/* RetroArch - A frontend for libretro. * Copyright (C) 2013 - Jason Fetters * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #import "RetroArch_Apple.h" #include "rarch_wrapper.h" #include "../../general.h" #include "gfx/gfx_common.h" #include "gfx/gfx_context.h" // Define compatibility symbols and categories #ifdef IOS #include #include #include #include #include #include #define APP_HAS_FOCUS ([UIApplication sharedApplication].applicationState == UIApplicationStateActive) #define GLContextClass EAGLContext #define GLAPIType GFX_CTX_OPENGL_ES_API #define GLFrameworkID CFSTR("com.apple.opengles") #define RAScreen UIScreen @interface EAGLContext (OSXCompat) @end @implementation EAGLContext (OSXCompat) + (void)clearCurrentContext { EAGLContext.currentContext = nil; } - (void)makeCurrentContext { EAGLContext.currentContext = self; } @end #elif defined(OSX) #define APP_HAS_FOCUS ([NSApp isActive]) #define GLContextClass NSOpenGLContext #define GLAPIType GFX_CTX_OPENGL_API #define GLFrameworkID CFSTR("com.apple.opengl") #define RAScreen NSScreen #define g_view g_instance // < RAGameView is a container on iOS; on OSX these are both the same object @interface NSScreen (IOSCompat) @end @implementation NSScreen (IOSCompat) - (CGRect)bounds { CGRect cgrect = NSRectToCGRect(self.frame); return CGRectMake(0, 0, CGRectGetWidth(cgrect), CGRectGetHeight(cgrect)); } - (float) scale { return 1.0f; } @end #endif #ifdef IOS #include #import "views.h" static const float ALMOST_INVISIBLE = .021f; static GLKView* g_view; static UIView* g_pause_indicator_view; // Camera static AVCaptureSession *_session; static NSString *_sessionPreset; CVOpenGLESTextureCacheRef textureCache; GLuint outputTexture; static bool newFrame = false; #elif defined(OSX) #include "apple_input.h" static bool g_has_went_fullscreen; static NSOpenGLPixelFormat* g_format; #endif static bool g_initialized; static RAGameView* g_instance; static GLContextClass* g_context; static int g_fast_forward_skips; static bool g_is_syncing = true; @implementation RAGameView + (RAGameView*)get { if (!g_instance) g_instance = [RAGameView new]; return g_instance; } #ifdef OSX - (id)init { self = [super init]; self.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable; return self; } - (void)setFrame:(NSRect)frameRect { [super setFrame:frameRect]; if (g_view && g_context) [g_context update]; } - (void)display { [g_context flushBuffer]; } // Stop the annoying sound when pressing a key - (BOOL)acceptsFirstResponder { return YES; } - (BOOL)isFlipped { return YES; } - (void)keyDown:(NSEvent*)theEvent { } #elif defined(IOS) // < iOS Pause menu and lifecycle - (id)init { self = [super init]; UINib *xib = [UINib nibWithNibName:@"PauseIndicatorView" bundle:nil]; g_pause_indicator_view = [[xib instantiateWithOwner:[RetroArch_iOS get] options:nil] lastObject]; g_view = [GLKView new]; g_view.multipleTouchEnabled = YES; g_view.enableSetNeedsDisplay = NO; [g_view addSubview:g_pause_indicator_view]; self.view = g_view; return self; } // Pause Menus - (void)viewWillLayoutSubviews { UIInterfaceOrientation orientation = self.interfaceOrientation; CGRect screenSize = [[UIScreen mainScreen] bounds]; const float width = ((int)orientation < 3) ? CGRectGetWidth(screenSize) : CGRectGetHeight(screenSize); const float height = ((int)orientation < 3) ? CGRectGetHeight(screenSize) : CGRectGetWidth(screenSize); float tenpctw = width / 10.0f; float tenpcth = height / 10.0f; g_pause_indicator_view.frame = CGRectMake(tenpctw * 4.0f, 0.0f, tenpctw * 2.0f, tenpcth); [g_pause_indicator_view