blob: 1bce56328f0a7cb7268eb3f3533d1b883798160f [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/SkColorFilter.h"
#include "include/gpu/gl/GrGLInterface.h"
#include "tools/ToolUtils.h"
#include "tools/sk_app/GLWindowContext.h"
#include "tools/sk_app/mac/WindowContextFactory_mac.h"
#include <OpenGL/gl.h>
#include <Cocoa/Cocoa.h>
using sk_app::DisplayParams;
using sk_app::window_context_factory::MacWindowInfo;
using sk_app::GLWindowContext;
namespace {
// TODO: This still uses GL to handle the update rather than using a purely raster backend,
// for historical reasons. Writing a pure raster backend would be better in the long run.
class RasterWindowContext_mac : public GLWindowContext {
public:
RasterWindowContext_mac(const MacWindowInfo&, const DisplayParams&);
~RasterWindowContext_mac() override;
sk_sp<SkSurface> getBackbufferSurface() override;
void onSwapBuffers() override;
sk_sp<const GrGLInterface> onInitializeContext() override;
void onDestroyContext() override {}
void resize(int w, int h) override;
private:
NSView* fMainView;
NSOpenGLContext* fGLContext;
NSOpenGLPixelFormat* fPixelFormat;
sk_sp<SkSurface> fBackbufferSurface;
using INHERITED = GLWindowContext;
};
RasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info,
const DisplayParams& params)
: INHERITED(params)
, fMainView(info.fMainView)
, fGLContext(nil) {
// any config code here (particularly for msaa)?
this->initializeContext();
}
RasterWindowContext_mac::~RasterWindowContext_mac() {
[NSOpenGLContext clearCurrentContext];
[fPixelFormat release];
fPixelFormat = nil;
[fGLContext release];
fGLContext = nil;
}
sk_sp<const GrGLInterface> RasterWindowContext_mac::onInitializeContext() {
SkASSERT(nil != fMainView);
if (!fGLContext) {
// set up pixel format
constexpr int kMaxAttributes = 18;
NSOpenGLPixelFormatAttribute attributes[kMaxAttributes];
int numAttributes = 0;
attributes[numAttributes++] = NSOpenGLPFAAccelerated;
attributes[numAttributes++] = NSOpenGLPFAClosestPolicy;
attributes[numAttributes++] = NSOpenGLPFADoubleBuffer;
attributes[numAttributes++] = NSOpenGLPFAOpenGLProfile;
attributes[numAttributes++] = NSOpenGLProfileVersion3_2Core;
attributes[numAttributes++] = NSOpenGLPFAColorSize;
attributes[numAttributes++] = 24;
attributes[numAttributes++] = NSOpenGLPFAAlphaSize;
attributes[numAttributes++] = 8;
attributes[numAttributes++] = NSOpenGLPFADepthSize;
attributes[numAttributes++] = 0;
attributes[numAttributes++] = NSOpenGLPFAStencilSize;
attributes[numAttributes++] = 8;
if (fDisplayParams.fMSAASampleCount > 1) {
attributes[numAttributes++] = NSOpenGLPFASampleBuffers;
attributes[numAttributes++] = 1;
attributes[numAttributes++] = NSOpenGLPFASamples;
attributes[numAttributes++] = fDisplayParams.fMSAASampleCount;
} else {
attributes[numAttributes++] = NSOpenGLPFASampleBuffers;
attributes[numAttributes++] = 0;
}
attributes[numAttributes++] = 0;
SkASSERT(numAttributes <= kMaxAttributes);
fPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if (nil == fPixelFormat) {
return nullptr;
}
// create context
fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil];
if (nil == fGLContext) {
[fPixelFormat release];
fPixelFormat = nil;
return nullptr;
}
[fMainView setWantsBestResolutionOpenGLSurface:YES];
[fGLContext setView:fMainView];
GLint swapInterval = fDisplayParams.fDisableVsync ? 0 : 1;
[fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
}
// make context current
[fGLContext makeCurrentContext];
glClearStencil(0);
glClearColor(0, 0, 0, 255);
glStencilMask(0xffffffff);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
GLint stencilBits;
[fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0];
fStencilBits = stencilBits;
GLint sampleCount;
[fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0];
fSampleCount = sampleCount;
fSampleCount = std::max(fSampleCount, 1);
CGFloat backingScaleFactor = sk_app::GetBackingScaleFactor(fMainView);
fWidth = fMainView.bounds.size.width * backingScaleFactor;
fHeight = fMainView.bounds.size.height * backingScaleFactor;
glViewport(0, 0, fWidth, fHeight);
// make the offscreen image
SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams.fColorType,
kPremul_SkAlphaType, fDisplayParams.fColorSpace);
fBackbufferSurface = SkSurface::MakeRaster(info);
return GrGLMakeNativeInterface();
}
sk_sp<SkSurface> RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; }
void RasterWindowContext_mac::onSwapBuffers() {
if (fBackbufferSurface) {
// We made/have an off-screen surface. Get the contents as an SkImage:
sk_sp<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot();
sk_sp<SkSurface> gpuSurface = INHERITED::getBackbufferSurface();
SkCanvas* gpuCanvas = gpuSurface->getCanvas();
gpuCanvas->drawImage(snapshot, 0, 0);
gpuCanvas->flush();
[fGLContext flushBuffer];
}
}
void RasterWindowContext_mac::resize(int w, int h) {
[fGLContext update];
// The super class always recreates the context.
INHERITED::resize(0, 0);
}
} // anonymous namespace
namespace sk_app {
namespace window_context_factory {
std::unique_ptr<WindowContext> MakeRasterForMac(const MacWindowInfo& info,
const DisplayParams& params) {
std::unique_ptr<WindowContext> ctx(new RasterWindowContext_mac(info, params));
if (!ctx->isValid()) {
return nullptr;
}
return ctx;
}
} // namespace window_context_factory
} // namespace sk_app