skia2/tools/viewer/sk_app/mac/GLWindowContext_mac.cpp
Brian Osman f750fbcb69 Simplify viewer's handling of backbuffer surface and color space
WindowContext still supports color spaces, but not other color
types. Any off-screen rendering is the app's responsibility.

This change also adds (working) F16 support to viewer. Note that
the previous 10-bit and FP16 support in WindowContext was broken.
There was no code to push the off-screen canvas to the window.
If you ever made it to the unreachable off-screen code path in
createSurface, it would have simply stopped drawing.

The decision to limit the window's gamut to sRGB is mostly driven
by my desire to add real-time editing of gamut. This design lets
us do that, without tearing down and rebuilding the window for
every change. An application could still supply a different gamut
via setDisplayParams and render directly to the back buffer with
proper color correction.

BUG=skia:

Change-Id: I94df35c7a42faee396009acc83683e40bb3c284d
Reviewed-on: https://skia-review.googlesource.com/8153
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Reviewed-by: Matt Sarett <msarett@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-08 17:34:05 +00:00

110 lines
2.5 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "../GLWindowContext.h"
#include "WindowContextFactory_mac.h"
#include "SDL.h"
#include <OpenGL/gl.h>
using sk_app::DisplayParams;
using sk_app::window_context_factory::MacWindowInfo;
using sk_app::GLWindowContext;
namespace {
class GLWindowContext_mac : public GLWindowContext {
public:
GLWindowContext_mac(const MacWindowInfo&, const DisplayParams&);
~GLWindowContext_mac() override;
void onSwapBuffers() override;
void onInitializeContext() override;
void onDestroyContext() override;
private:
SDL_Window* fWindow;
SDL_GLContext fGLContext;
typedef GLWindowContext INHERITED;
};
GLWindowContext_mac::GLWindowContext_mac(const MacWindowInfo& info, const DisplayParams& params)
: INHERITED(params)
, fWindow(info.fWindow)
, fGLContext(nullptr) {
// any config code here (particularly for msaa)?
this->initializeContext();
}
GLWindowContext_mac::~GLWindowContext_mac() {
this->destroyContext();
}
void GLWindowContext_mac::onInitializeContext() {
SkASSERT(fWindow);
fGLContext = SDL_GL_CreateContext(fWindow);
if (!fGLContext) {
SkDebugf("%s\n", SDL_GetError());
return;
}
if (0 == SDL_GL_MakeCurrent(fWindow, fGLContext)) {
glClearStencil(0);
glClearColor(0, 0, 0, 0);
glStencilMask(0xffffffff);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &fStencilBits);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fSampleCount);
SDL_GetWindowSize(fWindow, &fWidth, &fHeight);
glViewport(0, 0, fWidth, fHeight);
} else {
SkDebugf("MakeCurrent failed: %s\n", SDL_GetError());
}
}
void GLWindowContext_mac::onDestroyContext() {
if (!fWindow || !fGLContext) {
return;
}
SDL_GL_DeleteContext(fGLContext);
fGLContext = nullptr;
}
void GLWindowContext_mac::onSwapBuffers() {
if (fWindow && fGLContext) {
SDL_GL_SwapWindow(fWindow);
}
}
} // anonymous namespace
namespace sk_app {
namespace window_context_factory {
WindowContext* NewGLForMac(const MacWindowInfo& info, const DisplayParams& params) {
WindowContext* ctx = new GLWindowContext_mac(info, params);
if (!ctx->isValid()) {
delete ctx;
return nullptr;
}
return ctx;
}
} // namespace window_context_factory
} // namespace sk_app