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295 lines
9.3 KiB
295 lines
9.3 KiB
/*
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* Copyright 2015 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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*/
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#include "GrBackendSurface.h"
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#include "GrContext.h"
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#include "SDL.h"
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#include "SkCanvas.h"
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#include "SkFont.h"
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#include "SkRandom.h"
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#include "SkSurface.h"
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLUtil.h"
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#if defined(SK_BUILD_FOR_ANDROID)
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#include <GLES/gl.h>
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#elif defined(SK_BUILD_FOR_UNIX)
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#include <GL/gl.h>
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#elif defined(SK_BUILD_FOR_MAC)
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#include <OpenGL/gl.h>
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#elif defined(SK_BUILD_FOR_IOS)
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#include <OpenGLES/ES2/gl.h>
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#endif
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/*
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* This application is a simple example of how to combine SDL and Skia it demonstrates:
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* how to setup gpu rendering to the main window
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* how to perform cpu-side rendering and draw the result to the gpu-backed screen
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* draw simple primitives (rectangles)
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* draw more complex primitives (star)
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*/
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struct ApplicationState {
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ApplicationState() : fQuit(false) {}
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// Storage for the user created rectangles. The last one may still be being edited.
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SkTArray<SkRect> fRects;
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bool fQuit;
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};
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static void handle_error() {
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const char* error = SDL_GetError();
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SkDebugf("SDL Error: %s\n", error);
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SDL_ClearError();
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}
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static void handle_events(ApplicationState* state, SkCanvas* canvas) {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_MOUSEMOTION:
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if (event.motion.state == SDL_PRESSED) {
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SkRect& rect = state->fRects.back();
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rect.fRight = event.motion.x;
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rect.fBottom = event.motion.y;
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (event.button.state == SDL_PRESSED) {
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state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x),
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SkIntToScalar(event.button.y),
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SkIntToScalar(event.button.x),
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SkIntToScalar(event.button.y));
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}
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break;
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case SDL_KEYDOWN: {
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SDL_Keycode key = event.key.keysym.sym;
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if (key == SDLK_ESCAPE) {
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state->fQuit = true;
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}
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break;
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}
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case SDL_QUIT:
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state->fQuit = true;
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break;
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default:
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break;
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}
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}
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}
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// Creates a star type shape using a SkPath
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static SkPath create_star() {
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static const int kNumPoints = 5;
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SkPath concavePath;
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SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
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SkMatrix rot;
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rot.setRotate(SkIntToScalar(360) / kNumPoints);
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for (int i = 1; i < kNumPoints; ++i) {
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rot.mapPoints(points + i, points + i - 1, 1);
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}
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concavePath.moveTo(points[0]);
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for (int i = 0; i < kNumPoints; ++i) {
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concavePath.lineTo(points[(2 * i) % kNumPoints]);
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}
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concavePath.setFillType(SkPath::kEvenOdd_FillType);
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SkASSERT(!concavePath.isConvex());
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concavePath.close();
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return concavePath;
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}
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#if defined(SK_BUILD_FOR_ANDROID)
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int SDL_main(int argc, char** argv) {
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#else
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int main(int argc, char** argv) {
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#endif
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uint32_t windowFlags = 0;
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GLContext glContext = nullptr;
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#if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
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// For Android/iOS we need to set up for OpenGL ES and we make the window hi res & full screen
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
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SDL_WINDOW_ALLOW_HIGHDPI;
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#else
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// For all other clients we use the core profile and operate in a window
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
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#endif
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static const int kStencilBits = 8; // Skia needs 8 stencil bits
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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// If you want multisampling, uncomment the below lines and set a sample count
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static const int kMsaaSampleCount = 0; //4;
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// SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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// SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
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/*
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* In a real application you might want to initialize more subsystems
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*/
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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handle_error();
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return 1;
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}
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// Setup window
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// This code will create a window with the same resolution as the user's desktop.
