f750fbcb69
WindowContext still supports color spaces, but not other color types. Any off-screen rendering is the app's responsibility. This change also adds (working) F16 support to viewer. Note that the previous 10-bit and FP16 support in WindowContext was broken. There was no code to push the off-screen canvas to the window. If you ever made it to the unreachable off-screen code path in createSurface, it would have simply stopped drawing. The decision to limit the window's gamut to sRGB is mostly driven by my desire to add real-time editing of gamut. This design lets us do that, without tearing down and rebuilding the window for every change. An application could still supply a different gamut via setDisplayParams and render directly to the back buffer with proper color correction. BUG=skia: Change-Id: I94df35c7a42faee396009acc83683e40bb3c284d Reviewed-on: https://skia-review.googlesource.com/8153 Reviewed-by: Jim Van Verth <jvanverth@google.com> Reviewed-by: Matt Sarett <msarett@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
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/*
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* Copyright 2016 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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#ifndef GLWindowContext_DEFINED
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#define GLWindowContext_DEFINED
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#include "gl/GrGLInterface.h"
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#include "SkRefCnt.h"
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#include "SkSurface.h"
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#include "WindowContext.h"
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class GrContext;
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namespace sk_app {
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class GLWindowContext : public WindowContext {
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public:
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sk_sp<SkSurface> getBackbufferSurface() override;
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bool isValid() override { return SkToBool(fBackendContext.get()); }
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void resize(int w, int h) override;
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void swapBuffers() override;
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void setDisplayParams(const DisplayParams& params) override;
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GrBackendContext getBackendContext() override {
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return (GrBackendContext) fBackendContext.get();
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}
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protected:
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GLWindowContext(const DisplayParams&);
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// This should be called by subclass constructor. It is also called when window/display
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// parameters change. This will in turn call onInitializeContext().
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void initializeContext();
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virtual void onInitializeContext() = 0;
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// This should be called by subclass destructor. It is also called when window/display
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// parameters change prior to initializing a new GL context. This will in turn call
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// onDestroyContext().
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void destroyContext();
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virtual void onDestroyContext() = 0;
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virtual void onSwapBuffers() = 0;
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sk_sp<const GrGLInterface> fBackendContext;
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sk_sp<SkSurface> fSurface;
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// parameters obtained from the native window
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// Note that the platform .cpp file is responsible for
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// initializing fSampleCount and fStencilBits!
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int fSampleCount;
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int fStencilBits;
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};
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} // namespace sk_app
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#endif
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