74959a1471
A dashed line is also added to split the screen. Currently, drawing images with sRGB seems to still have bugs. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2069653002 Review-Url: https://codereview.chromium.org/2069653002
92 lines
3.5 KiB
C++
Executable File
92 lines
3.5 KiB
C++
Executable File
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/*
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* Copyright 2015 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 "GrContext.h"
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#include "SkSurface.h"
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#include "WindowContext.h"
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#include "gl/GrGLDefines.h"
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#include "gl/GrGLUtil.h"
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#include "GrRenderTarget.h"
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#include "GrContext.h"
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#include "SkCanvas.h"
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#include "SkImage_Base.h"
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namespace sk_app {
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sk_sp<SkSurface> WindowContext::createOffscreenSurface(bool forceSRGB) {
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return createSurface(nullptr, 0, true, forceSRGB);
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}
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sk_sp<SkSurface> WindowContext::createRenderSurface(sk_sp<GrRenderTarget> rt, int colorBits) {
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return createSurface(rt, colorBits, false, false);
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}
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sk_sp<SkSurface> WindowContext::createSurface(
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sk_sp<GrRenderTarget> rt, int colorBits, bool offscreen, bool forceSRGB) {
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auto flags = (fSurfaceProps.flags() & ~SkSurfaceProps::kGammaCorrect_Flag) |
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(GrPixelConfigIsSRGB(fPixelConfig) || forceSRGB ?
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SkSurfaceProps::kGammaCorrect_Flag : 0);
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SkSurfaceProps props(flags, fSurfaceProps.pixelGeometry());
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if (!this->isGpuContext() || colorBits > 24 || offscreen ||
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kRGBA_F16_SkColorType == fDisplayParams.fColorType) {
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// If we're rendering to F16, we need an off-screen surface - the current render
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// target is most likely the wrong format.
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//
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// If we're rendering raster data or using a deep (10-bit or higher) surface, we probably
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// need an off-screen surface. 10-bit, in particular, has strange gamma behavior.
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SkImageInfo info = SkImageInfo::Make(
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fWidth, fHeight,
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fDisplayParams.fColorType,
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kPremul_SkAlphaType,
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forceSRGB ? SkColorSpace::NewNamed(SkColorSpace::kSRGB_Named)
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: fDisplayParams.fColorSpace
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);
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if (this->isGpuContext()) {
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return SkSurface::MakeRenderTarget(fContext, SkBudgeted::kNo, info,
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fDisplayParams.fMSAASampleCount, &props);
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} else {
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return SkSurface::MakeRaster(info, &props);
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}
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} else {
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return SkSurface::MakeRenderTargetDirect(rt.get(), &props);
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}
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}
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void WindowContext::presentRenderSurface(sk_sp<SkSurface> renderSurface, sk_sp<GrRenderTarget> rt,
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int colorBits) {
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if (!this->isGpuContext() || colorBits > 24 ||
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kRGBA_F16_SkColorType == fDisplayParams.fColorType) {
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// We made/have an off-screen surface. Get the contents as an SkImage:
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SkImageInfo info = SkImageInfo::Make(fWidth, fHeight,
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fDisplayParams.fColorType,
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kUnknown_SkAlphaType,
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fDisplayParams.fColorSpace);
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SkBitmap bm;
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bm.allocPixels(info);
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renderSurface->getCanvas()->readPixels(&bm, 0, 0);
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SkPixmap pm;
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bm.peekPixels(&pm);
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sk_sp<SkImage> image(SkImage::MakeTextureFromPixmap(fContext, pm,
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SkBudgeted::kNo));
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GrTexture* texture = as_IB(image)->peekTexture();
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SkASSERT(texture);
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// With ten-bit output, we need to manually apply the gamma of the output device
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// (unless we're in non-gamma correct mode, in which case our data is already
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// fake-sRGB, like we're expected to put in the 10-bit buffer):
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bool doGamma = (colorBits == 30) && SkImageInfoIsGammaCorrect(info);
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fContext->applyGamma(rt.get(), texture, doGamma ? 1.0f / 2.2f : 1.0f);
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}
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}
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} //namespace sk_app
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