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* cocoa: redo synchronizationwm42015-05-131-8/+3
| | | | | | | | | | | | | | | | | | | | | Before this change, Cocoa state was accessed from both the VO and the Cocoa main thread. This was probably not a good idea. There was some locking as well as implicit synchronization using the dispatch mechanism, but it wasn't watertight. Change this completely. Now Cocoa things are always accessed from the main thread only. The old mutex falls away, as well as the vo_cocoa_set_current_context() function, which implicitly used the lock to coordinate VO accesses. With the new code, the VO thread generally has to wait for the main thread, while the main thread never waits for the VO and rarely accesses it. Fortunately, this is rather straight forward, and most of this is achieved by making vo_cocoa_control() run on the main thread. The logic of the code does generally not change. Some aspects are trickier. Apparently we can't access the NSOpenGLContext from the VO thread, because this object is not thread- safe. We use some CGLContextObj functions instead, such as for making the context current and swapping the buffers.
* cocoa: handle live-resizing differentlywm42015-05-121-7/+0
| | | | | | | | | | | | | | | | | | Instead of requiring a complicated mechanism to share the entire OpenGL and renderer state between VO and Cocoa thread just to do the redrawing during live-resize on the Cocoa thread, let the Cocoa thread wait on the VO thread. This wil allow some major simplifications and cleanups in the future. One problem with this is that it can enter a deadlock whenever the VO tries to sync with the Cocoa thread. To deal with this, the Cocoa thread waits with a timeout. This can probably be improved later, though in general this situation can always happen, unless the Cocoa thread waits in a reentrant way. Some other details aren't completely clean either. For example, pending_events should be accessed atomically. This will also be fixed later.
* cocoa: remove an unused parameterwm42015-05-061-1/+1
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* cocoa: don't accidentally drop initial screen drawingwm42015-05-011-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | With --idle --force-window, or when started from the bundle, the cocoa code dropped the first frame. This resulted in a black frame on start sometimes. The reason was that the live resizing/redrawing code was invoked, which simply set skip_swap_buffer to false, blocking redrawing whatever was going to be rendered next. Normally this is done so that the following works: 1. vo_opengl draw a frame, releases GL lock 2. live resizing kicks in, redraw the frame 3. vo_opengl wants to call SwapBuffers, drawing a stale buffer overwritten by the live resizing code This is solved by setting skip_swap_buffer in 2., and querying it in 3. Fix this by resetting the skip_swap_buffer at a known good point: when vo_opengl starts drawing a new frame. The start_frame function returns bool, so that it can be merged with is_active in a following commit.
* Update license headersMarcin Kurczewski2015-04-131-4/+5
| | | | Signed-off-by: wm4 <wm4@nowhere>
* cocoa: fix fallback for OpenGL 2.1 hardware [2]Stefano Pigozzi2015-01-241-7/+13
| | | | Looks like it fails on context creation, not pixfmt creation.
* cocoa: fix fallback for OpenGL 2.1 hardwareStefano Pigozzi2015-01-241-25/+25
| | | | | | This was previously done in common code but now it's left to backends. Also remove the GL4 stuff since requesting a 3_2_Core context creates a 4.1 context here (wtf).
* cocoa: move the gl function loader to gl_cocoa.cStefano Pigozzi2014-12-281-1/+15
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* cocoa: reintroduce async resizeStefano Pigozzi2014-10-181-0/+1
| | | | | | | After removing synchronous libdispatch calls, this looks like it doesn't deadlock anymore. I also experimented with pthread_mutex_trylock liek wm4 suggested, but it leads to some annoying black flickering. I will fallback to that only if some new deadlocks are discovered.
* cocoa: remove dead codeStefano Pigozzi2014-10-041-8/+0
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* cocoa: move to a simpler threading modelStefano Pigozzi2014-10-041-1/+0
| | | | | | | | | | | | | | Unfortunately using dispatch_sync for synchronization turned out to be really bad for us. It caused a wide array of race conditions, deadlocks, etc. Moving to a very simple mutex. It's not clear to me how to do liveresizing with this, for now it just flickers with is unacceptable (maybe I'll draw black instead). This should fix all the threading cocoa bugs. Reopen if it's not the case! Fixes #751 Fixes #1129
* cocoa: fix compilation on OS X 10.8Stefano Pigozzi2014-07-141-0/+5
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* cocoa: simplify logic that returns used bits per colorStefano Pigozzi2014-07-081-9/+1
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* cocoa: move CGL context creation to gl_cocoaStefano Pigozzi2014-07-081-8/+98
| | | | | | This approach is similar to what other vo_opengl backends do. It can also be used in the future to create another cocoa backend that renders offscreen with IOSurfaces or FBOs.
* video/out: remove unused config() parameterswm42014-05-071-2/+1
| | | | This was cleaned up yesterday.
* cocoa: don't use VOCTRL_UPDATE_SCREENINFOwm42014-05-061-1/+1
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* gl_common: remove unneeded callbackwm42013-11-141-1/+0
| | | | We got rid of this some time ago, but apparently not completely.
* cocoa_common: call gl_clear indirectlyStefano Pigozzi2013-09-281-0/+9
| | | | | | | glClear needs GL headers and we don't want those in `cocoa_common`. Create a callback in `gl_cocoa` and register it `cocoa_common`. Fixes #264
* gl_common: complete mp_msg conversionwm42013-09-121-1/+1
| | | | Hopefully this works on Wayland and Cocoa, which I didn't test.
* video/out: introduce vo_control for gl_common based VOswm42013-05-261-6/+1
| | | | | | | | | | | | | | | | Instead of having separate callbacks for each backend-handled feature (like MPGLContext.fullscreen, MPGLContext.border, etc.), pass the VOCTRL responsible for this directly to the backend. This allows removing a bunch of callbacks, that currently must be set even for optional/lesser features (like VOCTRL_BORDER). This requires changes to all VOs using gl_common, as well as all backends that support gl_common. Also introduce VOCTRL_CHECK_EVENTS. vo.check_events is now optional. VO backends can use VOCTRL_CHECK_EVENTS instead to implementing check_events. This has the advantage that the event handling code in VOs doesn't have to be duplicated if vo_control() is used.
* OSX: run native event loop in a separate threadStefano Pigozzi2013-05-121-0/+8
| | | | | | | | | | | | | | This commit is a followup on the previous one and uses a solution I like more since it totally decouples the Cocoa code from mpv's core and tries to emulate a generic Cocoa application's lifecycle as much as possible without fighting the framework. mpv's main is executed in a pthread while the main thread runs the native cocoa event loop. All of the thread safety is mainly accomplished with additional logic in cocoa_common as to not increase complexity on the crossplatform parts of the code.
* gl_common: split into platform specific fileswm42013-03-281-0/+67
Do this instead of stuffing all x11/cocoa/win32/wayland specific code into gl_common.c. The cocoa specific parts could probably go directly into cocoa_common.m, possibly same with wayland. Also redo how the list of backends is managed. Get rid of the GLTYPE_ constants. Instead of having a big switch() on GLTYPE_, each backend entry has a function pointer to setup the MPGLContext callback (e.g. mpgl_set_backend_x11()).