skia2/debugger/QT/SkGLWidget.cpp
kkinnunen 9e33d1dbcc debugger: Abandon context when Qt changes it without notice
Qt changes the context on many conditions. Abandon GrContext
in these cases.

Also call GrContext::resetContext during Qt GL paint callback,
the GL state may be touched by Qt.

Fixes the bug where changing between gpu and msaa would start
erroring in framebuffer binds, if the .skp had many layers.

Review URL: https://codereview.chromium.org/915573002
2015-02-10 22:27:48 -08:00

99 lines
2.8 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkGLWidget.h"
#if SK_SUPPORT_GPU
SkGLWidget::SkGLWidget(SkDebugger* debugger) : QGLWidget() {
fDebugger = debugger;
}
SkGLWidget::~SkGLWidget() {
}
void SkGLWidget::setSampleCount(int sampleCount) {
QGLFormat currentFormat = format();
currentFormat.setSampleBuffers(sampleCount > 0);
currentFormat.setSamples(sampleCount);
setFormat(currentFormat);
}
void SkGLWidget::initializeGL() {
if (!fCurIntf) {
fCurIntf.reset(GrGLCreateNativeInterface());
}
if (!fCurIntf) {
return;
}
// The call may come multiple times, for example after setSampleCount(). The QGLContext will be
// different, but we do not have a mechanism to catch the destroying of QGLContext, so that
// proper resource cleanup could be made.
if (fCurContext) {
fCurContext->abandonContext();
}
fGpuDevice.reset(NULL);
fCanvas.reset(NULL);
fCurContext.reset(GrContext::Create(kOpenGL_GrBackend, (GrBackendContext) fCurIntf.get()));
}
void SkGLWidget::createRenderTarget() {
if (!fCurContext) {
return;
}
glDisable(GL_SCISSOR_TEST);
glStencilMask(0xffffffff);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
fCurContext->resetContext();
fGpuDevice.reset(NULL);
fCanvas.reset(NULL);
GrBackendRenderTargetDesc desc = this->getDesc(this->width(), this->height());
desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
SkAutoTUnref<GrRenderTarget> curRenderTarget(fCurContext->wrapBackendRenderTarget(desc));
SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
fGpuDevice.reset(SkGpuDevice::Create(curRenderTarget, &props));
fCanvas.reset(new SkCanvas(fGpuDevice));
}
void SkGLWidget::resizeGL(int w, int h) {
SkASSERT(w == this->width() && h == this->height());
this->createRenderTarget();
}
void SkGLWidget::paintGL() {
if (!this->isHidden() && fCanvas) {
fCurContext->resetContext();
fDebugger->draw(fCanvas.get());
// TODO(chudy): Implement an optional flush button in Gui.
fCanvas->flush();
emit drawComplete();
}
}
GrBackendRenderTargetDesc SkGLWidget::getDesc(int w, int h) {
GrBackendRenderTargetDesc desc;
desc.fWidth = SkScalarRoundToInt(this->width());
desc.fHeight = SkScalarRoundToInt(this->height());
desc.fConfig = kSkia8888_GrPixelConfig;
GR_GL_GetIntegerv(fCurIntf, GR_GL_SAMPLES, &desc.fSampleCnt);
GR_GL_GetIntegerv(fCurIntf, GR_GL_STENCIL_BITS, &desc.fStencilBits);
GrGLint buffer;
GR_GL_GetIntegerv(fCurIntf, GR_GL_FRAMEBUFFER_BINDING, &buffer);
desc.fRenderTargetHandle = buffer;
return desc;
}
#endif