skia2/tools/sk_app/win/ANGLEWindowContext_win.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

181 lines
6.0 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#define EGL_EGL_PROTOTYPES 1
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "include/gpu/gl/GrGLAssembleInterface.h"
#include "src/gpu/gl/GrGLDefines.h"
#include "tools/sk_app/GLWindowContext.h"
#include "tools/sk_app/win/WindowContextFactory_win.h"
using sk_app::GLWindowContext;
using sk_app::DisplayParams;
namespace {
EGLDisplay get_angle_egl_display(HDC hdc) {
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT;
eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
// We expect ANGLE to support this extension
if (!eglGetPlatformDisplayEXT) {
return EGL_NO_DISPLAY;
}
// We currently only support D3D11 ANGLE.
static constexpr EGLint kType = EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
static constexpr EGLint attribs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, kType, EGL_NONE};
return eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, hdc, attribs);
}
class ANGLEGLWindowContext_win : public GLWindowContext {
public:
ANGLEGLWindowContext_win(HWND, const DisplayParams&);
~ANGLEGLWindowContext_win() override;
protected:
void onSwapBuffers() override;
sk_sp<const GrGLInterface> onInitializeContext() override;
void onDestroyContext() override;
private:
HWND fHWND;
EGLDisplay fDisplay = EGL_NO_DISPLAY;
EGLContext fEGLContext = EGL_NO_CONTEXT;
EGLSurface fEGLSurface = EGL_NO_SURFACE;
typedef GLWindowContext INHERITED;
};
ANGLEGLWindowContext_win::ANGLEGLWindowContext_win(HWND wnd, const DisplayParams& params)
: INHERITED(params), fHWND(wnd) {
this->initializeContext();
}
ANGLEGLWindowContext_win::~ANGLEGLWindowContext_win() { this->destroyContext(); }
sk_sp<const GrGLInterface> ANGLEGLWindowContext_win::onInitializeContext() {
HDC dc = GetDC(fHWND);
fDisplay = get_angle_egl_display(dc);
if (EGL_NO_DISPLAY == fDisplay) {
return nullptr;
}
EGLint majorVersion;
EGLint minorVersion;
if (!eglInitialize(fDisplay, &majorVersion, &minorVersion)) {
SkDebugf("Could not initialize display!\n");
return nullptr;
}
EGLint numConfigs;
fSampleCount = this->getDisplayParams().fMSAASampleCount;
const int sampleBuffers = fSampleCount > 1 ? 1 : 0;
const int eglSampleCnt = fSampleCount > 1 ? fSampleCount : 0;
const EGLint configAttribs[] = {EGL_RENDERABLE_TYPE,
// We currently only support ES3.
EGL_OPENGL_ES3_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_SAMPLE_BUFFERS,
sampleBuffers,
EGL_SAMPLES,
eglSampleCnt,
EGL_NONE};
EGLConfig surfaceConfig;
if (!eglChooseConfig(fDisplay, configAttribs, &surfaceConfig, 1, &numConfigs)) {
SkDebugf("Could not create choose config!\n");
return nullptr;
}
// We currently only support ES3.
const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
fEGLContext = eglCreateContext(fDisplay, surfaceConfig, nullptr, contextAttribs);
if (EGL_NO_CONTEXT == fEGLContext) {
SkDebugf("Could not create context!\n");
return nullptr;
}
fEGLSurface = eglCreateWindowSurface(fDisplay, surfaceConfig, fHWND, nullptr);
if (EGL_NO_SURFACE == fEGLSurface) {
SkDebugf("Could not create surface!\n");
return nullptr;
}
if (!eglMakeCurrent(fDisplay, fEGLSurface, fEGLSurface, fEGLContext)) {
SkDebugf("Could not make contxt current!\n");
return nullptr;
}
sk_sp<const GrGLInterface> interface(GrGLMakeAssembledInterface(
nullptr,
[](void* ctx, const char name[]) -> GrGLFuncPtr { return eglGetProcAddress(name); }));
if (interface) {
interface->fFunctions.fClearStencil(0);
interface->fFunctions.fClearColor(0, 0, 0, 0);
interface->fFunctions.fStencilMask(0xffffffff);
interface->fFunctions.fClear(GR_GL_STENCIL_BUFFER_BIT | GR_GL_COLOR_BUFFER_BIT);
// use DescribePixelFormat to get the stencil depth.
int pixelFormat = GetPixelFormat(dc);
PIXELFORMATDESCRIPTOR pfd;
DescribePixelFormat(dc, pixelFormat, sizeof(pfd), &pfd);
fStencilBits = pfd.cStencilBits;
RECT rect;
GetClientRect(fHWND, &rect);
fWidth = rect.right - rect.left;
fHeight = rect.bottom - rect.top;
interface->fFunctions.fViewport(0, 0, fWidth, fHeight);
}
return interface;
}
void ANGLEGLWindowContext_win::onDestroyContext() {
eglMakeCurrent(fDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (EGL_NO_CONTEXT != fEGLContext) {
eglDestroyContext(fDisplay, fEGLContext);
}
if (EGL_NO_SURFACE != fEGLSurface) {
eglDestroySurface(fDisplay, fEGLSurface);
}
if (EGL_NO_DISPLAY != fDisplay) {
eglTerminate(fDisplay);
}
}
void ANGLEGLWindowContext_win::onSwapBuffers() {
if (!eglSwapBuffers(fDisplay, fEGLSurface)) {
SkDebugf("Could not complete eglSwapBuffers.\n");
}
}
} // anonymous namespace
namespace sk_app {
namespace window_context_factory {
WindowContext* NewANGLEForWin(HWND wnd, const DisplayParams& params) {
ANGLEGLWindowContext_win* ctx = new ANGLEGLWindowContext_win(wnd, params);
if (!ctx->isValid()) {
delete ctx;
return nullptr;
}
return ctx;
}
} // namespace window_context_factory
} // namespace sk_app