26e5400de4
The SkDebugCanvas can be (or is currently) being used to draw to multiple different canvases. If this use-case is intended, then storing draw -related state in the canvas causes bugs. Remove draw window size state form SkDebugCanvas. Instead, use the canvas base layer size as the window size to clip to. This is consistent with the current use in debugger. This is part of work trying to remove bugs in debugger that result from replaying one SkDrawCanvas to two different canvases. Currently the SkDrawCanvas stores state that can only be valid if it is used for one canvas. Review URL: https://codereview.chromium.org/835113002
102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
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/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkGLWidget.h"
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#if SK_SUPPORT_GPU
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SkGLWidget::SkGLWidget(SkDebugger* debugger) : QGLWidget() {
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fDebugger = debugger;
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}
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SkGLWidget::~SkGLWidget() {
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}
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void SkGLWidget::setSampleCount(int sampleCount) {
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QGLFormat currentFormat = format();
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currentFormat.setSampleBuffers(sampleCount > 0);
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currentFormat.setSamples(sampleCount);
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setFormat(currentFormat);
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}
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void SkGLWidget::initializeGL() {
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if (!fCurIntf) {
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fCurIntf.reset(GrGLCreateNativeInterface());
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}
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if (!fCurIntf) {
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return;
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}
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if (!fCurContext) {
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fCurContext.reset(GrContext::Create(kOpenGL_GrBackend, (GrBackendContext) fCurIntf.get()));
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}
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if (!fCurContext) {
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return;
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}
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// The call may come multiple times, for example after setSampleCount(). The QGLContext will be
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// different, but we do not have a mechanism to catch the destroying of QGLContext, so that
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// proper resource cleanup could be made. Instead, we assume that the underlying GL context
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// never actually changes. If it would, we could not destroy the resources.
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fGpuDevice.reset(NULL);
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fCanvas.reset(NULL);
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}
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void SkGLWidget::createRenderTarget() {
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if (!fCurContext) {
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return;
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}
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glDisable(GL_SCISSOR_TEST);
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glStencilMask(0xffffffff);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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fCurContext->resetContext();
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fGpuDevice.reset(NULL);
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fCanvas.reset(NULL);
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GrBackendRenderTargetDesc desc = this->getDesc(this->width(), this->height());
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desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
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SkAutoTUnref<GrRenderTarget> curRenderTarget(fCurContext->wrapBackendRenderTarget(desc));
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fGpuDevice.reset(SkGpuDevice::Create(curRenderTarget.get(),
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SkSurfaceProps(SkSurfaceProps::kLegacyFontHost_InitType)));
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fCanvas.reset(new SkCanvas(fGpuDevice));
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}
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void SkGLWidget::resizeGL(int w, int h) {
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SkASSERT(w == this->width() && h == this->height());
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this->createRenderTarget();
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draw();
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}
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void SkGLWidget::paintGL() {
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if (!this->isHidden() && fCanvas) {
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fDebugger->draw(fCanvas.get());
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// TODO(chudy): Implement an optional flush button in Gui.
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fCanvas->flush();
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emit drawComplete();
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}
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}
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GrBackendRenderTargetDesc SkGLWidget::getDesc(int w, int h) {
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GrBackendRenderTargetDesc desc;
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desc.fWidth = SkScalarRoundToInt(this->width());
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desc.fHeight = SkScalarRoundToInt(this->height());
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desc.fConfig = kSkia8888_GrPixelConfig;
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GR_GL_GetIntegerv(fCurIntf, GR_GL_SAMPLES, &desc.fSampleCnt);
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GR_GL_GetIntegerv(fCurIntf, GR_GL_STENCIL_BITS, &desc.fStencilBits);
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GrGLint buffer;
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GR_GL_GetIntegerv(fCurIntf, GR_GL_FRAMEBUFFER_BINDING, &buffer);
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desc.fRenderTargetHandle = buffer;
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return desc;
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}
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#endif
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