68cb8b0239
This replaces the SDL-based system and should allow Metal to work on iOS. OpenGL and raster will render but there's no touch input yet. Bug: skia:8737 Change-Id: I863accc47f0e1781192d567dbe54d1e321c3cd2e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/231561 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
170 lines
4.7 KiB
Plaintext
170 lines
4.7 KiB
Plaintext
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/*
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* Copyright 2019 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 "include/gpu/gl/GrGLInterface.h"
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#include "tools/sk_app/GLWindowContext.h"
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#include "tools/sk_app/ios/WindowContextFactory_ios.h"
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#include <OpenGLES/ES3/gl.h>
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#include <UIKit/UIKit.h>
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using sk_app::DisplayParams;
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using sk_app::window_context_factory::IOSWindowInfo;
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using sk_app::GLWindowContext;
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@interface RasterView : MainView
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@end
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@implementation RasterView
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+ (Class) layerClass {
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return [CAEAGLLayer class];
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}
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@end
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namespace {
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class GLWindowContext_ios : public GLWindowContext {
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public:
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GLWindowContext_ios(const IOSWindowInfo&, const DisplayParams&);
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~GLWindowContext_ios() 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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void resize(int w, int h) override;
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private:
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sk_app::Window_ios* fWindow;
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UIViewController* fViewController;
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RasterView* fRasterView;
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EAGLContext* fGLContext;
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GLuint fFramebuffer;
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GLuint fRenderbuffer;
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typedef GLWindowContext INHERITED;
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};
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GLWindowContext_ios::GLWindowContext_ios(const IOSWindowInfo& info, const DisplayParams& params)
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: INHERITED(params)
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, fWindow(info.fWindow)
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, fViewController(info.fViewController)
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, fGLContext(nil) {
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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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GLWindowContext_ios::~GLWindowContext_ios() {
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this->onDestroyContext();
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[fRasterView removeFromSuperview];
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[fRasterView release];
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}
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sk_sp<const GrGLInterface> GLWindowContext_ios::onInitializeContext() {
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SkASSERT(nil != fViewController);
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SkASSERT(!fGLContext);
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CGRect frameRect = [fViewController.view frame];
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fRasterView = [[[RasterView alloc] initWithFrame:frameRect] initWithWindow:fWindow];
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[fViewController.view addSubview:fRasterView];
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fGLContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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if (!fGLContext)
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{
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SkDebugf("Could Not Create OpenGL ES Context\n");
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return nullptr;
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}
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if (![EAGLContext setCurrentContext:fGLContext]) {
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SkDebugf("Could Not Set OpenGL ES Context As Current\n");
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this->onDestroyContext();
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return nullptr;
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}
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// Set up EAGLLayer
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CAEAGLLayer* eaglLayer = (CAEAGLLayer*)fRasterView.layer;
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eaglLayer.drawableProperties = @{kEAGLDrawablePropertyRetainedBacking : @NO,
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kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8 };
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eaglLayer.opaque = YES;
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eaglLayer.frame = frameRect;
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eaglLayer.contentsGravity = kCAGravityTopLeft;
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// Set up framebuffer
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glGenFramebuffers(1, &fFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, fFramebuffer);
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glGenRenderbuffers(1, &fRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, fRenderbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fRenderbuffer);
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[fGLContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer];
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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SkDebugf("Invalid Framebuffer\n");
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this->onDestroyContext();
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return nullptr;
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}
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glClearStencil(0);
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glClearColor(0, 0, 0, 255);
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glStencilMask(0xffffffff);
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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fStencilBits = 8;
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fSampleCount = 1; // TODO: handle multisampling
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fWidth = fViewController.view.frame.size.width;
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fHeight = fViewController.view.frame.size.height;
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glViewport(0, 0, fWidth, fHeight);
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return GrGLMakeNativeInterface();
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}
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void GLWindowContext_ios::onDestroyContext() {
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glDeleteFramebuffers(1, &fFramebuffer);
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glDeleteRenderbuffers(1, &fRenderbuffer);
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[EAGLContext setCurrentContext:nil];
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[fGLContext release];
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fGLContext = nil;
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}
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void GLWindowContext_ios::onSwapBuffers() {
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glBindRenderbuffer(GL_RENDERBUFFER, fRenderbuffer);
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[fGLContext presentRenderbuffer:GL_RENDERBUFFER];
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}
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void GLWindowContext_ios::resize(int w, int h) {
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// TODO: handle rotation
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// [fGLContext update];
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INHERITED::resize(w, h);
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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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std::unique_ptr<WindowContext> MakeGLForIOS(const IOSWindowInfo& info,
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const DisplayParams& params) {
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std::unique_ptr<WindowContext> ctx(new GLWindowContext_ios(info, params));
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if (!ctx->isValid()) {
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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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