skia2/tools/sk_app/win/GLWindowContext_win.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
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>
2019-04-24 16:27:11 +00:00

162 lines
4.4 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/gpu/gl/GrGLInterface.h"
#include "src/utils/win/SkWGL.h"
#include "tools/sk_app/GLWindowContext.h"
#include "tools/sk_app/win/WindowContextFactory_win.h"
#include <Windows.h>
#include <GL/gl.h>
using sk_app::GLWindowContext;
using sk_app::DisplayParams;
#if defined(_M_ARM64)
namespace sk_app {
namespace window_context_factory {
WindowContext* NewGLForWin(HWND, const DisplayParams&) { return nullptr; }
} // namespace window_context_factory
} // namespace sk_app
#else
namespace {
class GLWindowContext_win : public GLWindowContext {
public:
GLWindowContext_win(HWND, const DisplayParams&);
~GLWindowContext_win() override;
protected:
void onSwapBuffers() override;
sk_sp<const GrGLInterface> onInitializeContext() override;
void onDestroyContext() override;
private:
HWND fHWND;
HGLRC fHGLRC;
typedef GLWindowContext INHERITED;
};
GLWindowContext_win::GLWindowContext_win(HWND wnd, const DisplayParams& params)
: INHERITED(params)
, fHWND(wnd)
, fHGLRC(NULL) {
// any config code here (particularly for msaa)?
this->initializeContext();
}
GLWindowContext_win::~GLWindowContext_win() {
this->destroyContext();
}
sk_sp<const GrGLInterface> GLWindowContext_win::onInitializeContext() {
HDC dc = GetDC(fHWND);
fHGLRC = SkCreateWGLContext(dc, fDisplayParams.fMSAASampleCount, false /* deepColor */,
kGLPreferCompatibilityProfile_SkWGLContextRequest);
if (NULL == fHGLRC) {
return nullptr;
}
SkWGLExtensions extensions;
if (extensions.hasExtension(dc, "WGL_EXT_swap_control")) {
extensions.swapInterval(fDisplayParams.fDisableVsync ? 0 : 1);
}
// Look to see if RenderDoc is attached. If so, re-create the context with a core profile
if (wglMakeCurrent(dc, fHGLRC)) {
auto interface = GrGLMakeNativeInterface();
bool renderDocAttached = interface->hasExtension("GL_EXT_debug_tool");
interface.reset(nullptr);
if (renderDocAttached) {
wglDeleteContext(fHGLRC);
fHGLRC = SkCreateWGLContext(dc, fDisplayParams.fMSAASampleCount, false /* deepColor */,
kGLPreferCoreProfile_SkWGLContextRequest);
if (NULL == fHGLRC) {
return nullptr;
}
}
}
if (wglMakeCurrent(dc, fHGLRC)) {
glClearStencil(0);
glClearColor(0, 0, 0, 0);
glStencilMask(0xffffffff);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// use DescribePixelFormat to get the stencil and color bit depth.
int pixelFormat = GetPixelFormat(dc);
PIXELFORMATDESCRIPTOR pfd;
DescribePixelFormat(dc, pixelFormat, sizeof(pfd), &pfd);
fStencilBits = pfd.cStencilBits;
// Get sample count if the MSAA WGL extension is present
if (extensions.hasExtension(dc, "WGL_ARB_multisample")) {
static const int kSampleCountAttr = SK_WGL_SAMPLES;
extensions.getPixelFormatAttribiv(dc,
pixelFormat,
0,
1,
&kSampleCountAttr,
&fSampleCount);
fSampleCount = SkTMax(fSampleCount, 1);
} else {
fSampleCount = 1;
}
RECT rect;
GetClientRect(fHWND, &rect);
fWidth = rect.right - rect.left;
fHeight = rect.bottom - rect.top;
glViewport(0, 0, fWidth, fHeight);
}
return GrGLMakeNativeInterface();
}
void GLWindowContext_win::onDestroyContext() {
wglDeleteContext(fHGLRC);
fHGLRC = NULL;
}
void GLWindowContext_win::onSwapBuffers() {
HDC dc = GetDC((HWND)fHWND);
SwapBuffers(dc);
ReleaseDC((HWND)fHWND, dc);
}
} // anonymous namespace
namespace sk_app {
namespace window_context_factory {
WindowContext* NewGLForWin(HWND wnd, const DisplayParams& params) {
GLWindowContext_win* ctx = new GLWindowContext_win(wnd, params);
if (!ctx->isValid()) {
delete ctx;
return nullptr;
}
return ctx;
}
} // namespace window_context_factory
} // namespace sk_app
#endif