c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
97 lines
2.4 KiB
C++
97 lines
2.4 KiB
C++
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/*
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* Copyright 2017 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 <OpenGLES/ES2/gl.h>
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#include "tools/sk_app/GLWindowContext.h"
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#include "SDL.h"
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#include "include/gpu/gl/GrGLInterface.h"
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#include "tools/sk_app/ios/WindowContextFactory_ios.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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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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private:
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SDL_Window* fWindow;
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SDL_GLContext fGLContext;
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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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, fGLContext(info.fGLContext) {
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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->destroyContext();
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}
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sk_sp<const GrGLInterface> GLWindowContext_ios::onInitializeContext() {
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SkASSERT(fWindow);
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SkASSERT(fGLContext);
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if (0 == SDL_GL_MakeCurrent(fWindow, fGLContext)) {
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glClearStencil(0);
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glClearColor(0, 0, 0, 0);
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glStencilMask(0xffffffff);
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &fStencilBits);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fSampleCount);
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fSampleCount = SkTMax(fSampleCount, 1);
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SDL_GL_GetDrawableSize(fWindow, &fWidth, &fHeight);
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glViewport(0, 0, fWidth, fHeight);
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} else {
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SkDebugf("MakeCurrent failed: %s\n", SDL_GetError());
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}
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return GrGLMakeNativeInterface();
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}
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void GLWindowContext_ios::onSwapBuffers() {
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if (fWindow && fGLContext) {
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SDL_GL_SwapWindow(fWindow);
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}
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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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WindowContext* NewGLForIOS(const IOSWindowInfo& info, const DisplayParams& params) {
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WindowContext* ctx = new GLWindowContext_ios(info, params);
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if (!ctx->isValid()) {
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delete ctx;
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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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