diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm --- a/src/video/cocoa/cocoa_v.mm +++ b/src/video/cocoa/cocoa_v.mm @@ -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 +{ + return YES; +} + +- (void)updateLayer { 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); - - /* 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 ]; - - /* 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); }