Change: [OSX] Use a layer-backed view to speed up drawing.

pull/221/head
Michael Lutz 3 years ago
parent 2a8c3a2cf6
commit 43326d11d8

@ -131,6 +131,7 @@ if(NOT WIN32)
find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox)
find_library(AUDIOUNIT_LIBRARY AudioUnit)
find_library(COCOA_LIBRARY Cocoa)
find_library(QUARTZCORE_LIBRARY QuartzCore)
endif()
endif()
@ -163,6 +164,9 @@ if(APPLE)
if(NOT COCOA_LIBRARY)
message(FATAL_ERROR "Cocoa is required for this platform")
endif()
if(NOT QUARTZCORE_LIBRARY)
message(FATAL_ERROR "QuartzCore is required for this platform")
endif()
endif()
if(OPTION_PACKAGE_DEPENDENCIES)
@ -250,6 +254,7 @@ if(APPLE)
${AUDIOTOOLBOX_LIBRARY}
${AUDIOUNIT_LIBRARY}
${COCOA_LIBRARY}
${QUARTZCORE_LIBRARY}
)
add_definitions(

@ -100,8 +100,6 @@ static uint32 GetTick()
VideoDriver_Cocoa *driver;
}
- (instancetype)initWithFrame:(NSRect)frameRect andDriver:(VideoDriver_Cocoa *)drv;
- (void)drawRect:(NSRect)invalidRect;
@end
@ -708,6 +706,12 @@ void VideoDriver_Cocoa::GameLoop()
{
if (self = [ super initWithFrame:frameRect ]) {
self->driver = drv;
/* We manage our content updates ourselves. */
self.layerContentsRedrawPolicy = NSViewLayerContentsRedrawOnSetNeedsDisplay;
self.wantsLayer = YES;
self.layer.magnificationFilter = kCAFilterNearest;
}
return self;
}
@ -722,80 +726,18 @@ void VideoDriver_Cocoa::GameLoop()
return YES;
}
- (void)drawRect:(NSRect)invalidRect
- (BOOL)wantsUpdateLayer
{
if (driver->cgcontext == nullptr) return;
NSGraphicsContext *ctx = [ NSGraphicsContext currentContext ];
CGContextRef viewContext = [ ctx respondsToSelector:@selector(CGContext) ] ? [ ctx CGContext ] : (CGContextRef)[ ctx graphicsPort ];
CGContextSetShouldAntialias(viewContext, FALSE);
CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone);
return YES;
}
/* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */
const NSRect *dirtyRects;
NSInteger dirtyRectCount;
[ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ];
- (void)updateLayer
{
if (driver->cgcontext == nullptr) return;
/* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */
/* Set layer contents to our backing buffer, which avoids needless copying. */
CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext);
/* Calculate total area we are blitting */
uint32 blitArea = 0;
for (int n = 0; n < dirtyRectCount; n++) {
blitArea += (uint32)(dirtyRects[n].size.width * dirtyRects[n].size.height);
}
/*
* This might be completely stupid, but in my extremely subjective opinion it feels faster
* The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty
* rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass.
* Feel free to remove or find an even better value than 50% ... / blackis
*/
NSRect frameRect = [ self frame ];
if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) {
NSRect rect = invalidRect;
CGRect clipRect;
CGRect blitRect;
blitRect.origin.x = rect.origin.x;
blitRect.origin.y = rect.origin.y;
blitRect.size.width = rect.size.width;
blitRect.size.height = rect.size.height;
clipRect.origin.x = rect.origin.x;
clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
clipRect.size.width = rect.size.width;
clipRect.size.height = rect.size.height;
/* Blit dirty part of image */
CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
CGContextDrawImage(viewContext, blitRect, clippedImage);
CGImageRelease(clippedImage);
} else {
for (int n = 0; n < dirtyRectCount; n++) {
NSRect rect = dirtyRects[n];
CGRect clipRect;
CGRect blitRect;
blitRect.origin.x = rect.origin.x;
blitRect.origin.y = rect.origin.y;
blitRect.size.width = rect.size.width;
blitRect.size.height = rect.size.height;
clipRect.origin.x = rect.origin.x;
clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
clipRect.size.width = rect.size.width;
clipRect.size.height = rect.size.height;
/* Blit dirty part of image */
CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
CGContextDrawImage(viewContext, blitRect, clippedImage);
CGImageRelease(clippedImage);
}
}
self.layer.contents = (__bridge id)fullImage;
CGImageRelease(fullImage);
}

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