RetroArch/apple/common/RAGameView.m
twinaphex 4ab33d5b3b (meancoot/iOS) Add workaround for flickering with camera - still
some problems when Cocoa interface is brought up during camera
core and then we go back to the camera core
2013-12-05 13:04:17 +01:00

666 lines
18 KiB
Objective-C

/* 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 <http://www.gnu.org/licenses/>.
*/
#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 <AVFoundation/AVCaptureSession.h>
#include <AVFoundation/AVCaptureDevice.h>
#include <AVFoundation/AVCaptureOutput.h>
#include <AVFoundation/AVCaptureInput.h>
#include <AVFoundation/AVMediaFormat.h>
#include <CoreVideo/CVOpenGLESTextureCache.h>
#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 <GLKit/GLKit.h>
#import "views.h"
static const float ALMOST_INVISIBLE = .021f;
static GLKView* g_view;
static UIView* g_pause_indicator_view;
static UITextField* g_text_hide;
// 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
{
}
- (void)mouseDown:(NSEvent*)theEvent
{
g_current_input_data.touch_count = 1;
[self mouseDragged:theEvent];
}
- (void)mouseUp:(NSEvent*)theEvent
{
g_current_input_data.touch_count = 0;
}
- (void)mouseDragged:(NSEvent*)theEvent
{
NSPoint pos = [self convertPoint:[theEvent locationInWindow] fromView:nil];
g_current_input_data.touches[0].screen_x = pos.x;
g_current_input_data.touches[0].screen_y = pos.y;
}
#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];
if (is_ios_7())
{
g_text_hide = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
[g_view addSubview:g_text_hide];
g_text_hide.hidden = YES;
[g_text_hide becomeFirstResponder];
}
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);
if (is_ios_7())
[g_text_hide becomeFirstResponder];
}
- (void)hidePauseButton
{
[UIView animateWithDuration:0.2
animations:^{ g_pause_indicator_view.alpha = ALMOST_INVISIBLE; }
completion:^(BOOL finished) { }
];
}
- (void)iOS7SetiCadeMode:(bool)on
{
g_text_hide.enabled = on;
[self viewWillLayoutSubviews];
}
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)@(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