/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "../GLWindowContext.h" #include "SkCanvas.h" #include "SkColorFilter.h" #include "WindowContextFactory_ios.h" #include "gl/GrGLInterface.h" #include "sk_tool_utils.h" #include #include "SDL.h" using sk_app::DisplayParams; using sk_app::window_context_factory::IOSWindowInfo; using sk_app::GLWindowContext; namespace { // We use SDL to support Mac windowing mainly for convenience's sake. However, it // does not allow us to support a purely raster backend because we have no hooks into // the NSWindow's drawRect: method. Hence we use GL to handle the update. Should we // want to avoid this, we will probably need to write our own windowing backend. class RasterWindowContext_ios : public GLWindowContext { public: RasterWindowContext_ios(const IOSWindowInfo&, const DisplayParams&); ~RasterWindowContext_ios() override; sk_sp getBackbufferSurface() override; void onSwapBuffers() override; sk_sp onInitializeContext() override; void onDestroyContext() override; private: SDL_Window* fWindow; SDL_GLContext fGLContext; sk_sp fBackbufferSurface; typedef GLWindowContext INHERITED; }; RasterWindowContext_ios::RasterWindowContext_ios(const IOSWindowInfo& info, const DisplayParams& params) : INHERITED(params) , fWindow(info.fWindow) , fGLContext(nullptr) { // any config code here (particularly for msaa)? this->initializeContext(); } RasterWindowContext_ios::~RasterWindowContext_ios() { this->destroyContext(); } sk_sp RasterWindowContext_ios::onInitializeContext() { SkASSERT(fWindow); SkASSERT(fGLContext); if (0 == SDL_GL_MakeCurrent(fWindow, fGLContext)) { glClearStencil(0); glClearColor(0, 0, 0, 0); glStencilMask(0xffffffff); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &fStencilBits); SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fSampleCount); fSampleCount = SkTMax(fSampleCount, 1); SDL_GL_GetDrawableSize(fWindow, &fWidth, &fHeight); glViewport(0, 0, fWidth, fHeight); } else { SkDebugf("MakeCurrent failed: %s\n", SDL_GetError()); } // make the offscreen image SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams.fColorType, kPremul_SkAlphaType, fDisplayParams.fColorSpace); fBackbufferSurface = SkSurface::MakeRaster(info); return GrGLMakeNativeInterface(); } void RasterWindowContext_ios::onDestroyContext() { fBackbufferSurface.reset(nullptr); } sk_sp RasterWindowContext_ios::getBackbufferSurface() { return fBackbufferSurface; } void RasterWindowContext_ios::onSwapBuffers() { if (fWindow && fGLContext) { // We made/have an off-screen surface. Get the contents as an SkImage: sk_sp snapshot = fBackbufferSurface->makeImageSnapshot(); sk_sp gpuSurface = INHERITED::getBackbufferSurface(); SkCanvas* gpuCanvas = gpuSurface->getCanvas(); gpuCanvas->drawImage(snapshot, 0, 0); gpuCanvas->flush(); SDL_GL_SwapWindow(fWindow); } } } // anonymous namespace namespace sk_app { namespace window_context_factory { WindowContext* NewRasterForIOS(const IOSWindowInfo& info, const DisplayParams& params) { WindowContext* ctx = new RasterWindowContext_ios(info, params); if (!ctx->isValid()) { delete ctx; return nullptr; } return ctx; } } // namespace window_context_factory } // namespace sk_app