8a00144035
Change-Id: I67529f6c0ac26da603f60af22c620f8f603d8a19 Reviewed-on: https://skia-review.googlesource.com/155564 Commit-Queue: Ben Wagner <bungeman@google.com> Reviewed-by: Ben Wagner <bungeman@google.com> Auto-Submit: Hal Canary <halcanary@google.com>
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
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/*
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* Copyright 2016 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 "../GLWindowContext.h"
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#include "SkCanvas.h"
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#include "SkColorFilter.h"
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#include "WindowContextFactory_mac.h"
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#include "gl/GrGLInterface.h"
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#include "sk_tool_utils.h"
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#include <OpenGL/gl.h>
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#include "SDL.h"
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using sk_app::DisplayParams;
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using sk_app::window_context_factory::MacWindowInfo;
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using sk_app::GLWindowContext;
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namespace {
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// We use SDL to support Mac windowing mainly for convenience's sake. However, it
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// does not allow us to support a purely raster backend because we have no hooks into
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// the NSWindow's drawRect: method. Hence we use GL to handle the update. Should we
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// want to avoid this, we will probably need to write our own windowing backend.
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class RasterWindowContext_mac : public GLWindowContext {
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public:
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RasterWindowContext_mac(const MacWindowInfo&, const DisplayParams&);
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~RasterWindowContext_mac() override;
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sk_sp<SkSurface> getBackbufferSurface() override;
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void onSwapBuffers() override;
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sk_sp<const GrGLInterface> onInitializeContext() override;
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void onDestroyContext() override;
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private:
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SDL_Window* fWindow;
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SDL_GLContext fGLContext;
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sk_sp<SkSurface> fBackbufferSurface;
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typedef GLWindowContext INHERITED;
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};
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RasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info,
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const DisplayParams& params)
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: INHERITED(params)
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, fWindow(info.fWindow)
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, fGLContext(info.fGLContext) {
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// any config code here (particularly for msaa)?
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this->initializeContext();
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}
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RasterWindowContext_mac::~RasterWindowContext_mac() {
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this->destroyContext();
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}
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sk_sp<const GrGLInterface> RasterWindowContext_mac::onInitializeContext() {
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SkASSERT(fWindow);
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SkASSERT(fGLContext);
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if (0 == SDL_GL_MakeCurrent(fWindow, fGLContext)) {
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glClearStencil(0);
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glClearColor(0, 0, 0, 0);
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glStencilMask(0xffffffff);
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &fStencilBits);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fSampleCount);
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fSampleCount = SkTMax(fSampleCount, 1);
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SDL_GetWindowSize(fWindow, &fWidth, &fHeight);
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glViewport(0, 0, fWidth, fHeight);
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} else {
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SkDebugf("MakeCurrent failed: %s\n", SDL_GetError());
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}
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// make the offscreen image
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SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams.fColorType,
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kPremul_SkAlphaType, fDisplayParams.fColorSpace);
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fBackbufferSurface = SkSurface::MakeRaster(info);
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return GrGLMakeNativeInterface();
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}
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void RasterWindowContext_mac::onDestroyContext() {
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fBackbufferSurface.reset(nullptr);
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}
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sk_sp<SkSurface> RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; }
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void RasterWindowContext_mac::onSwapBuffers() {
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if (fWindow && fGLContext) {
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// We made/have an off-screen surface. Get the contents as an SkImage:
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sk_sp<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot();
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sk_sp<SkSurface> gpuSurface = INHERITED::getBackbufferSurface();
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SkCanvas* gpuCanvas = gpuSurface->getCanvas();
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gpuCanvas->drawImage(snapshot, 0, 0);
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gpuCanvas->flush();
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SDL_GL_SwapWindow(fWindow);
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}
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}
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} // anonymous namespace
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namespace sk_app {
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namespace window_context_factory {
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WindowContext* NewRasterForMac(const MacWindowInfo& info, const DisplayParams& params) {
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WindowContext* ctx = new RasterWindowContext_mac(info, params);
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if (!ctx->isValid()) {
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delete ctx;
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return nullptr;
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}
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return ctx;
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}
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} // namespace window_context_factory
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} // namespace sk_app
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