4013db8e08
Tie the SDL GL context to the Window, not the context. Deleting the context causes the window to render a frame of black - this keeps the context alive along with the window, so that never happens. Change-Id: Id4df18a6f2fe09f617ec2ff1809d000f18f547ba Reviewed-on: https://skia-review.googlesource.com/107941 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
40 lines
792 B
C++
40 lines
792 B
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 WindowContextFactory_mac_DEFINED
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#define WindowContextFactory_mac_DEFINED
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#include "SDL.h"
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namespace sk_app {
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class WindowContext;
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struct DisplayParams;
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namespace window_context_factory {
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struct MacWindowInfo {
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SDL_Window* fWindow;
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SDL_GLContext fGLContext;
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};
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inline WindowContext* NewVulkanForMac(const MacWindowInfo&, const DisplayParams&) {
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// No Vulkan support on Mac.
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return nullptr;
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}
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WindowContext* NewGLForMac(const MacWindowInfo&, const DisplayParams&);
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WindowContext* NewRasterForMac(const MacWindowInfo&, const DisplayParams&);
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} // namespace window_context_factory
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} // namespace sk_app
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#endif
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