/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/core/SkCanvas.h" #include "include/core/SkColorFilter.h" #include "include/gpu/gl/GrGLInterface.h" #include "tools/ToolUtils.h" #include "tools/sk_app/GLWindowContext.h" #include "tools/sk_app/mac/WindowContextFactory_mac.h" #include #include using sk_app::DisplayParams; using sk_app::window_context_factory::MacWindowInfo; using sk_app::GLWindowContext; namespace { // TODO: This still uses GL to handle the update rather than using a purely raster backend, // for historical reasons. Writing a pure raster backend would be better in the long run. class RasterWindowContext_mac : public GLWindowContext { public: RasterWindowContext_mac(const MacWindowInfo&, const DisplayParams&); ~RasterWindowContext_mac() override; sk_sp getBackbufferSurface() override; void onSwapBuffers() override; sk_sp onInitializeContext() override; void onDestroyContext() override {} void resize(int w, int h) override; private: NSView* fMainView; NSOpenGLContext* fGLContext; NSOpenGLPixelFormat* fPixelFormat; sk_sp fBackbufferSurface; using INHERITED = GLWindowContext; }; RasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info, const DisplayParams& params) : INHERITED(params) , fMainView(info.fMainView) , fGLContext(nil) { // any config code here (particularly for msaa)? this->initializeContext(); } RasterWindowContext_mac::~RasterWindowContext_mac() { [NSOpenGLContext clearCurrentContext]; [fPixelFormat release]; fPixelFormat = nil; [fGLContext release]; fGLContext = nil; } sk_sp RasterWindowContext_mac::onInitializeContext() { SkASSERT(nil != fMainView); if (!fGLContext) { // set up pixel format constexpr int kMaxAttributes = 18; NSOpenGLPixelFormatAttribute attributes[kMaxAttributes]; int numAttributes = 0; attributes[numAttributes++] = NSOpenGLPFAAccelerated; attributes[numAttributes++] = NSOpenGLPFAClosestPolicy; attributes[numAttributes++] = NSOpenGLPFADoubleBuffer; attributes[numAttributes++] = NSOpenGLPFAOpenGLProfile; attributes[numAttributes++] = NSOpenGLProfileVersion3_2Core; attributes[numAttributes++] = NSOpenGLPFAColorSize; attributes[numAttributes++] = 24; attributes[numAttributes++] = NSOpenGLPFAAlphaSize; attributes[numAttributes++] = 8; attributes[numAttributes++] = NSOpenGLPFADepthSize; attributes[numAttributes++] = 0; attributes[numAttributes++] = NSOpenGLPFAStencilSize; attributes[numAttributes++] = 8; if (fDisplayParams.fMSAASampleCount > 1) { attributes[numAttributes++] = NSOpenGLPFASampleBuffers; attributes[numAttributes++] = 1; attributes[numAttributes++] = NSOpenGLPFASamples; attributes[numAttributes++] = fDisplayParams.fMSAASampleCount; } else { attributes[numAttributes++] = NSOpenGLPFASampleBuffers; attributes[numAttributes++] = 0; } attributes[numAttributes++] = 0; SkASSERT(numAttributes <= kMaxAttributes); fPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; if (nil == fPixelFormat) { return nullptr; } // create context fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil]; if (nil == fGLContext) { [fPixelFormat release]; fPixelFormat = nil; return nullptr; } [fGLContext setView:fMainView]; GLint swapInterval = fDisplayParams.fDisableVsync ? 0 : 1; [fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; } // make context current [fGLContext makeCurrentContext]; glClearStencil(0); glClearColor(0, 0, 0, 255); glStencilMask(0xffffffff); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); GLint stencilBits; [fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0]; fStencilBits = stencilBits; GLint sampleCount; [fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0]; fSampleCount = sampleCount; fSampleCount = std::max(fSampleCount, 1); const NSRect viewportRect = [fMainView frame]; fWidth = viewportRect.size.width; fHeight = viewportRect.size.height; glViewport(0, 0, fWidth, fHeight); // make the offscreen image SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams.fColorType, kPremul_SkAlphaType, fDisplayParams.fColorSpace); fBackbufferSurface = SkSurface::MakeRaster(info); return GrGLMakeNativeInterface(); } sk_sp RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; } void RasterWindowContext_mac::onSwapBuffers() { if (fBackbufferSurface) { // We made/have an off-screen surface. Get the contents as an SkImage: sk_sp snapshot = fBackbufferSurface->makeImageSnapshot(); sk_sp gpuSurface = INHERITED::getBackbufferSurface(); SkCanvas* gpuCanvas = gpuSurface->getCanvas(); gpuCanvas->drawImage(snapshot, 0, 0); gpuCanvas->flush(); [fGLContext flushBuffer]; } } void RasterWindowContext_mac::resize(int w, int h) { [fGLContext update]; INHERITED::resize(w, h); } } // anonymous namespace namespace sk_app { namespace window_context_factory { std::unique_ptr MakeRasterForMac(const MacWindowInfo& info, const DisplayParams& params) { std::unique_ptr ctx(new RasterWindowContext_mac(info, params)); if (!ctx->isValid()) { return nullptr; } return ctx; } } // namespace window_context_factory } // namespace sk_app