973d92cf91
Remove SkWindow::setColorType, it is used wrong and inconsistently. The color type is actually property of window backbuffer, used when the window is painted with software. This is as opposed to a generic window property that would affect all operation. Similar to MSAA sample count for window GPU backbuffer, the bitmap backbuffer color type should be a parameter of "attach" or "create window" functions, should this property ever be added back. The apps use the call wrong, setting the type as kRGBA_8888 or kBGRRA_8888 without no apparent rationale. These color types are incorrect, as the raster surface can not work with these. Reorganize the SkWindow::resize, since no change in SkWindow backbuffer size does not neccessarily mean that SkView would not need the call. Do not show the sw backbuffer color type in SampleApp title, as it does not really provide any information. On small screens, kBGRA_8888_ColorType fills up the whole title. BUG=skia:4733 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1595503002 Review URL: https://codereview.chromium.org/1595503002
235 lines
6.2 KiB
C++
235 lines
6.2 KiB
C++
/*
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* Copyright 2013 Google Inc.
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*
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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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*/
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#include <v8.h>
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#include <include/libplatform/libplatform.h>
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#include "SkV8Example.h"
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#include "Global.h"
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#include "JsContext.h"
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#include "Path2D.h"
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#include "Path2DBuilder.h"
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#include "gl/GrGLUtil.h"
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#include "gl/GrGLDefines.h"
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#include "gl/GrGLInterface.h"
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#include "GrRenderTarget.h"
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#include "GrContext.h"
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#include "SkApplication.h"
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#include "SkCommandLineFlags.h"
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#include "SkData.h"
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#include "SkDraw.h"
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#include "SkGpuDevice.h"
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#include "SkGraphics.h"
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#include "SkScalar.h"
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#include "SkSurface.h"
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DEFINE_string2(infile, i, NULL, "Name of file to load JS from.\n");
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DEFINE_bool(gpu, true, "Use the GPU for rendering.");
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void application_init() {
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SkGraphics::Init();
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SkEvent::Init();
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}
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void application_term() {
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SkEvent::Term();
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}
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SkV8ExampleWindow::SkV8ExampleWindow(void* hwnd, JsContext* context)
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: INHERITED(hwnd)
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, fJsContext(context)
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#if SK_SUPPORT_GPU
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, fCurContext(NULL)
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, fCurIntf(NULL)
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, fCurRenderTarget(NULL)
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, fCurSurface(NULL)
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#endif
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{
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this->setVisibleP(true);
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this->setClipToBounds(false);
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#if SK_SUPPORT_GPU
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this->windowSizeChanged();
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#endif
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}
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SkV8ExampleWindow::~SkV8ExampleWindow() {
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#if SK_SUPPORT_GPU
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SkSafeUnref(fCurContext);
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SkSafeUnref(fCurIntf);
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SkSafeUnref(fCurRenderTarget);
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SkSafeUnref(fCurSurface);
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#endif
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}
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#if SK_SUPPORT_GPU
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void SkV8ExampleWindow::windowSizeChanged() {
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if (FLAGS_gpu) {
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SkOSWindow::AttachmentInfo attachmentInfo;
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bool result = this->attach(
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SkOSWindow::kNativeGL_BackEndType, 0, &attachmentInfo);
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if (!result) {
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printf("Failed to attach.");
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exit(1);
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}
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fCurIntf = GrGLCreateNativeInterface();
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fCurContext = GrContext::Create(
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kOpenGL_GrBackend, (GrBackendContext) fCurIntf);
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if (NULL == fCurIntf || NULL == fCurContext) {
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printf("Failed to initialize GL.");
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exit(1);
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}
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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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desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
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desc.fSampleCnt = attachmentInfo.fSampleCount;
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desc.fStencilBits = attachmentInfo.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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SkSafeUnref(fCurRenderTarget);
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fCurRenderTarget = fCurContext->wrapBackendRenderTarget(desc);
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SkSafeUnref(fCurSurface);
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fCurSurface = SkSurface::NewRenderTargetDirect(fCurRenderTarget);
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}
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}
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#endif
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#if SK_SUPPORT_GPU
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SkSurface* SkV8ExampleWindow::createSurface() {
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if (FLAGS_gpu) {
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// Increase the ref count since callers of createSurface put the
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// results in a SkAutoTUnref.
