skia2/src/gpu/gl/SkGLContextHelper.cpp

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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gl/SkGLContextHelper.h"
#include "GrGLUtil.h"
SkGLContextHelper::SkGLContextHelper()
: fFBO(0)
, fColorBufferID(0)
, fDepthStencilBufferID(0)
, fGL(NULL) {
}
SkGLContextHelper::~SkGLContextHelper() {
if (fGL) {
// TODO: determine why DeleteFramebuffers is generating a GL error in tests
SK_GL_NOERRCHECK(*this, DeleteFramebuffers(1, &fFBO));
SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fColorBufferID));
SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fDepthStencilBufferID));
}
SkSafeUnref(fGL);
}
bool SkGLContextHelper::init(GrGLStandard forcedGpuAPI, int width,
int height) {
if (fGL) {
fGL->unref();
this->destroyGLContext();
}
fGL = this->createGLContext(forcedGpuAPI);
if (fGL) {
const GrGLubyte* temp;
if (!fGL->validate()) {
fGL = NULL;
this->destroyGLContext();
return false;
}
SK_GL_RET(*this, temp, GetString(GR_GL_VERSION));
const char* versionStr = reinterpret_cast<const char*>(temp);
GrGLVersion version = GrGLGetVersionFromString(versionStr);
// clear any existing GL erorrs
GrGLenum error;
do {
SK_GL_RET(*this, error, GetError());
} while (GR_GL_NO_ERROR != error);
SK_GL(*this, GenFramebuffers(1, &fFBO));
SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
SK_GL(*this, GenRenderbuffers(1, &fColorBufferID));
SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fColorBufferID));
if (kGLES_GrGLStandard == this->gl()->fStandard) {
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
GR_GL_RGBA8,
width, height));
} else {
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
GR_GL_RGBA,
width, height));
}
SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_RENDERBUFFER,
fColorBufferID));
SK_GL(*this, GenRenderbuffers(1, &fDepthStencilBufferID));
SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fDepthStencilBufferID));
// Some drivers that support packed depth stencil will only succeed
// in binding a packed format an FBO. However, we can't rely on packed
// depth stencil being available.
bool supportsPackedDepthStencil;
if (kGLES_GrGLStandard == this->gl()->fStandard) {
supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
this->hasExtension("GL_OES_packed_depth_stencil");
} else {
supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
this->hasExtension("GL_EXT_packed_depth_stencil") ||
this->hasExtension("GL_ARB_framebuffer_object");
}
if (supportsPackedDepthStencil) {
// ES2 requires sized internal formats for RenderbufferStorage
// On Desktop we let the driver decide.
GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ?
GR_GL_DEPTH24_STENCIL8 :
GR_GL_DEPTH_STENCIL;
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
format,
width, height));
SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER,
fDepthStencilBufferID));
} else {
GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ? GR_GL_STENCIL_INDEX8 :
GR_GL_STENCIL_INDEX;
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
format,
width, height));
}
SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER,
fDepthStencilBufferID));
SK_GL(*this, Viewport(0, 0, width, height));
SK_GL(*this, ClearStencil(0));
SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT));
SK_GL_RET(*this, error, GetError());
GrGLenum status;
SK_GL_RET(*this, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
if (GR_GL_FRAMEBUFFER_COMPLETE != status ||
GR_GL_NO_ERROR != error) {
fFBO = 0;
fColorBufferID = 0;
fDepthStencilBufferID = 0;
fGL->unref();
fGL = NULL;
this->destroyGLContext();
return false;
} else {
return true;
}
}
return false;
}