#import "SkSampleUIView.h" //#define SKWIND_CONFIG SkBitmap::kRGB_565_Config #define SKWIND_CONFIG SkBitmap::kARGB_8888_Config #define SKGL_CONFIG kEAGLColorFormatRGB565 //#define SKGL_CONFIG kEAGLColorFormatRGBA8 #define FORCE_REDRAW //#define USE_GL_1 #define USE_GL_2 #include "SkCanvas.h" #include "GrContext.h" #include "gl/GrGLInterface.h" #include "SkGpuDevice.h" #include "SkCGUtils.h" #include "SampleApp.h" class SkiOSDeviceManager : public SampleWindow::DeviceManager { public: SkiOSDeviceManager(GLint layerFBO) { #if SK_SUPPORT_GPU fCurContext = NULL; fCurIntf = NULL; fCurRenderTarget = NULL; fMSAASampleCount = 0; fLayerFBO = layerFBO; #endif fBackend = SkOSWindow::kNone_BackEndType; } virtual ~SkiOSDeviceManager() { #if SK_SUPPORT_GPU SkSafeUnref(fCurContext); SkSafeUnref(fCurIntf); SkSafeUnref(fCurRenderTarget); #endif } virtual void setUpBackend(SampleWindow* win, int msaaSampleCount) SK_OVERRIDE { SkASSERT(SkOSWindow::kNone_BackEndType == fBackend); fBackend = SkOSWindow::kNone_BackEndType; #if SK_SUPPORT_GPU switch (win->getDeviceType()) { // these two don't use GL case SampleWindow::kRaster_DeviceType: case SampleWindow::kPicture_DeviceType: break; // these guys use the native backend case SampleWindow::kGPU_DeviceType: case SampleWindow::kNullGPU_DeviceType: fBackend = SkOSWindow::kNativeGL_BackEndType; break; default: SkASSERT(false); break; } bool result = win->attach(fBackend, msaaSampleCount); if (!result) { SkDebugf("Failed to initialize GL"); return; } fMSAASampleCount = msaaSampleCount; SkASSERT(NULL == fCurIntf); switch (win->getDeviceType()) { // these two don't use GL case SampleWindow::kRaster_DeviceType: case SampleWindow::kPicture_DeviceType: fCurIntf = NULL; break; case SampleWindow::kGPU_DeviceType: fCurIntf = GrGLCreateNativeInterface(); break; case SampleWindow::kNullGPU_DeviceType: fCurIntf = GrGLCreateNullInterface(); break; default: SkASSERT(false); break; } SkASSERT(NULL == fCurContext); if (SkOSWindow::kNone_BackEndType != fBackend) { fCurContext = GrContext::Create(kOpenGL_Shaders_GrEngine, (GrPlatform3DContext) fCurIntf); } if ((NULL == fCurContext || NULL == fCurIntf) && SkOSWindow::kNone_BackEndType != fBackend) { // We need some context and interface to see results if we're using a GL backend SkSafeUnref(fCurContext); SkSafeUnref(fCurIntf); SkDebugf("Failed to setup 3D"); win->detach(); } #endif // SK_SUPPORT_GPU // call windowSizeChanged to create the render target this->windowSizeChanged(win); } virtual void tearDownBackend(SampleWindow *win) SK_OVERRIDE { #if SK_SUPPORT_GPU SkSafeUnref(fCurContext); fCurContext = NULL; SkSafeUnref(fCurIntf); fCurIntf = NULL; SkSafeUnref(fCurRenderTarget); fCurRenderTarget = NULL; #endif win->detach(); fBackend = SampleWindow::kNone_BackEndType; } virtual bool prepareCanvas(SampleWindow::DeviceType dType, SkCanvas* canvas, SampleWindow* win) SK_OVERRIDE { switch (dType) { // use the window's bmp for these two case SampleWindow::kRaster_DeviceType: case SampleWindow::kPicture_DeviceType: canvas->setBitmapDevice(win->getBitmap()); break; #if SK_SUPPORT_GPU // create a GPU device for these two case SampleWindow::kGPU_DeviceType: case SampleWindow::kNullGPU_DeviceType: if (NULL != fCurContext) { canvas->setDevice(new SkGpuDevice(fCurContext, fCurRenderTarget))->unref(); } else { return false; } break; #endif default: SkASSERT(false); return false; } return true; } virtual void publishCanvas(SampleWindow::DeviceType dType, SkCanvas* canvas, SampleWindow* win) SK_OVERRIDE { if (NULL != fCurContext) { fCurContext->flush(); } win->present(); } virtual void windowSizeChanged(SampleWindow* win) SK_OVERRIDE { #if SK_SUPPORT_GPU if (NULL != fCurContext) { win->attach(fBackend, fMSAASampleCount); glBindFramebuffer(GL_FRAMEBUFFER, fLayerFBO); GrPlatformRenderTargetDesc desc; desc.fWidth = SkScalarRound(win->width()); desc.fHeight = SkScalarRound(win->height()); desc.fConfig = kSkia8888_PM_GrPixelConfig; desc.fRenderTargetHandle = fLayerFBO; glGetIntegerv(GL_SAMPLES, &desc.fSampleCnt); glGetIntegerv(GL_STENCIL_BITS, &desc.fStencilBits); SkSafeUnref(fCurRenderTarget); fCurRenderTarget = fCurContext->createPlatformRenderTarget(desc); } #endif } virtual GrContext* getGrContext() SK_OVERRIDE { #if SK_SUPPORT_GPU return fCurContext; #else return NULL; #endif } virtual GrRenderTarget* getGrRenderTarget() SK_OVERRIDE { #if SK_SUPPORT_GPU return fCurRenderTarget; #else return NULL; #endif } bool isUsingGL() const { return SkOSWindow::kNone_BackEndType != fBackend; } private: #if SK_SUPPORT_GPU GrContext* fCurContext; const GrGLInterface* fCurIntf; GrRenderTarget* fCurRenderTarget; int fMSAASampleCount; GLint fLayerFBO; #endif SkOSWindow::SkBackEndTypes fBackend; typedef SampleWindow::DeviceManager INHERITED; }; //////////////////////////////////////////////////////////////////////////////// @implementation SkSampleUIView @synthesize fTitle, fRasterLayer, fGLLayer; #include "SkApplication.h" #include "SkEvent.h" #include "SkWindow.h" #define kREDRAW_UIVIEW_GL "sk_redraw_uiview_gl_iOS" extern bool gDoTraceDraw; #define DO_TRACE_DRAW_MAX 100 struct FPSState { static const int FRAME_COUNT = 60; CFTimeInterval fNow0, fNow1; CFTimeInterval fTime0, fTime1, fTotalTime; int fFrameCounter; int fDrawCounter; SkString str; FPSState() { fTime0 = fTime1 = fTotalTime = 0; fFrameCounter = 0; } void startDraw() { fNow0 = CACurrentMediaTime(); if (0 == fDrawCounter && false) { gDoTraceDraw = true; SkDebugf("\n"); } } void endDraw() { fNow1 = CACurrentMediaTime(); if (0 == fDrawCounter) { gDoTraceDraw = true; } if (DO_TRACE_DRAW_MAX == ++fDrawCounter) { fDrawCounter = 0; } } void flush(SkOSWindow* hwnd) { CFTimeInterval now2 = CACurrentMediaTime(); fTime0 += fNow1 - fNow0; fTime1 += now2 - fNow1; if (++fFrameCounter == FRAME_COUNT) { CFTimeInterval totalNow = CACurrentMediaTime(); fTotalTime = totalNow - fTotalTime; //SkMSec ms0 = (int)(1000 * fTime0 / FRAME_COUNT); //SkMSec msTotal = (int)(1000 * fTotalTime / FRAME_COUNT); //str.printf(" ms: %d [%d], fps: %3.1f", msTotal, ms0, // FRAME_COUNT / fTotalTime); str.printf(" fps:%3.1f", FRAME_COUNT / fTotalTime); hwnd->setTitle(NULL); fTotalTime = totalNow; fTime0 = fTime1 = 0; fFrameCounter = 0; } } }; static FPSState gFPS; #define FPS_StartDraw() gFPS.startDraw() #define FPS_EndDraw() gFPS.endDraw() #define FPS_Flush(wind) gFPS.flush(wind) /////////////////////////////////////////////////////////////////////////////// - (id)initWithDefaults { if (self = [super initWithDefaults]) { fRedrawRequestPending = false; fFPSState = new FPSState; #ifdef USE_GL_1 fGL.fContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; #else fGL.fContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; #endif if (!fGL.fContext || ![EAGLContext setCurrentContext:fGL.fContext]) { [self release]; return nil; } // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer glGenFramebuffers(1, &fGL.fFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, fGL.fFramebuffer); glGenRenderbuffers(1, &fGL.fRenderbuffer); glGenRenderbuffers(1, &fGL.fStencilbuffer); glBindRenderbuffer(GL_RENDERBUFFER, fGL.fRenderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fGL.fRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, fGL.fStencilbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fGL.fStencilbuffer); self.fGLLayer = [CAEAGLLayer layer]; fGLLayer.bounds = self.bounds; fGLLayer.anchorPoint = CGPointMake(0, 0); fGLLayer.opaque = TRUE; [self.layer addSublayer:fGLLayer]; fGLLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, SKGL_CONFIG, kEAGLDrawablePropertyColorFormat, nil]; self.fRasterLayer = [CALayer layer]; fRasterLayer.anchorPoint = CGPointMake(0, 0); fRasterLayer.opaque = TRUE; [self.layer addSublayer:fRasterLayer]; NSMutableDictionary *newActions = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNull null], @"onOrderIn", [NSNull null], @"onOrderOut", [NSNull null], @"sublayers", [NSNull null], @"contents", [NSNull null], @"bounds", nil]; fGLLayer.actions = newActions; fRasterLayer.actions = newActions; [newActions release]; fDevManager = new SkiOSDeviceManager(fGL.fFramebuffer); static char* kDummyArgv = "dummyExecutableName"; fWind = new SampleWindow(self, 1, &kDummyArgv, fDevManager); fWind->resize(self.frame.size.width, self.frame.size.height, SKWIND_CONFIG); } return self; } - (void)dealloc { delete fDevManager; delete fFPSState; self.fRasterLayer = nil; self.fGLLayer = nil; [fGL.fContext release]; [super dealloc]; } - (void)layoutSubviews { int W, H; // Allocate color buffer backing based on the current layer size glBindRenderbuffer(GL_RENDERBUFFER, fGL.fRenderbuffer); [fGL.fContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:fGLLayer]; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &fGL.fWidth); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &fGL.fHeight); glBindRenderbuffer(GL_RENDERBUFFER, fGL.fStencilbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, fGL.fWidth, fGL.fHeight); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } if (fDevManager->isUsingGL()) { W = fGL.fWidth; H = fGL.fHeight; CGRect rect = CGRectMake(0, 0, W, H); fGLLayer.bounds = rect; } else { CGRect rect = self.bounds; W = (int)CGRectGetWidth(rect); H = (int)CGRectGetHeight(rect); fRasterLayer.bounds = rect; } printf("---- layoutSubviews %d %d\n", W, H); fWind->resize(W, H); fWind->inval(NULL); } /////////////////////////////////////////////////////////////////////////////// - (void)drawWithCanvas:(SkCanvas*)canvas { fRedrawRequestPending = false; fFPSState->startDraw(); fWind->draw(canvas); fFPSState->endDraw(); #ifdef FORCE_REDRAW fWind->inval(NULL); #endif fFPSState->flush(fWind); } - (void)drawInGL { // This application only creates a single context which is already set current at this point. // This call is redundant, but needed if dealing with multiple contexts. [EAGLContext setCurrentContext:fGL.fContext]; // This application only creates a single default framebuffer which is already bound at this point. // This call is redundant, but needed if dealing with multiple framebuffers. glBindFramebuffer(GL_FRAMEBUFFER, fGL.fFramebuffer); GLint scissorEnable; glGetIntegerv(GL_SCISSOR_TEST, &scissorEnable); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); if (scissorEnable) { glEnable(GL_SCISSOR_TEST); } glViewport(0, 0, fGL.fWidth, fGL.fHeight); SkCanvas canvas; // if we're not "retained", then we have to always redraw everything. // This call forces us to ignore the fDirtyRgn, and draw everywhere. // If we are "retained", we can skip this call (as the raster case does) fWind->forceInvalAll(); [self drawWithCanvas:&canvas]; // This application only creates a single color renderbuffer which is already bound at this point. // This call is redundant, but needed if dealing with multiple renderbuffers. glBindRenderbuffer(GL_RENDERBUFFER, fGL.fRenderbuffer); [fGL.fContext presentRenderbuffer:GL_RENDERBUFFER]; } - (void)drawInRaster { SkCanvas canvas; [self drawWithCanvas:&canvas]; CGImageRef cgimage = SkCreateCGImageRef(fWind->getBitmap()); fRasterLayer.contents = (id)cgimage; CGImageRelease(cgimage); } - (void)forceRedraw { if (fDevManager->isUsingGL()) [self drawInGL]; else [self drawInRaster]; } /////////////////////////////////////////////////////////////////////////////// - (void)setSkTitle:(const char *)title { NSString* text = [NSString stringWithUTF8String:title]; if ([text length] > 0) self.fTitle = text; if (fTitleItem && fTitle) { fTitleItem.title = [NSString stringWithFormat:@"%@%@", fTitle, [NSString stringWithUTF8String:fFPSState->str.c_str()]]; } } - (void)postInvalWithRect:(const SkIRect*)r { if (!fRedrawRequestPending) { fRedrawRequestPending = true; bool gl = fDevManager->isUsingGL(); [CATransaction begin]; [CATransaction setAnimationDuration:0]; fRasterLayer.hidden = gl; fGLLayer.hidden = !gl; [CATransaction commit]; if (gl) { [self performSelector:@selector(drawInGL) withObject:nil afterDelay:0]; } else { [self performSelector:@selector(drawInRaster) withObject:nil afterDelay:0]; [self setNeedsDisplay]; } } } @end