skia2/example/HelloWorld.cpp
brianosman a635936588 sRGB support in Ganesh. Several pieces:
sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
us to disable sRGB -> Linear conversion when reading textures. This gives
us an easy way to support "legacy" L32 mode. We disable decoding based on
the pixel config of the render target. Textures can override that behavior
(specifically for format-conversion draws where we want that behavior).

Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
internally, and the external format is BGR order, so TexImage calls will
swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
platforms.

Devices without sRGB support behave like they always have: conversion from
color type and profile type ignores sRGB and always returns linear pixel
configs.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002

Review URL: https://codereview.chromium.org/1789663002
2016-03-21 06:55:37 -07:00

188 lines
4.9 KiB
C++

/*
* Copyright 2015 Google Inc.
*
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*
*/
#include "HelloWorld.h"
#include "gl/GrGLInterface.h"
#include "GrContext.h"
#include "SkApplication.h"
#include "SkCanvas.h"
#include "SkGradientShader.h"
#include "SkGraphics.h"
#include "SkGr.h"
void application_init() {
SkGraphics::Init();
SkEvent::Init();
}
void application_term() {
SkEvent::Term();
}
HelloWorldWindow::HelloWorldWindow(void* hwnd)
: INHERITED(hwnd) {
fType = kGPU_DeviceType;
fRenderTarget = NULL;
fRotationAngle = 0;
this->setTitle();
this->setUpBackend();
}
HelloWorldWindow::~HelloWorldWindow() {
tearDownBackend();
}
void HelloWorldWindow::tearDownBackend() {
SkSafeUnref(fContext);
fContext = NULL;
SkSafeUnref(fInterface);
fInterface = NULL;
SkSafeUnref(fRenderTarget);
fRenderTarget = NULL;
INHERITED::release();
}
void HelloWorldWindow::setTitle() {
SkString title("Hello World ");
title.appendf(fType == kRaster_DeviceType ? "raster" : "opengl");
INHERITED::setTitle(title.c_str());
}
bool HelloWorldWindow::setUpBackend() {
this->setVisibleP(true);
this->setClipToBounds(false);
bool result = attach(kNativeGL_BackEndType, 0 /*msaa*/, &fAttachmentInfo);
if (false == result) {
SkDebugf("Not possible to create backend.\n");
release();
return false;
}
fInterface = GrGLCreateNativeInterface();
SkASSERT(NULL != fInterface);
fContext = GrContext::Create(kOpenGL_GrBackend, (GrBackendContext)fInterface);
SkASSERT(NULL != fContext);
this->setUpRenderTarget();
return true;
}
void HelloWorldWindow::setUpRenderTarget() {
SkSafeUnref(fRenderTarget);
fRenderTarget = this->renderTarget(fAttachmentInfo, fInterface, fContext);
}
void HelloWorldWindow::drawContents(SkCanvas* canvas) {
// Clear background
canvas->drawColor(SK_ColorWHITE);
SkPaint paint;
paint.setColor(SK_ColorRED);
// Draw a rectangle with red paint
SkRect rect = SkRect::MakeXYWH(10, 10, 128, 128);
canvas->drawRect(rect, paint);
// Set up a linear gradient and draw a circle
{
SkPoint linearPoints[] = {
{0, 0},
{300, 300}
};
SkColor linearColors[] = {SK_ColorGREEN, SK_ColorBLACK};
paint.setShader(SkGradientShader::MakeLinear(
linearPoints, linearColors, nullptr, 2,
SkShader::kMirror_TileMode));
paint.setFlags(SkPaint::kAntiAlias_Flag);
canvas->drawCircle(200, 200, 64, paint);
// Detach shader
paint.setShader(nullptr);
}
// Draw a message with a nice black paint.
paint.setFlags(
SkPaint::kAntiAlias_Flag |
SkPaint::kSubpixelText_Flag | // ... avoid waggly text when rotating.
SkPaint::kUnderlineText_Flag);
paint.setColor(SK_ColorBLACK);
paint.setTextSize(20);
canvas->save();
static const char message[] = "Hello World";
// Translate and rotate
canvas->translate(300, 300);
fRotationAngle += 0.2f;
if (fRotationAngle > 360) {
fRotationAngle -= 360;
}
canvas->rotate(fRotationAngle);
// Draw the text:
canvas->drawText(message, strlen(message), 0, 0, paint);
canvas->restore();
}
void HelloWorldWindow::draw(SkCanvas* canvas) {
drawContents(canvas);
// in case we have queued drawing calls
fContext->flush();
// Invalidate the window to force a redraw. Poor man's animation mechanism.
this->inval(NULL);
if (kRaster_DeviceType == fType) {
// need to send the raster bits to the (gpu) window
sk_sp<SkImage> snap = fSurface->makeImageSnapshot();
SkPixmap pmap;
if (snap->peekPixels(&pmap)) {
const SkImageInfo& info = pmap.info();
fRenderTarget->writePixels(0, 0, snap->width(), snap->height(),
SkImageInfo2GrPixelConfig(info.colorType(),
info.alphaType(),
info.profileType(),
*fContext->caps()),
pmap.addr(),
pmap.rowBytes(),
GrContext::kFlushWrites_PixelOp);
}
}
INHERITED::present();
}
void HelloWorldWindow::onSizeChange() {
setUpRenderTarget();
}
bool HelloWorldWindow::onHandleChar(SkUnichar unichar) {
if (' ' == unichar) {
fType = fType == kRaster_DeviceType ? kGPU_DeviceType: kRaster_DeviceType;
tearDownBackend();
setUpBackend();
this->setTitle();
this->inval(NULL);
}
return true;
}
SkOSWindow* create_sk_window(void* hwnd, int , char** ) {
return new HelloWorldWindow(hwnd);
}