viewWithTag:1].frame = CGRectMake(0, 0, tenpctw * 2.0f, tenpcth); } - (void)hidePauseButton { [UIView animateWithDuration:0.2 animations:^{ g_pause_indicator_view.alpha = ALMOST_INVISIBLE; } completion:^(BOOL finished) { } ]; } void event_process_camera_frame(void* pixelBufferPtr) { CVPixelBufferRef pixelBuffer = (CVPixelBufferRef)pixelBufferPtr; int width, height; CVReturn ret; width = CVPixelBufferGetWidth(pixelBuffer); height = CVPixelBufferGetHeight(pixelBuffer); CVPixelBufferLockBaseAddress(pixelBuffer, 0); CVOpenGLESTextureRef renderTexture; //TODO - rewrite all this // create a texture from our render target. // textureCache will be what you previously made with CVOpenGLESTextureCacheCreate ret = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RGBA, width, height, GL_BGRA, GL_UNSIGNED_BYTE, 0, &renderTexture); if (!renderTexture || ret) { RARCH_ERR("ioscamera: CVOpenGLESTextureCacheCreateTextureFromImage failed.\n"); return; } outputTexture = CVOpenGLESTextureGetName(renderTexture); glBindTexture(GL_TEXTURE_2D, outputTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CVPixelBufferUnlockBaseAddress(pixelBuffer, 0); [[NSNotificationCenter defaultCenter] postNotificationName:@"NewCameraTextureReady" object:nil]; newFrame = true; glBindTexture(GL_TEXTURE_2D, 0); CVOpenGLESTextureCacheFlush(textureCache, 0); CFRelease(renderTexture); CFRelease(pixelBuffer); pixelBuffer = 0; } - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { // TODO: Don't post if event queue is full CVPixelBufferRef pixelBuffer = CVPixelBufferRetain(CMSampleBufferGetImageBuffer(sampleBuffer)); apple_frontend_post_event(event_process_camera_frame, pixelBuffer);} - (void) onCameraInit { CVReturn ret; int width, height; //FIXME - dehardcode this width = 640; height = 480; #if COREVIDEO_USE_EAGLCONTEXT_CLASS_IN_API ret = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, g_context, NULL, &textureCache); #else ret = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, (__bridge void *)g_context, NULL, &textureCache); #endif //-- Setup Capture Session. _session = [[AVCaptureSession alloc] init]; [_session beginConfiguration]; // TODO: dehardcode this based on device capabilities _sessionPreset = AVCaptureSessionPreset640x480; //-- Set preset session size. [_session setSessionPreset:_sessionPreset]; //-- Creata a video device and input from that Device. Add the input to the capture session. AVCaptureDevice * videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; if(videoDevice == nil) assert(0); //-- Add the device to the session. NSError *error; AVCaptureDeviceInput *input = [AVCaptureDeviceInput deviceInputWithDevice:videoDevice error:&error]; if(error) { RARCH_ERR("video device input %s\n", error.localizedDescription.UTF8String); assert(0); } [_session addInput:input]; //-- Create the output for the capture session. AVCaptureVideoDataOutput * dataOutput = [[AVCaptureVideoDataOutput alloc] init]; [dataOutput setAlwaysDiscardsLateVideoFrames:NO]; // Probably want to set this to NO when recording [dataOutput setVideoSettings:[NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey:(id)kCVPixelBufferPixelFormatTypeKey]]; // Set dispatch to be on the main thread so OpenGL can do things with the data [dataOutput setSampleBufferDelegate:self queue:dispatch_get_main_queue()]; [_session addOutput:dataOutput]; [_session commitConfiguration]; } - (void) onCameraStart { [_session startRunning]; } - (void) onCameraStop { [_session stopRunning]; } - (void) onCameraFree { CVOpenGLESTextureCacheFlush(textureCache, 0); CFRelease(textureCache); } #endif @end static RAScreen* get_chosen_screen() { #ifdef MAC_OS_X_VERSION_10_7 @autoreleasepool { if (g_settings.video.monitor_index >= RAScreen.screens.count) { RARCH_WARN("video_monitor_index is greater than the number of connected monitors; using main screen instead.