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SDL_DisplayMode dm;
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if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
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handle_error();
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return 1;
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}
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SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags);
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if (!window) {
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handle_error();
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return 1;
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}
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// To go fullscreen
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// SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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// try and setup a GL context
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glContext = SDL_GL_CreateContext(window);
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if (!glContext) {
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handle_error();
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return 1;
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}
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int success = SDL_GL_MakeCurrent(window, glContext);
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if (success != 0) {
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handle_error();
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return success;
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}
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uint32_t windowFormat = SDL_GetWindowPixelFormat(window);
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int contextType;
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &contextType);
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int dw, dh;
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SDL_GL_GetDrawableSize(window, &dw, &dh);
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glViewport(0, 0, dw, dh);
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glClearColor(1, 1, 1, 1);
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glClearStencil(0);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// setup GrContext
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auto interface = GrGLMakeNativeInterface();
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// setup contexts
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sk_sp<GrContext> grContext(GrContext::MakeGL(interface));
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SkASSERT(grContext);
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// Wrap the frame buffer object attached to the screen in a Skia render target so Skia can
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// render to it
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GrGLint buffer;
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GR_GL_GetIntegerv(interface.get(), GR_GL_FRAMEBUFFER_BINDING, &buffer);
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GrGLFramebufferInfo info;
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info.fFBOID = (GrGLuint) buffer;
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SkColorType colorType;
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//SkDebugf("%s", SDL_GetPixelFormatName(windowFormat));
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// TODO: the windowFormat is never any of these?
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if (SDL_PIXELFORMAT_RGBA8888 == windowFormat) {
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info.fFormat = GR_GL_RGBA8;
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colorType = kRGBA_8888_SkColorType;
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} else {
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colorType = kBGRA_8888_SkColorType;
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if (SDL_GL_CONTEXT_PROFILE_ES == contextType) {
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info.fFormat = GR_GL_BGRA8;
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} else {
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// We assume the internal format is RGBA8 on desktop GL
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info.fFormat = GR_GL_RGBA8;
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}
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}
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GrBackendRenderTarget target(dw, dh, kMsaaSampleCount, kStencilBits, info);
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// setup SkSurface
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// To use distance field text, use commented out SkSurfaceProps instead
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// SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
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// SkSurfaceProps::kLegacyFontHost_InitType);
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SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
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sk_sp<SkSurface> surface(SkSurface::MakeFromBackendRenderTarget(grContext.get(), target,
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kBottomLeft_GrSurfaceOrigin,
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colorType, nullptr, &props));
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SkCanvas* canvas = surface->getCanvas();
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canvas->scale((float)dw/dm.w, (float)dh/dm.h);
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ApplicationState state;
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const char* helpMessage = "Click and drag to create rects. Press esc to quit.";
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SkPaint paint;
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// create a surface for CPU rasterization
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sk_sp<SkSurface> cpuSurface(SkSurface::MakeRaster(canvas->imageInfo()));
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SkCanvas* offscreen = cpuSurface->getCanvas();
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offscreen->save();
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offscreen->translate(50.0f, 50.0f);
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offscreen->drawPath(create_star(), paint);
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offscreen->restore();
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sk_sp<SkImage> image = cpuSurface->makeImageSnapshot();
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int rotation = 0;
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SkFont font;
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while (!state.fQuit) { // Our application loop
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SkRandom rand;
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canvas->clear(SK_ColorWHITE);
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handle_events(&state, canvas);
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paint.setColor(SK_ColorBLACK);
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canvas->drawString(helpMessage, 100.0f, 100.0f, font, paint);
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for (int i = 0; i < state.fRects.count(); i++) {
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paint.setColor(rand.nextU() | 0x44808080);
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canvas->drawRect(state.fRects[i], paint);
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}
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// draw offscreen canvas
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canvas->save();
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canvas->translate(dm.w / 2.0, dm.h / 2.0);
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canvas->rotate(rotation++);
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canvas->drawImage(image, -50.0f, -50.0f);
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canvas->restore();
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canvas->flush();
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SDL_GL_SwapWindow(window);
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}
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if (glContext) {
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SDL_GL_DeleteContext(glContext);
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}
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//Destroy window
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SDL_DestroyWindow(window);
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//Quit SDL subsystems
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SDL_Quit();
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return 0;
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}
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