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ace3a8f68e
- MHz can be changed from GUI
583 lines
23 KiB
Swift
583 lines
23 KiB
Swift
//
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// HiRes.swift
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// A2Mac
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//
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// Created by Tamas Rudnai on 9/19/19.
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// Copyright © 2019 GameAlloy. All rights reserved.
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//
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//import Foundation
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import AppKit
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class HiRes: NSView {
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static let PageSize = 0x2000
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static let Page1Addr = 0x2000
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static let Page2Addr = 0x4000
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static let PixelWidth = 280
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static let PixelMixedHeight = 160
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static let PixelHeight = 192
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static let blockRows = 24
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static let blockCols = 40
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static let blockWidth = PixelWidth / blockCols
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static let blockHeight = PixelHeight / blockRows
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let HiResBufferPointer = UnsafeRawBufferPointer(start: RAM + Page1Addr, count: PageSize * 2)
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let HiResRawPointer = UnsafeRawPointer(RAM + Page1Addr)
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#if METAL_YES
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var device: MTLDevice!
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var metalLayer: CAMetalLayer!
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var vertexBuffer: MTLBuffer!
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var renderPipelineState: MTLRenderPipelineState!
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var computePipelineState: MTLComputePipelineState!
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var commandQueue: MTLCommandQueue!
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// var timer: CADisplayLink! // iOS only!
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var timer: CVDisplayLink! // MacOS only!
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var defaultLibrary : MTLLibrary!
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var addFunction : MTLFunction!
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var mtlBufferA : MTLBuffer!
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var mtlBufferB : MTLBuffer!
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var mtlBufferC : MTLBuffer!
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let vertexData: [Float] = [
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0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0
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]
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#endif // METAL_YES
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// holds the starting addresses for each lines minus the screen page starting address
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var HiResLineAddrTbl = [Int](repeating: 0, count: PixelHeight)
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func initHiResLineAddresses() {
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var i = 0
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for x in stride(from: 0, through: 0x50, by: 0x28) {
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for y in stride(from: 0, through: 0x380, by: 0x80) {
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for z in stride(from: 0, through: 0x1C00, by: 0x400) {
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HiResLineAddrTbl[i] = x + y + z
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i += 1
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}
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}
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}
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}
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#if METAL_YES
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func initMetal() {
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device = MTLCreateSystemDefaultDevice()
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metalLayer = CAMetalLayer() // 1
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metalLayer.device = device // 2
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metalLayer.pixelFormat = .bgra8Unorm // 3
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metalLayer.framebufferOnly = true // 4
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metalLayer.frame = frame // 5
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// hires.layer = metalLayer // 6
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// let dataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0]) // 1
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// vertexBuffer = device.makeBuffer(bytes: vertexData, length: dataSize, options: []) // 2
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// 1
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defaultLibrary = device.makeDefaultLibrary()!
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addFunction = defaultLibrary.makeFunction(name: "add_arrays")
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computePipelineState = try! device.makeComputePipelineState(function: addFunction)
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// let fragmentProgram = defaultLibrary.makeFunction(name: "basic_fragment")
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// let vertexProgram = defaultLibrary.makeFunction(name: "basic_vertex")
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// 2
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// let pipelineState
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// let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
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// pipelineStateDescriptor.vertexFunction = vertexProgram
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// pipelineStateDescriptor.fragmentFunction = fragmentProgram
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// pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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// 3
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// pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
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commandQueue = device.makeCommandQueue()
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mtlBufferA = device.makeBuffer(bytes: HiResRawPointer, length: HiRes.PageSize, options: .storageModeShared)
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mtlBufferB = device.makeBuffer(bytes: HiResRawPointer, length: HiRes.PageSize, options: .storageModeShared)
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mtlBufferC = device.makeBuffer(length: HiRes.PageSize * 4, options: .storageModeShared)
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var displayLink : CVDisplayLink!
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let displayID = CGMainDisplayID()
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let error = CVDisplayLinkCreateWithCGDisplay(displayID, &displayLink)
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// timer = CVDisplayLink( (target: self, selector: #selector(gameloop))
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// timer.add(to: RunLoop.main, forMode: .default)
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// CVDisplayLinkSetOutputCallback(displayLink!, renderCallback as? CVDisplayLinkOutputCallback, UnsafeMutableRawPointer( Unmanaged.passUnretained(self).toOpaque() ))
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// CVDisplayLinkStart(displayLink!)
