cfdc0e3fee
Rasterize the picture only when it changes, not every time raster widget paints itself. Removes include SkForceLinking.h while organizing the SkDebuggerGUI.cpp includes. This is part of the work trying to remove bugs that come from SkDebugCanvas stateful draw. Part of the state comes from some optimization that this tries to reproduce in a different way. Review URL: https://codereview.chromium.org/839743003
101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
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/*
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* Copyright 2012 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 "SkGLWidget.h"
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#if SK_SUPPORT_GPU
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SkGLWidget::SkGLWidget(SkDebugger* debugger) : QGLWidget() {
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fDebugger = debugger;
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}
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SkGLWidget::~SkGLWidget() {
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}
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void SkGLWidget::setSampleCount(int sampleCount) {
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QGLFormat currentFormat = format();
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currentFormat.setSampleBuffers(sampleCount > 0);
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currentFormat.setSamples(sampleCount);
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setFormat(currentFormat);
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}
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void SkGLWidget::initializeGL() {
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if (!fCurIntf) {
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fCurIntf.reset(GrGLCreateNativeInterface());
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}
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if (!fCurIntf) {
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return;
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}
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if (!fCurContext) {
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fCurContext.reset(GrContext::Create(kOpenGL_GrBackend, (GrBackendContext) fCurIntf.get()));
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}
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if (!fCurContext) {
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return;
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}
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// The call may come multiple times, for example after setSampleCount(). The QGLContext will be
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// different, but we do not have a mechanism to catch the destroying of QGLContext, so that
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// proper resource cleanup could be made. Instead, we assume that the underlying GL context
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// never actually changes. If it would, we could not destroy the resources.
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fGpuDevice.reset(NULL);
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fCanvas.reset(NULL);
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}
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void SkGLWidget::createRenderTarget() {
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if (!fCurContext) {
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return;
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}
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glDisable(GL_SCISSOR_TEST);
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glStencilMask(0xffffffff);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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fCurContext->resetContext();
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fGpuDevice.reset(NULL);
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fCanvas.reset(NULL);
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GrBackendRenderTargetDesc desc = this->getDesc(this->width(), this->height());
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desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
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SkAutoTUnref<GrRenderTarget> curRenderTarget(fCurContext->wrapBackendRenderTarget(desc));
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fGpuDevice.reset(SkGpuDevice::Create(curRenderTarget.get(),
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SkSurfaceProps(SkSurfaceProps::kLegacyFontHost_InitType)));
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fCanvas.reset(new SkCanvas(fGpuDevice));
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}
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void SkGLWidget::resizeGL(int w, int h) {
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SkASSERT(w == this->width() && h == this->height());
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this->createRenderTarget();
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}
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void SkGLWidget::paintGL() {
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if (!this->isHidden() && fCanvas) {
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fDebugger->draw(fCanvas.get());
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// TODO(chudy): Implement an optional flush button in Gui.
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fCanvas->flush();
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emit drawComplete();
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}
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}
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GrBackendRenderTargetDesc SkGLWidget::getDesc(int w, int h) {
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GrBackendRenderTargetDesc desc;
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desc.fWidth = SkScalarRoundToInt(this->width());
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desc.fHeight = SkScalarRoundToInt(this->height());
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desc.fConfig = kSkia8888_GrPixelConfig;
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GR_GL_GetIntegerv(fCurIntf, GR_GL_SAMPLES, &desc.fSampleCnt);
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GR_GL_GetIntegerv(fCurIntf, GR_GL_STENCIL_BITS, &desc.fStencilBits);
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GrGLint buffer;
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GR_GL_GetIntegerv(fCurIntf, GR_GL_FRAMEBUFFER_BINDING, &buffer);
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desc.fRenderTargetHandle = buffer;
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return desc;
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}
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#endif
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