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cocoadisplay: Remove accidentally checked-in file

[skip ci]
rdb 2 年 前
コミット
52dc6dbd28
1 ファイル変更0 行追加154 行削除
  1. 0 154
      panda/src/cocoadisplay/cocoaGraphicsWindow.mm.rej

+ 0 - 154
panda/src/cocoadisplay/cocoaGraphicsWindow.mm.rej

@@ -1,154 +0,0 @@
-diff a/panda/src/cocoadisplay/cocoaGraphicsWindow.mm b/panda/src/cocoadisplay/cocoaGraphicsWindow.mm	(rejected hunks)
-@@ -161,152 +159,6 @@
-   return false;
- }
- 
--
--/**
-- * This function will be called within the draw thread before beginning
-- * rendering for a given frame.  It should do whatever setup is required, and
-- * return true if the frame should be rendered, or false if it should be
-- * skipped.
-- */
--bool CocoaGraphicsWindow::
--begin_frame(FrameMode mode, Thread *current_thread) {
--  PStatTimer timer(_make_current_pcollector, current_thread);
--
--  begin_frame_spam(mode);
--  if (_gsg == (GraphicsStateGuardian *)NULL) {
--    return false;
--  }
--
--  CocoaGraphicsStateGuardian *cocoagsg;
--  DCAST_INTO_R(cocoagsg, _gsg, false);
--  nassertr(cocoagsg->_context != nil, false);
--  nassertr(_view != nil, false);
--
--  // Place a lock on the context.
--  cocoagsg->lock_context();
--
--  // Set the drawable.
--  // Although not recommended, it is technically possible to use the same
--  // context with multiple different-sized windows.  If that happens, the
--  // context needs to be updated accordingly.
--  if ([cocoagsg->_context view] != _view) {
--    // XXX I'm not 100% sure that changing the view requires it to update.
--    _context_needs_update = true;
--    [cocoagsg->_context setView:_view];
--
--    if (cocoadisplay_cat.is_spam()) {
--      cocoadisplay_cat.spam()
--        << "Switching context to view " << _view << "\n";
--    }
--  }
--
--  // Update the context if necessary, to make it reallocate buffers etc.
--  if (_context_needs_update) {
--    if ([NSThread isMainThread]) {
--      [cocoagsg->_context update];
--      _context_needs_update = false;
--    } else {
--      cocoagsg->unlock_context();
--      return false;
--    }
--  }
--
--  // Lock the view for drawing.
--  if (!_properties.get_fullscreen()) {
--    nassertr_always([_view lockFocusIfCanDraw], false);
--  }
--
--  // Make the context current.
--  [cocoagsg->_context makeCurrentContext];
--
--  // Now that we have made the context current to a window, we can reset the
--  // GSG state if this is the first time it has been used.  (We can't just
--  // call reset() when we construct the GSG, because reset() requires having a
--  // current context.)
--  cocoagsg->reset_if_new();
--
--  if (mode == FM_render) {
--    // begin_render_texture();
--    clear_cube_map_selection();
--  }
--
--  _gsg->set_current_properties(&get_fb_properties());
--  if (_gsg->begin_frame(current_thread)) {
--    copy_async_screenshot();
--    return true;
--  } else {
--    return false;
--  }
--}
--
--/**
-- * This function will be called within the draw thread after rendering is
-- * completed for a given frame.  It should do whatever finalization is
-- * required.
-- */
--void CocoaGraphicsWindow::
--end_frame(FrameMode mode, Thread *current_thread) {
--  end_frame_spam(mode);
--  nassertv(_gsg != (GraphicsStateGuardian *)NULL);
--
--  if (!_properties.get_fullscreen()) {
--    [_view unlockFocus];
--  }
--  // Release the context.
--  CocoaGraphicsStateGuardian *cocoagsg;
--  DCAST_INTO_V(cocoagsg, _gsg);
--
--  cocoagsg->unlock_context();
--
--  if (mode == FM_render) {
--    // end_render_texture();
--    copy_to_textures();
--  }
--
--  _gsg->end_frame(current_thread);
--
--  if (mode == FM_render) {
--    trigger_flip();
--    clear_cube_map_selection();
--  }
--}
--
--/**
-- * This function will be called within the draw thread after begin_flip() has
-- * been called on all windows, to finish the exchange of the front and back
-- * buffers.
-- *
-- * This should cause the window to wait for the flip, if necessary.
-- */
--void CocoaGraphicsWindow::
--end_flip() {
--  if (_gsg != (GraphicsStateGuardian *)NULL && _flip_ready) {
--
--    CocoaGraphicsStateGuardian *cocoagsg;
--    DCAST_INTO_V(cocoagsg, _gsg);
--
--    if (_vsync_enabled) {
--      AtomicAdjust::Integer cur_frame = ClockObject::get_global_clock()->get_frame_count();
--      if (AtomicAdjust::set(cocoagsg->_last_wait_frame, cur_frame) != cur_frame) {
--        cocoagsg->_swap_lock.lock();
--        cocoagsg->_swap_condition.wait();
--        cocoagsg->_swap_lock.unlock();
--      }
--    }
--
--    cocoagsg->lock_context();
--
--    // Swap the front and back buffer.
--    [cocoagsg->_context flushBuffer];
--
--    // Flush the window
--    [[_view window] flushWindow];
--
--    cocoagsg->unlock_context();
--  }
--  GraphicsWindow::end_flip();
--}
--
- /**
-  * Do whatever processing is necessary to ensure that the window responds to
-  * user events.  Also, honor any requests recently made via