skia2/tools/viewer/sk_app/WindowContext.cpp
liyuqian 74959a1471 Use Offscreen Surface for Split Screen
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
2016-06-16 14:10:34 -07:00

92 lines
3.5 KiB
C++
Executable File

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