\n"); return RAScreen.mainScreen; } NSArray *screens = [RAScreen screens]; RAScreen *s = (RAScreen*)[screens objectAtIndex:g_settings.video.monitor_index]; return s; } #else NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; if (g_settings.video.monitor_index >= RAScreen.screens.count) { RARCH_WARN("video_monitor_index is greater than the number of connected monitors; using main screen instead.\n"); [pool drain]; return RAScreen.mainScreen; } NSArray *screens = [RAScreen screens]; RAScreen *s = (RAScreen*)[screens objectAtIndex:g_settings.video.monitor_index]; [pool drain]; return s; #endif } bool apple_gfx_ctx_init(void) { dispatch_sync(dispatch_get_main_queue(), ^{ // Make sure the view was created [RAGameView get]; #ifdef IOS // Show pause button for a few seconds, so people know it's there g_pause_indicator_view.alpha = 1.0f; [NSObject cancelPreviousPerformRequestsWithTarget:g_instance]; [g_instance performSelector:@selector(hidePauseButton) withObject:g_instance afterDelay:3.0f]; #endif }); g_initialized = true; return true; } void apple_gfx_ctx_destroy(void) { g_initialized = false; [GLContextClass clearCurrentContext]; dispatch_sync(dispatch_get_main_queue(), ^{ #ifdef IOS g_view.context = nil; #endif [GLContextClass clearCurrentContext]; g_context = nil; }); } bool apple_gfx_ctx_bind_api(enum gfx_ctx_api api, unsigned major, unsigned minor) { if (api != GLAPIType) return false; [GLContextClass clearCurrentContext]; dispatch_sync(dispatch_get_main_queue(), ^{ [GLContextClass clearCurrentContext]; #ifdef OSX [g_context clearDrawable]; g_context = nil; g_format = nil; NSOpenGLPixelFormatAttribute attributes [] = { NSOpenGLPFADoubleBuffer, // double buffered NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)16, // 16 bit depth buffer #ifdef MAC_OS_X_VERSION_10_7 (major || minor) ? NSOpenGLPFAOpenGLProfile : 0, (major << 12) | (minor << 8), #endif (NSOpenGLPixelFormatAttribute)nil }; g_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; g_context = [[NSOpenGLContext alloc] initWithFormat:g_format shareContext:nil]; g_context.view = g_view; #else g_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; g_view.context = g_context; #endif [g_context makeCurrentContext]; }); [g_context makeCurrentContext]; return true; } void apple_gfx_ctx_swap_interval(unsigned interval) { #ifdef IOS // < No way to disable Vsync on iOS? // Just skip presents so fast forward still works. g_is_syncing = interval ? true : false; g_fast_forward_skips = interval ? 0 : 3; #elif defined(OSX) GLint value = interval ? 1 : 0; [g_context setValues:&value forParameter:NSOpenGLCPSwapInterval]; #endif } bool apple_gfx_ctx_set_video_mode(unsigned width, unsigned height, bool fullscreen) { #ifdef OSX dispatch_sync(dispatch_get_main_queue(), ^{ // TODO: Sceen mode support if (fullscreen && !g_has_went_fullscreen) { [g_view enterFullScreenMode:get_chosen_screen() withOptions:nil]; [NSCursor hide]; } else if (!fullscreen && g_has_went_fullscreen) { [g_view exitFullScreenModeWithOptions:nil]; [g_view.window makeFirstResponder:g_view]; [NSCursor unhide]; } g_has_went_fullscreen = fullscreen; if (!g_has_went_fullscreen) [g_view.window setContentSize:NSMakeSize(width, height)]; }); #endif // TODO: Maybe iOS users should be apple to show/hide