skia2/tools/sk_app/GLWindowContext.cpp
Jim Van Verth d063e8b6f1 Revise Mac windowing and context creation.
Windowing and events:
* Use a NSTrackingArea to only capture mouse events within the view.
* Use ViewDelegate to track events rather than pulling them out of the
  event pump.
* Sets up the autoreleasepool correctly to clear out old events

Context creation:
* Don't use a subview for OpenGL (it's not necessary).
* For Metal, use a CAMetalLayer rather than MTKView.
* Add vsync support to Metal.

Bug: skia:8737
Change-Id: I8ea5cc865df65f8dc2fef47082bf6a4d1657cf03
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/213672
Commit-Queue: Jim Van Verth <jvanverth@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2019-05-16 16:46:11 +00:00

99 lines
2.9 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/core/SkCanvas.h"
#include "include/core/SkSurface.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrContext.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/gl/GrGLDefines.h"
#include "src/gpu/gl/GrGLUtil.h"
#include "src/image/SkImage_Base.h"
#include "tools/sk_app/GLWindowContext.h"
namespace sk_app {
GLWindowContext::GLWindowContext(const DisplayParams& params)
: WindowContext(params)
, fBackendContext(nullptr)
, fSurface(nullptr) {
fDisplayParams.fMSAASampleCount = GrNextPow2(fDisplayParams.fMSAASampleCount);
}
void GLWindowContext::initializeContext() {
SkASSERT(!fContext);
fBackendContext = this->onInitializeContext();
fContext = GrContext::MakeGL(fBackendContext, fDisplayParams.fGrContextOptions);
if (!fContext && fDisplayParams.fMSAASampleCount > 1) {
fDisplayParams.fMSAASampleCount /= 2;
this->initializeContext();
return;
}
}
void GLWindowContext::destroyContext() {
fSurface.reset(nullptr);
if (fContext) {
// in case we have outstanding refs to this guy (lua?)
fContext->abandonContext();
fContext.reset();
}
fBackendContext.reset(nullptr);
this->onDestroyContext();
}
sk_sp<SkSurface> GLWindowContext::getBackbufferSurface() {
if (nullptr == fSurface) {
if (fContext) {
GrGLint buffer;
GR_GL_CALL(fBackendContext.get(), GetIntegerv(GR_GL_FRAMEBUFFER_BINDING, &buffer));
GrGLFramebufferInfo fbInfo;
fbInfo.fFBOID = buffer;
fbInfo.fFormat = GR_GL_RGBA8;
GrBackendRenderTarget backendRT(fWidth,
fHeight,
fSampleCount,
fStencilBits,
fbInfo);
fSurface = SkSurface::MakeFromBackendRenderTarget(fContext.get(), backendRT,
kBottomLeft_GrSurfaceOrigin,
kRGBA_8888_SkColorType,
fDisplayParams.fColorSpace,
&fDisplayParams.fSurfaceProps);
}
}
return fSurface;
}
void GLWindowContext::swapBuffers() {
this->onSwapBuffers();
}
void GLWindowContext::resize(int w, int h) {
this->destroyContext();
this->initializeContext();
}
void GLWindowContext::setDisplayParams(const DisplayParams& params) {
this->destroyContext();
fDisplayParams = params;
this->initializeContext();
}
} //namespace sk_app