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}
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#endif // METAL_YES
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var HiResSubView = [[NSView]]()
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func createHiRes() {
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for y in 0 ..< HiRes.blockRows {
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HiResSubView.append([NSView]())
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for x in 0 ..< HiRes.blockCols {
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let blockView = NSView(frame: NSRect(x: x * HiRes.blockWidth, y: y * 8, width: HiRes.blockWidth, height: 8))
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HiResSubView[y].append(blockView)
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self.addSubview(blockView)
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}
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}
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}
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required init?(coder aDecoder: NSCoder) {
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super.init(coder: aDecoder)
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initHiResLineAddresses()
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// let scaleSizeW = Double((frame.size).width) / Double(HiRes.PixelWidth)
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// let scaleSizeH = Double((frame.size).height) / Double(HiRes.PixelHeight)
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let scaleSizeW = 2
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let scaleSizeH = 2
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scaleUnitSquare(to: NSSize(width: scaleSizeW, height: scaleSizeH))
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// create smaller box views for draw optimization
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//createHiRes()
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#if METAL_YES
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initMetal()
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#endif
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}
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override init(frame: CGRect) {
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super.init(frame: frame)
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}
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#if METAL_YES
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func compute() {
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let commandBuffer = commandQueue.makeCommandBuffer()!
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let computeEncoder = commandBuffer.makeComputeCommandEncoder()
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computeEncoder?.setComputePipelineState(computePipelineState)
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computeEncoder?.setBuffer(mtlBufferA, offset: 0, index: 0)
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computeEncoder?.setBuffer(mtlBufferA, offset: 0, index: 1)
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computeEncoder?.setBuffer(mtlBufferC, offset: 0, index: 2)
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let gridSize = MTLSizeMake(HiRes.PageSize, 1, 1)
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let threadGroupSize = min( computePipelineState.maxTotalThreadsPerThreadgroup, HiRes.PageSize )
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let threadgroupSize = MTLSizeMake(threadGroupSize, 1, 1)
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// Encode the Compute Command to Execute the Threads
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computeEncoder?.dispatchThreadgroups(gridSize, threadsPerThreadgroup: threadgroupSize)
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// no more compute passes
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computeEncoder?.endEncoding()
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// Commit the Command Buffer to Execute Its Commands
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commandBuffer.commit()
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// Wait for the Calculation to Complete
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commandBuffer.waitUntilCompleted()
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// Alternatively, to be notified when Metal has processed all of the commands,
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// add a completion handler to the command buffer (addCompletedHandler(_:)),
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// or check the status of a command buffer by reading its status property
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let result = UnsafeRawBufferPointer(start: mtlBufferC.contents(), count: HiRes.PageSize)
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}
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func render() {
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guard let drawable = metalLayer?.nextDrawable() else { return }
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let renderPassDescriptor = MTLRenderPassDescriptor()
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture
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renderPassDescriptor.colorAttachments[0].loadAction = .clear
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
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red: 0.0,
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green: 104.0/255.0,
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blue: 55.0/255.0,
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alpha: 1.0)
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let commandBuffer = commandQueue.makeCommandBuffer()!
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let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
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renderEncoder.setRenderPipelineState(renderPipelineState)
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renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
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renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1)
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renderEncoder.endEncoding()
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// committing buffer
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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#endif // METAL_YES
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// @objc func gameloop() {
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// autoreleasepool {
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// self.render()
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// }
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// }
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func renderCallback(displayLink : CVDisplayLink,
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const inNow : UnsafePointer<CVTimeStamp>,
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const inOutputTime : UnsafePointer<CVTimeStamp>,
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flagsIn : CVOptionFlags,
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flagsOut : UnsafeMutablePointer<CVOptionFlags>,
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displayLinkContext : UnsafeMutableRawPointer) -> CVReturn
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{
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/* It's prudent to also have a brief discussion about the CVTimeStamp.
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CVTimeStamp has five properties. Three of the five are very useful
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for keeping track of the current time, calculating delta time, the
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frame number, and the number of frames per second. The utility of
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each property is not terribly obvious from just reading the names
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or the descriptions in the Developer dcumentation and has been a
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mystery to many a developer. Thankfully, CaptainRedmuff on
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StackOverflow asked a question that provided the equation that
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calculates frames per second. From that equation, we can
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extrapolate the value of each field.
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@hostTime = current time in Units of the "root". Yeah, I don't know.
