skia2/tools/sk_app/MetalWindowContext.h
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

53 lines
1.5 KiB
Objective-C

/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef MetalWindowContext_DEFINED
#define MetalWindowContext_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/core/SkSurface.h"
#include "tools/sk_app/WindowContext.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
namespace sk_app {
class MetalWindowContext : public WindowContext {
public:
sk_sp<SkSurface> getBackbufferSurface() override;
bool isValid() override { return fValid; }
void swapBuffers() override;
void setDisplayParams(const DisplayParams& params) override;
protected:
MetalWindowContext(const DisplayParams&);
// This should be called by subclass constructor. It is also called when window/display
// parameters change. This will in turn call onInitializeContext().
void initializeContext();
virtual bool onInitializeContext() = 0;
// This should be called by subclass destructor. It is also called when window/display
// parameters change prior to initializing a new Metal context. This will in turn call
// onDestroyContext().
void destroyContext();
virtual void onDestroyContext() = 0;
bool fValid;
id<MTLDevice> fDevice;
id<MTLCommandQueue> fQueue;
CAMetalLayer* fMetalLayer;
id<CAMetalDrawable> fCurrentDrawable;
};
} // namespace sk_app
#endif