blob: e4947cdc2546915c64073452683b8c9debe0bc29 [file] [log] [blame]
/*
* Copyright 2019 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 "include/gpu/mtl/GrMtlTypes.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrContextPriv.h"
#include "src/image/SkImage_Base.h"
#include "tools/sk_app/MetalWindowContext.h"
using sk_app::DisplayParams;
using sk_app::MetalWindowContext;
namespace sk_app {
MetalWindowContext::MetalWindowContext(const DisplayParams& params)
: WindowContext(params)
, fValid(false) {
fDisplayParams.fMSAASampleCount = GrNextPow2(fDisplayParams.fMSAASampleCount);
}
void MetalWindowContext::initializeContext() {
SkASSERT(!fContext);
fDevice = MTLCreateSystemDefaultDevice();
fQueue = [fDevice newCommandQueue];
if (fDisplayParams.fMSAASampleCount > 1) {
if (![fDevice supportsTextureSampleCount:fDisplayParams.fMSAASampleCount]) {
return;
}
}
// TODO: Multisampling not supported
fSampleCount = 1; //fDisplayParams.fMSAASampleCount;
fStencilBits = 8;
fMetalLayer = [CAMetalLayer layer];
fMetalLayer.device = fDevice;
fMetalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
fValid = this->onInitializeContext();
fContext = GrContext::MakeMetal((__bridge void*)fDevice, (__bridge void*)fQueue,
fDisplayParams.fGrContextOptions);
if (!fContext && fDisplayParams.fMSAASampleCount > 1) {
fDisplayParams.fMSAASampleCount /= 2;
this->initializeContext();
return;
}
}
void MetalWindowContext::destroyContext() {
if (fContext) {
// in case we have outstanding refs to this guy (lua?)
fContext->abandonContext();
fContext.reset();
}
this->onDestroyContext();
fMetalLayer = nil;
fValid = false;
[fQueue release];
[fDevice release];
}
sk_sp<SkSurface> MetalWindowContext::getBackbufferSurface() {
sk_sp<SkSurface> surface;
if (fContext) {
// TODO: Apple recommends grabbing the drawable (which we're implicitly doing here)
// for as little time as possible. I'm not sure it matters for our test apps, but
// you can get better throughput by doing any offscreen renders, texture uploads, or
// other non-dependant tasks first before grabbing the drawable.
fCurrentDrawable = [fMetalLayer nextDrawable];
GrMtlTextureInfo fbInfo;
fbInfo.fTexture.retain((__bridge const void*)(fCurrentDrawable.texture));
GrBackendRenderTarget backendRT(fWidth,
fHeight,
fSampleCount,
fbInfo);
surface = SkSurface::MakeFromBackendRenderTarget(fContext.get(), backendRT,
kTopLeft_GrSurfaceOrigin,
kBGRA_8888_SkColorType,
fDisplayParams.fColorSpace,
&fDisplayParams.fSurfaceProps);
}
return surface;
}
void MetalWindowContext::swapBuffers() {
id<MTLCommandBuffer> commandBuffer = [fQueue commandBuffer];
commandBuffer.label = @"Present";
[commandBuffer presentDrawable:fCurrentDrawable];
[commandBuffer commit];
fCurrentDrawable = nil;
}
void MetalWindowContext::setDisplayParams(const DisplayParams& params) {
this->destroyContext();
fDisplayParams = params;
this->initializeContext();
}
} //namespace sk_app