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The key to this field is to understand that it is in nanoseconds
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(e.g. 1/1_000_000_000 of a second) not units. To convert it to
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seconds divide by 1_000_000_000. Dividing by videoRefreshPeriod
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and videoTimeScale in a calculation for frames per second yields
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the appropriate number of frames. This works as a result of
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proportionality--dividing seconds by seconds. Note that dividing
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by videoTimeScale to get the time in seconds does not work like it
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does for videoTime.
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framesPerSecond:
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(videoTime / videoRefreshPeriod) / (videoTime / videoTimeScale) = 59
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and
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(hostTime / videoRefreshPeriod) / (hostTime / videoTimeScale) = 59
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but
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hostTime * videoTimeScale ≠ seconds, but Units = seconds * (Units / seconds) = Units
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@rateScalar = ratio of "rate of device in CVTimeStamp/unitOfTime" to
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the "Nominal Rate". I think the "Nominal Rate" is
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videoRefreshPeriod, but unfortunately, the documentation doesn't
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just say videoRefreshPeriod is the Nominal rate and then define
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what that means. Regardless, because this is a ratio, and the fact
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that we know the value of one of the parts (e.g. Units/frame), we
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then know that the "rate of the device" is frame/Units (the units of
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measure need to cancel out for the ratio to be a ratio). This
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makes sense in that rateScalar's definition tells us the rate is
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"measured by timeStamps". Since there is a frame for every
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timeStamp, the rate of the device equals CVTimeStamp/Unit or
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frame/Unit. Thus,
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rateScalar = frame/Units : Units/frame
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@videoTime = the time the frame was created since computer started up.
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If you turn your computer off and then turn it back on, this timer
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returns to zero. The timer is paused when you put your computer to
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sleep. This value is in Units not seconds. To get the number of
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seconds this value represents, you have to apply videoTimeScale.
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@videoRefreshPeriod = the number of Units per frame (i.e. Units/frame)
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This is useful in calculating the frame number or frames per second.
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The documentation calls this the "nominal update period" and I am
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pretty sure that is quivalent to the aforementioned "nominal rate".
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Unfortunately, the documetation mixes naming conventions and this
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inconsistency creates confusion.
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frame = videoTime / videoRefreshPeriod
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@videoTimeScale = Units/second, used to convert videoTime into seconds
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and may also be used with videoRefreshPeriod to calculate the expected
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framesPerSecond. I say expected, because videoTimeScale and
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videoRefreshPeriod don't change while videoTime does change. Thus,
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to calculate fps in the case of system slow down, one would need to
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use videoTime with videoTimeScale to calculate the actual fps value.
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seconds = videoTime / videoTimeScale
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framesPerSecondConstant = videoTimeScale / videoRefreshPeriod (this value does not change if their is system slowdown)
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USE CASE 1: Time in DD:HH:mm:ss using hostTime
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let rootTotalSeconds = inNow.pointee.hostTime
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let rootDays = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60 * 24) % 365
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let rootHours = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60) % 24
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let rootMinutes = inNow.pointee.hostTime / (1_000_000_000 * 60) % 60
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let rootSeconds = inNow.pointee.hostTime / 1_000_000_000 % 60
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Swift.print("rootTotalSeconds: \(rootTotalSeconds) rootDays: \(rootDays) rootHours: \(rootHours) rootMinutes: \(rootMinutes) rootSeconds: \(rootSeconds)")
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USE CASE 2: Time in DD:HH:mm:ss using videoTime
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let totalSeconds = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
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let days = (totalSeconds / (60 * 60 * 24)) % 365
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let hours = (totalSeconds / (60 * 60)) % 24
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let minutes = (totalSeconds / 60) % 60
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let seconds = totalSeconds % 60
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Swift.print("totalSeconds: \(totalSeconds) Days: \(days) Hours: \(hours) Minutes: \(minutes) Seconds: \(seconds)")
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Swift.print("fps: \(Double(inNow.pointee.videoTimeScale) / Double(inNow.pointee.videoRefreshPeriod)) seconds: \(Double(inNow.pointee.videoTime) / Double(inNow.pointee.videoTimeScale))")
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*/
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/* The displayLinkContext in CVDisplayLinkOutputCallback's parameter list is the
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view being driven by the CVDisplayLink. In order to use the context as an
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instance of SwiftOpenGLView (which has our drawView() method) we need to use
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unsafeBitCast() to cast this context to a SwiftOpenGLView.
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*/
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// let view = unsafeBitCast(displayLinkContext, to: SwiftOpenGLView.self)
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// // Capture the current time in the currentTime property.