the status bar here? return true; } void apple_gfx_ctx_get_video_size(unsigned* width, unsigned* height) { RAScreen* screen = get_chosen_screen(); CGRect size; if (g_initialized) { #if defined(OSX) && !defined(MAC_OS_X_VERSION_10_7) CGRect cgrect = NSRectToCGRect(g_view.frame); size = CGRectMake(0, 0, CGRectGetWidth(cgrect), CGRectGetHeight(cgrect)); #else size = g_view.bounds; #endif } else size = screen.bounds; *width = CGRectGetWidth(size) * screen.scale; *height = CGRectGetHeight(size) * screen.scale; } void apple_gfx_ctx_update_window_title(void) { static char buf[128], buf_fps[128]; bool fps_draw = g_settings.fps_show; bool got_text = gfx_get_fps(buf, sizeof(buf), fps_draw ? buf_fps : NULL, sizeof(buf_fps)); static const char* const text = buf; // < Can't access buf directly in the block (void)got_text; (void)text; #ifdef OSX if (got_text) { // NOTE: This could go bad if buf is updated again before this completes. // If it poses a problem it should be changed to dispatch_sync. dispatch_async(dispatch_get_main_queue(), ^{ g_view.window.title = [NSString stringWithCString:text encoding:NSUTF8StringEncoding]; }); } #endif if (fps_draw) msg_queue_push(g_extern.msg_queue, buf_fps, 1, 1); } bool apple_gfx_ctx_has_focus(void) { return APP_HAS_FOCUS; } void apple_gfx_ctx_swap_buffers() { if (--g_fast_forward_skips < 0) { dispatch_sync(dispatch_get_main_queue(), ^{ [g_view display]; }); g_fast_forward_skips = g_is_syncing ? 0 : 3; } } gfx_ctx_proc_t apple_gfx_ctx_get_proc_address(const char *symbol_name) { #ifdef MAC_OS_X_VERSION_10_7 return (gfx_ctx_proc_t)CFBundleGetFunctionPointerForName(CFBundleGetBundleWithIdentifier(GLFrameworkID), (__bridge CFStringRef)BOXSTRING(symbol_name)); #else return (gfx_ctx_proc_t)CFBundleGetFunctionPointerForName(CFBundleGetBundleWithIdentifier(GLFrameworkID), (CFStringRef)symbol_name); #endif } #ifdef IOS void apple_bind_game_view_fbo(void) { dispatch_sync(dispatch_get_main_queue(), ^{ if (g_context) [g_view bindDrawable]; }); } // References: // http://allmybrain.com/2011/12/08/rendering-to-a-texture-with-ios-5-texture-cache-api/ // https://developer.apple.com/library/iOS/samplecode/GLCameraRipple/ typedef struct ios_camera { void *empty; } ioscamera_t; static void *ios_camera_init(const char *device, uint64_t caps, unsigned width, unsigned height) { if ((caps & (1ULL << RETRO_CAMERA_BUFFER_OPENGL_TEXTURE)) == 0) { RARCH_ERR("ioscamera returns OpenGL texture.\n"); return NULL; } ioscamera_t *ioscamera = (ioscamera_t*)calloc(1, sizeof(ioscamera_t)); if (!ioscamera) return NULL; [[RAGameView get] onCameraInit]; return ioscamera; } static void ios_camera_free(void *data) { ioscamera_t *ioscamera = (ioscamera_t*)data; [[RAGameView get] onCameraFree]; if (ioscamera) free(ioscamera); ioscamera = NULL; } static bool ios_camera_start(void *data) { (void)data; [[RAGameView get] onCameraStart]; return true; } static void ios_camera_stop(void *data) { [[RAGameView get] onCameraStop]; } static bool ios_camera_poll(void *data, retro_camera_frame_raw_framebuffer_t frame_raw_cb, retro_camera_frame_opengl_texture_t frame_gl_cb) { (void)data; (void)frame_raw_cb; if (frame_gl_cb && newFrame) { // FIXME: Identity for now. Use proper texture matrix as returned by iOS Camera (if at all?). static const float affine[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; frame_gl_cb(outputTexture, GL_TEXTURE_2D, affine); newFrame = false; } return true; } const camera_driver_t camera_ios = { ios_camera_init, ios_camera_free, ios_camera_start, ios_camera_stop, ios_camera_poll, "ios", }; #endif