[Renderer] Lots of clean up for OpenGLView.renderAtTime()

Lock and unlock and make current the view's context.
Do some weak error handling.
This commit is contained in:
Eryn Wells 2015-11-14 22:13:56 -08:00
parent 79ddf9ee54
commit 7e55045d10

View file

@ -11,11 +11,14 @@ import Cocoa
import OpenGL
import CoreVideo
class OpenGLView: NSOpenGLView {
public class OpenGLView: NSOpenGLView {
private var didSetupOpenGL = false
private var displayLink: CVDisplayLink? = nil
override func viewWillMoveToSuperview(newSuperview: NSView?) {
// TODO: Should this be weak?
public var renderer: FrameRenderer? = nil
override public func viewWillMoveToSuperview(newSuperview: NSView?) {
if newSuperview != nil {
setupOpenGL()
startRenderingLoop()
@ -70,7 +73,7 @@ class OpenGLView: NSOpenGLView {
optionsOut: UnsafeMutablePointer<CVOptionFlags>) -> CVReturn in
var result = kCVReturnSuccess
autoreleasepool {
result = self._renderAtTime(currentTime.memory)
result = self.renderAtTime(currentTime.memory)
}
return result
}
@ -95,7 +98,28 @@ class OpenGLView: NSOpenGLView {
displayLink = nil
}
private func _renderAtTime(time: CVTimeStamp) -> CVReturn {
private func renderAtTime(time: CVTimeStamp) -> CVReturn {
let context: NSOpenGLContext! = self.openGLContext
guard context != nil else {
// TODO: Throw an error? Log something?
return kCVReturnError
}
guard renderer != nil else {
// This is actually okay, we just don't render anything.
return kCVReturnSuccess
}
context.makeCurrentContext()
// TODO: OpenGLContext.clearCurrentContext()?
CGLLockContext(context.CGLContextObj)
defer { CGLUnlockContext(context.CGLContextObj) }
// Render the frame.
renderer!.renderAtTime(time)
context.flushBuffer()
return kCVReturnSuccess
}
}