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// view.currentTime = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
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// view.drawView()
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// self.render()
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return kCVReturnSuccess
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}
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static func createBitmapContext(pixelsWide: Int, _ pixelsHigh: Int) -> CGContext? {
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let bytesPerPixel = 4
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let bytesPerRow = bytesPerPixel * pixelsWide
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let byteCount = (bytesPerRow * pixelsHigh)
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// guard let colorSpace = CGColorSpace(name: CGColorSpace.linearSRGB) else { return nil }
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guard let colorSpace = CGColorSpace(name: CGColorSpace.genericRGBLinear) else { return nil }
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let pixels = UnsafeMutablePointer<CUnsignedChar>.allocate(capacity: byteCount)
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let bitmapInfo = CGImageAlphaInfo.premultipliedFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
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let context = CGContext(
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data: pixels,
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width: pixelsWide,
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height: pixelsHigh,
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bitsPerComponent: 8,
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bytesPerRow: bytesPerRow,
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space: colorSpace,
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bitmapInfo: bitmapInfo)
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return context
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}
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// override func draw(_ rect: CGRect) {
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// let width = 200
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// let height = 300
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// let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(width), height: CGFloat(height))
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// let context = createBitmapContext(pixelsWide: width, height)
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//
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// let data = context?.data
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// var currentPixel: [UInt32] = unsafeBitCast(data, to: [UInt32].self)
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//
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// var n = 0
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// for _ in 0..<height {
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// for _ in 0..<width {
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// currentPixel[n] = 0
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// n += 1
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// }
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// }
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//
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// guard let image = context?.makeImage() else { return }
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// context?.draw(image, in: boundingBox)
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// }
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private var currentContext : CGContext? {
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get {
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if #available(OSX 10.10, *) {
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return NSGraphicsContext.current?.cgContext
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} else if let contextPointer = NSGraphicsContext.current?.graphicsPort {
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let context: CGContext = Unmanaged.fromOpaque(contextPointer).takeUnretainedValue()
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return context
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}
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return nil
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}
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}
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#if HIRESLOW
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static let ScreenBitmapSize = (PixelWidth * PixelHeight * 4)
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static let context = createBitmapContext(pixelsWide: PixelWidth, PixelHeight)
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static let pixels = UnsafeMutableRawBufferPointer(start: context?.data, count: ScreenBitmapSize) // UnsafeMutablePointer<CUnsignedChar>.allocate(capacity: byteCount)
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#endif
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let R = 2
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let G = 1
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let B = 0
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let A = 3
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var shadowScreen = [Int](repeating: 1, count: PageSize)
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var was = 0;
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#if HIRESLOW
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override func draw(_ rect: CGRect) {
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// print("HIRESSLOW\n")
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// if was > 100 {
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// return
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// }
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// was += 1
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var pixelAddr = 0
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var minX = 9999
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var minY = 9999
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var maxX = 0
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var maxY = 0
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var x = 0
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var y = 0
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for lineAddr in HiResLineAddrTbl {
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for blockAddr in 0..<HiRes.blockCols {
