,4 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContextNSGL(_GLFWwindow* window);
void _glfwUpdateDisplayLinkDisplayNSGL(_GLFWwindow* window);

View File

@ -28,30 +28,6 @@
#include "internal.h"
// Display link callback for manual swap interval implementation
// This is based on a similar workaround added to SDL2
//
static CVReturn displayLinkCallback(CVDisplayLinkRef displayLink,
const CVTimeStamp* now,
const CVTimeStamp* outputTime,
CVOptionFlags flagsIn,
CVOptionFlags* flagsOut,
void* userInfo)
{
_GLFWwindow* window = (_GLFWwindow *) userInfo;
const int interval = atomic_load(&window->context.nsgl.swapInterval);
if (interval > 0)
{
[window->context.nsgl.swapIntervalCond lock];
window->context.nsgl.swapIntervalsPassed++;
[window->context.nsgl.swapIntervalCond signal];
[window->context.nsgl.swapIntervalCond unlock];
}
return kCVReturnSuccess;
}
static void makeContextCurrentNSGL(_GLFWwindow* window)
{
@autoreleasepool {
@ -69,33 +45,21 @@ static void makeContextCurrentNSGL(_GLFWwindow* window)
static void swapBuffersNSGL(_GLFWwindow* window)
{
@autoreleasepool {
const int interval = atomic_load(&window->context.nsgl.swapInterval);
if (interval > 0)
{
[window->context.nsgl.swapIntervalCond lock];
do
{
[window->context.nsgl.swapIntervalCond wait];
} while (window->context.nsgl.swapIntervalsPassed % interval != 0);
window->context.nsgl.swapIntervalsPassed = 0;
[window->context.nsgl.swapIntervalCond unlock];
}
// ARP appears to be unnecessary, but this is future-proof
[window->context.nsgl.object flushBuffer];
} // autoreleasepool
}
static void swapIntervalNSGL(int interval)
{
@autoreleasepool {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
atomic_store(&window->context.nsgl.swapInterval, interval);
[window->context.nsgl.swapIntervalCond lock];
window->context.nsgl.swapIntervalsPassed = 0;
[window->context.nsgl.swapIntervalCond unlock];
NSOpenGLContext* context = [NSOpenGLContext currentContext];
if (context)
{
[context setValues:&interval
forParameter:NSOpenGLContextParameterSwapInterval];
}
} // autoreleasepool
}
@ -123,17 +87,6 @@ static void destroyContextNSGL(_GLFWwindow* window)
{
@autoreleasepool {
if (window->context.nsgl.displayLink)
{
if (CVDisplayLinkIsRunning(window->context.nsgl.displayLink))
CVDisplayLinkStop(window->context.nsgl.displayLink);
CVDisplayLinkRelease(window->context.nsgl.displayLink);
}
[window->context.nsgl.swapIntervalCond release];
window->context.nsgl.swapIntervalCond = nil;
[window->context.nsgl.pixelFormat release];
window->context.nsgl.pixelFormat = nil;
@ -363,14 +316,8 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
[window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.retina];
GLint interval = 0;
[window->context.nsgl.object setValues:&interval
forParameter:NSOpenGLContextParameterSwapInterval];
[window->context.nsgl.object setView:window->ns.view];
window->context.nsgl.swapIntervalCond = [NSCondition new];
window->context.makeCurrent = makeContextCurrentNSGL;
window->context.swapBuffers = swapBuffersNSGL;
window->context.swapInterval = swapIntervalNSGL;
@ -378,26 +325,9 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
window->context.getProcAddress = getProcAddressNSGL;
window->context.destroy = destroyContextNSGL;
CVDisplayLinkCreateWithActiveCGDisplays(&window->context.nsgl.displayLink);
CVDisplayLinkSetOutputCallback(window->context.nsgl.displayLink,
&displayLinkCallback,
window);
CVDisplayLinkStart(window->context.nsgl.displayLink);
_glfwUpdateDisplayLinkDisplayNSGL(window);
return GLFW_TRUE;
}
void _glfwUpdateDisplayLinkDisplayNSGL(_GLFWwindow* window)
{
CGDirectDisplayID displayID =
[[[window->ns.object screen] deviceDescription][@"NSScreenNumber"] unsignedIntValue];
if (!displayID)
return;
CVDisplayLinkSetCurrentCGDisplay(window->context.nsgl.displayLink, displayID);
}
//////////////////////////////////////////////////////////////////////////
////// GLFW native API //////