788b91678f
Use std::min and std::max everywhere. SkTPin still exists. We can't use std::clamp yet, and even when we can, it has undefined behavior with NaN. SkTPin is written to ensure that we return a value in the [lo, hi] range. Change-Id: I506852a36e024ae405358d5078a872e2c77fa71e Docs-Preview: https://skia.org/?cl=269357 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/269357 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Mike Reed <reed@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
189 lines
6.1 KiB
Plaintext
189 lines
6.1 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/core/SkCanvas.h"
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#include "include/core/SkColorFilter.h"
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#include "include/gpu/gl/GrGLInterface.h"
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#include "tools/ToolUtils.h"
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#include "tools/sk_app/GLWindowContext.h"
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#include "tools/sk_app/mac/WindowContextFactory_mac.h"
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#include <OpenGL/gl.h>
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#include <Cocoa/Cocoa.h>
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using sk_app::DisplayParams;
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using sk_app::window_context_factory::MacWindowInfo;
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using sk_app::GLWindowContext;
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namespace {
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// TODO: This still uses GL to handle the update rather than using a purely raster backend,
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// for historical reasons. Writing a pure raster backend would be better in the long run.
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class RasterWindowContext_mac : public GLWindowContext {
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public:
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RasterWindowContext_mac(const MacWindowInfo&, const DisplayParams&);
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~RasterWindowContext_mac() override;
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sk_sp<SkSurface> getBackbufferSurface() 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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NSView* fMainView;
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NSOpenGLContext* fGLContext;
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NSOpenGLPixelFormat* fPixelFormat;
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sk_sp<SkSurface> fBackbufferSurface;
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typedef GLWindowContext INHERITED;
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};
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RasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info,
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const DisplayParams& params)
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: INHERITED(params)
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, fMainView(info.fMainView)
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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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RasterWindowContext_mac::~RasterWindowContext_mac() {
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[NSOpenGLContext clearCurrentContext];
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[fPixelFormat release];
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fPixelFormat = nil;
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[fGLContext release];
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fGLContext = nil;
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}
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sk_sp<const GrGLInterface> RasterWindowContext_mac::onInitializeContext() {
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SkASSERT(nil != fMainView);
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if (!fGLContext) {
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// set up pixel format
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constexpr int kMaxAttributes = 18;
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NSOpenGLPixelFormatAttribute attributes[kMaxAttributes];
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int numAttributes = 0;
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attributes[numAttributes++] = NSOpenGLPFAAccelerated;
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attributes[numAttributes++] = NSOpenGLPFAClosestPolicy;
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attributes[numAttributes++] = NSOpenGLPFADoubleBuffer;
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attributes[numAttributes++] = NSOpenGLPFAOpenGLProfile;
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attributes[numAttributes++] = NSOpenGLProfileVersion3_2Core;
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attributes[numAttributes++] = NSOpenGLPFAColorSize;
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attributes[numAttributes++] = 24;
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attributes[numAttributes++] = NSOpenGLPFAAlphaSize;
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attributes[numAttributes++] = 8;
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attributes[numAttributes++] = NSOpenGLPFADepthSize;
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attributes[numAttributes++] = 0;
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attributes[numAttributes++] = NSOpenGLPFAStencilSize;
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attributes[numAttributes++] = 8;
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if (fDisplayParams.fMSAASampleCount > 1) {
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attributes[numAttributes++] = NSOpenGLPFASampleBuffers;
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attributes[numAttributes++] = 1;
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attributes[numAttributes++] = NSOpenGLPFASamples;
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attributes[numAttributes++] = fDisplayParams.fMSAASampleCount;
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} else {
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attributes[numAttributes++] = NSOpenGLPFASampleBuffers;
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attributes[numAttributes++] = 0;
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}
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attributes[numAttributes++] = 0;
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SkASSERT(numAttributes <= kMaxAttributes);
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fPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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if (nil == fPixelFormat) {
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return nullptr;
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}
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// create context
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fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil];
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if (nil == fGLContext) {
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[fPixelFormat release];
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fPixelFormat = nil;
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return nullptr;
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}
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[fGLContext setView:fMainView];
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GLint swapInterval = fDisplayParams.fDisableVsync ? 0 : 1;
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[fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
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}
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// make context current
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[fGLContext makeCurrentContext];
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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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GLint stencilBits;
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[fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0];
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fStencilBits = stencilBits;
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GLint sampleCount;
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[fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0];
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fSampleCount = sampleCount;
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fSampleCount = std::max(fSampleCount, 1);
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const NSRect viewportRect = [fMainView frame];
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fWidth = viewportRect.size.width;
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fHeight = viewportRect.size.height;
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glViewport(0, 0, fWidth, fHeight);
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// make the offscreen image
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SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams.fColorType,
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kPremul_SkAlphaType, fDisplayParams.fColorSpace);
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fBackbufferSurface = SkSurface::MakeRaster(info);
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return GrGLMakeNativeInterface();
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}
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sk_sp<SkSurface> RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; }
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void RasterWindowContext_mac::onSwapBuffers() {
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if (fBackbufferSurface) {
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// We made/have an off-screen surface. Get the contents as an SkImage:
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sk_sp<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot();
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sk_sp<SkSurface> gpuSurface = INHERITED::getBackbufferSurface();
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SkCanvas* gpuCanvas = gpuSurface->getCanvas();
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gpuCanvas->drawImage(snapshot, 0, 0);
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gpuCanvas->flush();
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[fGLContext flushBuffer];
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}
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}
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void RasterWindowContext_mac::resize(int w, int h) {
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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> MakeRasterForMac(const MacWindowInfo& info,
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const DisplayParams& params) {
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std::unique_ptr<WindowContext> ctx(new RasterWindowContext_mac(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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