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let block = Int(HiResBufferPointer[ Int(lineAddr + blockAddr) ])
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let screenIdx = y * HiRes.blockCols + x
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if ( shadowScreen[ screenIdx ] != block ) {
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shadowScreen[ screenIdx ] = block
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for bit in stride(from: 0, through: 6, by: 1) {
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let bitMask = 1 << bit
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if (block & bitMask) == 0 {
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HiRes.pixels[pixelAddr + R] = 0x00;
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HiRes.pixels[pixelAddr + G] = 0x00;
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HiRes.pixels[pixelAddr + B] = 0x00;
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HiRes.pixels[pixelAddr + A] = 0x00;
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}
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else { // 28CD41
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HiRes.pixels[pixelAddr + R] = 0x08;
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HiRes.pixels[pixelAddr + G] = 0xA2;
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HiRes.pixels[pixelAddr + B] = 0x12;
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HiRes.pixels[pixelAddr + A] = 0x7F;
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}
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if ( minX > x ) { minX = x }
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if ( minY > y ) { minY = y }
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if ( maxX < x ) { maxX = x }
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if ( maxY < y ) { maxY = y }
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pixelAddr += 4
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x += 1
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}
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}
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else {
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pixelAddr += 4 * 7
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x += 7
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}
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}
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y += 1
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x = 0
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}
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guard let image = HiRes.context?.makeImage() else { return }
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let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(HiRes.PixelWidth), height: CGFloat(HiRes.PixelHeight))
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currentContext!.draw (image, in: boundingBox)
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}
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#elseif HIRESDRAW
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override func draw(_ rect: CGRect) {
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// NSColor.green.setFill()
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NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 0.5).setStroke()
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let path = NSBezierPath()
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path.lineWidth=1
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path.move(to: NSPoint(x: 0, y: 0))
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// path.appendRect(NSRect(x: 0, y: 0, width: 10, height: 10))
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for y in 0 ..< HiRes.PixelHeight {
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var inX = false
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path.move(to: NSPoint(x: 0, y: y))
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for blockX in 0 ..< HiRes.blockCols {
|
|
|
|
let lineAddr = HiResLineAddrTbl[y]
|
|
let block = Int(HiResBufferPointer[ Int(lineAddr + blockX) ])
|
|
|
|
// if( shadowScreen[ screenIdx ] != block ) {
|
|
// shadowScreen[ screenIdx ] = block
|
|
//
|
|
var x = blockX * HiRes.blockWidth
|
|
for bit in stride(from: 0, through: 6, by: 1) {
|
|
let bitMask = 1 << bit
|
|
if (block & bitMask) == 0 {
|
|
if inX {
|
|
inX = false
|
|
path.line(to: NSPoint(x: x, y: 192-y))
|
|
}
|
|
}
|
|
else { // 28CD41
|
|
if ( inX == false ) {
|
|
inX = true
|
|
path.move(to: NSPoint(x: x, y: 192-y))
|
|
}
|
|
}
|
|
|
|
x += 1
|
|
}
|
|
} // x
|
|
if inX {
|
|
inX = false
|
|
path.line(to: NSPoint(x: 279, y: 192-y))
|
|
}
|
|
}
|
|
// path.fill()
|
|
path.stroke()
|
|
|
|
}
|
|
#elseif HIRES
|
|
override func draw(_ rect: CGRect) {
|
|
|
|
// print("HIRESBLOCKS\n")
|
|
|
|
// if was > 100 {
|
|
// return
|
|
// }
|
|
// was += 1
|
|
|
|
for blockY in 0 ..< HiRes.blockRows {
|
|
for blockX in 0 ..< HiRes.blockCols {
|
|
let blockView = HiResSubView[blockY][blockX]
|
|
|
|
let bitmapSize = HiRes.blockWidth * HiRes.blockHeight * 4
|
|
let context = HiRes.createBitmapContext(pixelsWide: HiRes.blockWidth, HiRes.blockHeight)
|
|
let pixels = UnsafeMutableRawBufferPointer(start: context?.data, count: bitmapSize) // UnsafeMutablePointer<CUnsignedChar>.allocate(capacity: byteCount)
|
|
|
|
|
|
var blockNeedsDisplay = false
|
|
for line in 0 ... 7 {
|
|
let y = blockY + line
|
|
let screenIdx = y * HiRes.blockCols + blockX
|
|
let pixelAddr = line
|
|
|
|
let lineAddr = HiResLineAddrTbl[y]
|
|
let block = Int(HiResBufferPointer[ Int(lineAddr + blockX) ])
|
|
|
|
if( shadowScreen[ screenIdx ] != block ) {
|
|
shadowScreen[ screenIdx ] = block
|
|
|
|
blockNeedsDisplay = true
|
|
|
|
var x = blockX * HiRes.blockWidth
|
|
for bit in stride(from: 0, through: 6, by: 1) {
|
|
let bitMask = 1 << bit
|
|
if (block & bitMask) == 0 {
|
|
pixels[pixelAddr + R] = 0x00;
|
|
pixels[pixelAddr + G] = 0x00;
|
|
pixels[pixelAddr + B] = 0x00;
|
|
pixels[pixelAddr + A] = 0x00;
|
|
}
|
|
else { // 28CD41
|
|
pixels[pixelAddr + R] = 0x08;
|
|
pixels[pixelAddr + G] = 0xA2;
|
|
pixels[pixelAddr + B] = 0x12;
|
|
pixels[pixelAddr + A] = 0x7F;
|
|
}
|
|
|
|
x += 1
|
|
}
|
|
}
|
|
}
|
|
|
|
if blockNeedsDisplay {
|
|
blockView.needsDisplay = true
|
|
// print("block(\(blockX),\(blockY))")
|
|
guard let image = context?.makeImage() else { return }
|
|
let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(HiRes.PixelWidth), height: CGFloat(HiRes.PixelHeight))
|
|
currentContext!.draw(image, in: boundingBox)
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
|
|
}
|