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>
234 lines
6.5 KiB
C++
234 lines
6.5 KiB
C++
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/*
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* Copyright 2011 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 "tools/gpu/gl/GLTestContext.h"
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#if defined(_M_ARM64)
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namespace sk_gpu_test {
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GLTestContext* CreatePlatformGLTestContext(GrGLStandard, GLTestContext*) { return nullptr; }
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} // namespace sk_gpu_test
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#else
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#include <windows.h>
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#include <GL/GL.h>
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#include "src/utils/win/SkWGL.h"
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#include <windows.h>
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namespace {
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std::function<void()> context_restorer() {
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auto glrc = wglGetCurrentContext();
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auto dc = wglGetCurrentDC();
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return [glrc, dc] { wglMakeCurrent(dc, glrc); };
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}
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class WinGLTestContext : public sk_gpu_test::GLTestContext {
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public:
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WinGLTestContext(GrGLStandard forcedGpuAPI, WinGLTestContext* shareContext);
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~WinGLTestContext() override;
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private:
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void destroyGLContext();
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void onPlatformMakeCurrent() const override;
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std::function<void()> onPlatformGetAutoContextRestore() const override;
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void onPlatformSwapBuffers() const override;
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GrGLFuncPtr onPlatformGetProcAddress(const char* name) const override;
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HWND fWindow;
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HDC fDeviceContext;
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HGLRC fGlRenderContext;
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static ATOM gWC;
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sk_sp<SkWGLPbufferContext> fPbufferContext;
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};
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ATOM WinGLTestContext::gWC = 0;
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WinGLTestContext::WinGLTestContext(GrGLStandard forcedGpuAPI, WinGLTestContext* shareContext)
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: fWindow(nullptr)
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, fDeviceContext(nullptr)
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, fGlRenderContext(0)
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, fPbufferContext(nullptr) {
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HINSTANCE hInstance = (HINSTANCE)GetModuleHandle(nullptr);
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if (!gWC) {
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WNDCLASS wc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hbrBackground = nullptr;
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wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
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wc.hInstance = hInstance;
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wc.lpfnWndProc = (WNDPROC) DefWindowProc;
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wc.lpszClassName = TEXT("Griffin");
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wc.lpszMenuName = nullptr;
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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gWC = RegisterClass(&wc);
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if (!gWC) {
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SkDebugf("Could not register window class.\n");
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return;
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}
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}
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if (!(fWindow = CreateWindow(TEXT("Griffin"),
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TEXT("The Invisible Man"),
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WS_OVERLAPPEDWINDOW,
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0, 0, 1, 1,
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nullptr, nullptr,
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hInstance, nullptr))) {
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SkDebugf("Could not create window.\n");
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return;
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}
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if (!(fDeviceContext = GetDC(fWindow))) {
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SkDebugf("Could not get device context.\n");
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this->destroyGLContext();
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return;
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}
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// Requesting a Core profile would bar us from using NVPR. So we request
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// compatibility profile or GL ES.
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SkWGLContextRequest contextType =
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kGLES_GrGLStandard == forcedGpuAPI ?
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kGLES_SkWGLContextRequest : kGLPreferCompatibilityProfile_SkWGLContextRequest;
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HGLRC winShareContext = nullptr;
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if (shareContext) {
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winShareContext = shareContext->fPbufferContext ? shareContext->fPbufferContext->getGLRC()
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: shareContext->fGlRenderContext;
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}
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fPbufferContext = SkWGLPbufferContext::Create(fDeviceContext, contextType, winShareContext);
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HDC dc;
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HGLRC glrc;
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if (nullptr == fPbufferContext) {
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if (!(fGlRenderContext = SkCreateWGLContext(fDeviceContext, 0, false, contextType,
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winShareContext))) {
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SkDebugf("Could not create rendering context.\n");
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this->destroyGLContext();
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return;
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}
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dc = fDeviceContext;
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glrc = fGlRenderContext;
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} else {
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ReleaseDC(fWindow, fDeviceContext);
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fDeviceContext = 0;
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DestroyWindow(fWindow);
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fWindow = 0;
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dc = fPbufferContext->getDC();
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glrc = fPbufferContext->getGLRC();
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}
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SkScopeExit restorer(context_restorer());
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if (!(wglMakeCurrent(dc, glrc))) {
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SkDebugf("Could not set the context.\n");
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this->destroyGLContext();
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return;
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}
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auto gl = GrGLMakeNativeInterface();
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if (!gl) {
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SkDebugf("Could not create GL interface.\n");
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this->destroyGLContext();
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return;
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}
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if (!gl->validate()) {
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SkDebugf("Could not validate GL interface.\n");
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this->destroyGLContext();
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return;
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}
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this->init(std::move(gl));
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}
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WinGLTestContext::~WinGLTestContext() {
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this->teardown();
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this->destroyGLContext();
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}
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void WinGLTestContext::destroyGLContext() {
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fPbufferContext = nullptr;
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if (fGlRenderContext) {
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// This deletes the context immediately even if it is current.
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wglDeleteContext(fGlRenderContext);
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fGlRenderContext = 0;
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}
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if (fWindow && fDeviceContext) {
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ReleaseDC(fWindow, fDeviceContext);
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fDeviceContext = 0;
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}
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if (fWindow) {
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DestroyWindow(fWindow);
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fWindow = 0;
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}
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}
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void WinGLTestContext::onPlatformMakeCurrent() const {
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HDC dc;
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HGLRC glrc;
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if (nullptr == fPbufferContext) {
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dc = fDeviceContext;
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glrc = fGlRenderContext;
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} else {
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dc = fPbufferContext->getDC();
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glrc = fPbufferContext->getGLRC();
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}
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if (!wglMakeCurrent(dc, glrc)) {
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SkDebugf("Could not create rendering context.\n");
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}
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}
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std::function<void()> WinGLTestContext::onPlatformGetAutoContextRestore() const {
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if (wglGetCurrentContext() == fGlRenderContext) {
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return nullptr;
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}
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return context_restorer();
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}
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void WinGLTestContext::onPlatformSwapBuffers() const {
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HDC dc;
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if (nullptr == fPbufferContext) {
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dc = fDeviceContext;
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} else {
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dc = fPbufferContext->getDC();
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}
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if (!SwapBuffers(dc)) {
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SkDebugf("Could not complete SwapBuffers.\n");
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}
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}
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GrGLFuncPtr WinGLTestContext::onPlatformGetProcAddress(const char* name) const {
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return reinterpret_cast<GrGLFuncPtr>(wglGetProcAddress(name));
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}
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} // anonymous namespace
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namespace sk_gpu_test {
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GLTestContext* CreatePlatformGLTestContext(GrGLStandard forcedGpuAPI,
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GLTestContext *shareContext) {
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WinGLTestContext* winShareContext = reinterpret_cast<WinGLTestContext*>(shareContext);
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WinGLTestContext *ctx = new WinGLTestContext(forcedGpuAPI, winShareContext);
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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 sk_gpu_test
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#endif
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