|
|
|
@ -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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|