@interface VLCOpenGLVideoView : NSOpenGLView
{
vout_display_t *vd;
+ BOOL _hasPendingReshape;
}
- (void)setVoutDisplay:(vout_display_t *)vd;
+- (void)setVoutFlushing:(BOOL)flushing;
@end
msg_Dbg(vd, "No drawable-nsobject, passing over.");
goto error;
}
+ vout_display_DeleteWindow(vd, NULL);
/* This will be released in Close(), on
* main thread, after we are done using it. */
/* We don't wait, that means that we'll have to be careful about releasing
* container.
* That's why we'll release on main thread in Close(). */
- [(id)container performSelectorOnMainThread:@selector(addVoutSubview:) withObject:sys->glView waitUntilDone:NO];
+ if ([(id)container respondsToSelector:@selector(addVoutSubview:)])
+ [(id)container performSelectorOnMainThread:@selector(addVoutSubview:) withObject:sys->glView waitUntilDone:NO];
+ else if ([container isKindOfClass:[NSView class]])
+ {
+ NSView *parentView = container;
+ [parentView performSelectorOnMainThread:@selector(addSubview:) withObject:sys->glView waitUntilDone:NO];
+ [sys->glView performSelectorOnMainThread:@selector(setFrame:) withObject:[NSValue valueWithRect:[parentView bounds]] waitUntilDone:NO];
+ }
+ else
+ {
+ msg_Err(vd, "Invalid drawable-nsobject object. drawable-nsobject must either be an NSView or comply to the @protocol VLCOpenGLVideoViewEmbedding.");
+ goto error;
+ }
+
+
[nsPool release];
nsPool = nil;
[sys->glView setVoutDisplay:nil];
var_Destroy(vd, "drawable-nsobject");
- /* This will retain sys->glView */
- [(id)sys->container performSelectorOnMainThread:@selector(removeVoutSubview:) withObject:sys->glView waitUntilDone:NO];
+ if ([(id)sys->container respondsToSelector:@selector(removeVoutSubview:)])
+ {
+ /* This will retain sys->glView */
+ [(id)sys->container performSelectorOnMainThread:@selector(removeVoutSubview:) withObject:sys->glView waitUntilDone:NO];
+ }
/* release on main thread as explained in Open() */
[(id)sys->container performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:NO];
[sys->glView performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:NO];
static void PictureDisplay(vout_display_t *vd, picture_t *pic)
{
vout_display_sys_t *sys = vd->sys;
+ [sys->glView setVoutFlushing:YES];
vout_display_opengl_Display(&sys->vgl, &vd->fmt );
+ [sys->glView setVoutFlushing:NO];
picture_Release (pic);
sys->has_first_frame = true;
}
return nil;
self = [super initWithFrame:NSMakeRect(0,0,10,10) pixelFormat:fmt];
+ [fmt release];
+
if (!self)
return nil;
GLint params[] = { 1 };
CGLSetParameter([[self openGLContext] CGLContextObj], kCGLCPSwapInterval, params);
+ [self setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
return self;
}
}
}
+
+/**
+ * Gets called when the vout will aquire the lock and flush.
+ * (Non main thread).
+ */
+- (void)setVoutFlushing:(BOOL)flushing
+{
+ if (!flushing)
+ return;
+ @synchronized(self) {
+ _hasPendingReshape = NO;
+ }
+}
+
+/**
+ * Can -drawRect skip rendering?.
+ */
+- (BOOL)canSkipRendering
+{
+ VLCAssertMainThread();
+
+ @synchronized(self) {
+ BOOL hasFirstFrame = vd && vd->sys->has_first_frame;
+ return !_hasPendingReshape && hasFirstFrame;
+ }
+}
+
+
/**
* Local method that locks the gl context.
*/
- (BOOL)lockgl
{
VLCAssertMainThread();
- CGLError err = CGLLockContext([[self openGLContext] CGLContextObj]);
+ NSOpenGLContext *context = [self openGLContext];
+ CGLError err = CGLLockContext([context CGLContextObj]);
+ if (err == kCGLNoError)
+ [context makeCurrentContext];
return err == kCGLNoError;
}
{
VLCAssertMainThread();
+ // We may have taken some times to take the opengl Lock.
+ // Check here to see if we can just skip the frame as well.
+ if ([self canSkipRendering])
+ return;
+
+ BOOL hasFirstFrame;
@synchronized(self) { // vd can be accessed from multiple threads
- if (vd && vd->sys->has_first_frame)
- {
- // This will lock gl.
- vout_display_opengl_Display( &vd->sys->vgl, &vd->source );
- }
- else {
- glClear(GL_COLOR_BUFFER_BIT);
- }
+ hasFirstFrame = vd && vd->sys->has_first_frame;
+ }
+ if (hasFirstFrame) {
+ // This will lock gl.
+ vout_display_opengl_Display( &vd->sys->vgl, &vd->source );
}
+ else
+ glClear(GL_COLOR_BUFFER_BIT);
}
/**
}
}
- [self lockgl];
- glClearColor(0, 0, 0, 1);
- glViewport((width - x) / 2, (height - y) / 2, x, y);
- [self unlockgl];
+ if ([self lockgl]) {
+ glViewport((width - x) / 2, (height - y) / 2, x, y);
+
+ @synchronized(self) {
+ // This may be cleared before -drawRect is being called,
+ // in this case we'll skip the rendering.
+ // This will save us for rendering two frames (or more) for nothing
+ // (one by the vout, one (or more) by drawRect)
+ _hasPendingReshape = YES;
+ }
- [super reshape];
+ [self unlockgl];
+
+ [super reshape];
+ }
}
/**
- (void)drawRect:(NSRect) rect
{
VLCAssertMainThread();
+
+ if ([self canSkipRendering])
+ return;
+
BOOL success = [self lockgl];
if (!success)
return;