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fCurSurface->ref();
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return fCurSurface;
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} else {
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return this->INHERITED::createSurface();
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}
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}
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#endif
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void SkV8ExampleWindow::onSizeChange() {
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this->INHERITED::onSizeChange();
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#if SK_SUPPORT_GPU
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this->windowSizeChanged();
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#endif
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}
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Global* global = NULL;
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void SkV8ExampleWindow::onDraw(SkCanvas* canvas) {
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canvas->save();
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canvas->drawColor(SK_ColorWHITE);
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// Now jump into JS and call the onDraw(canvas) method defined there.
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fJsContext->onDraw(canvas);
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canvas->restore();
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this->INHERITED::onDraw(canvas);
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#if SK_SUPPORT_GPU
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if (FLAGS_gpu) {
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fCurContext->flush();
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this->present();
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}
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#endif
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}
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#ifdef SK_BUILD_FOR_WIN
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void SkV8ExampleWindow::onHandleInval(const SkIRect& rect) {
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RECT winRect;
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winRect.top = rect.top();
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winRect.bottom = rect.bottom();
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winRect.right = rect.right();
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winRect.left = rect.left();
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InvalidateRect((HWND)this->getHWND(), &winRect, false);
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}
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#endif
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SkOSWindow* create_sk_window(void* hwnd, int argc, char** argv) {
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printf("Started\n");
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v8::V8::SetFlagsFromCommandLine(&argc, argv, true);
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SkCommandLineFlags::Parse(argc, argv);
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v8::V8::InitializeICU();
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v8::Platform* platform = v8::platform::CreateDefaultPlatform();
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v8::V8::InitializePlatform(platform);
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v8::V8::Initialize();
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v8::Isolate* isolate = v8::Isolate::New();
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v8::Isolate::Scope isolate_scope(isolate);
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v8::HandleScope handle_scope(isolate);
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isolate->Enter();
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global = new Global(isolate);
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// Set up things to look like a browser by creating
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// a console object that invokes our print function.
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const char* startupScript =
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"function Console() {}; \n"
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"Console.prototype.log = function() { \n"
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" var args = Array.prototype.slice.call(arguments).join(' '); \n"
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" print(args); \n"
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"}; \n"
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"console = new Console(); \n";
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if (!global->parseScript(startupScript)) {
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printf("Failed to parse startup script: %s.\n", FLAGS_infile[0]);
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exit(1);
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}
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const char* script =
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"function onDraw(canvas) { \n"
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" canvas.fillStyle = '#00FF00'; \n"
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" canvas.fillRect(20, 20, 100, 100); \n"
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" canvas.inval(); \n"
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"} \n";
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SkAutoTUnref<SkData> data;
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if (FLAGS_infile.count()) {
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data.reset(SkData::NewFromFileName(FLAGS_infile[0]));
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script = static_cast<const char*>(data->data());
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}
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if (NULL == script) {
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printf("Could not load file: %s.\n", FLAGS_infile[0]);
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exit(1);
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}
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Path2DBuilder::AddToGlobal(global);
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Path2D::AddToGlobal(global);
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if (!global->parseScript(script)) {
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printf("Failed to parse file: %s.\n", FLAGS_infile[0]);
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exit(1);
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}
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JsContext* jsContext = new JsContext(global);
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if (!jsContext->initialize()) {
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printf("Failed to initialize.\n");
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exit(1);
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}
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SkV8ExampleWindow* win = new SkV8ExampleWindow(hwnd, jsContext);
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global->setWindow(win);
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return win;
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}
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