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authorGravatar kkinnunen <kkinnunen@nvidia.com>2014-10-08 04:14:24 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2014-10-08 04:14:24 -0700
commita90ed4e83897b45d6331ee4c54e1edd4054de9a8 (patch)
tree5c79561319e03d1ab6f8901248928ab6cd2d23c5 /src/gpu/gl/SkGLContext.cpp
parent5a161ea78ebb668849c62baffae0bfffae98c332 (diff)
Make the Sk GL context class an abstract base class
Make the Sk GL context class, SkGLNativeContext, an abstract base class. Before, it depended on ifdefs to implement the platform dependent polymorphism. Move the logic to subclasses of the various platform implementations. This a step to enable Skia embedders to compile dm and bench_pictures. The concrete goal is to support running these test apps with Chromium command buffer. With this change, Chromium can implement its own version of SkGLNativeContext that uses command buffer, and host the implementation in its own repository. Implements the above by renaming the SkGLContextHelper to SkGLContext and removing the unneeded SkGLNativeContext. Also removes SkGLNativeContext::AutoRestoreContext functionality, it appeared to be unused: no use in Skia code, and no tests. BUG=skia:2992 Review URL: https://codereview.chromium.org/630843002
Diffstat (limited to 'src/gpu/gl/SkGLContext.cpp')
-rw-r--r--src/gpu/gl/SkGLContext.cpp142
1 files changed, 142 insertions, 0 deletions
diff --git a/src/gpu/gl/SkGLContext.cpp b/src/gpu/gl/SkGLContext.cpp
new file mode 100644
index 0000000000..92f65cd924
--- /dev/null
+++ b/src/gpu/gl/SkGLContext.cpp
@@ -0,0 +1,142 @@
+
+/*
+ * Copyright 2013 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+#include "gl/SkGLContext.h"
+#include "GrGLUtil.h"
+
+SkGLContext::SkGLContext()
+ : fFBO(0)
+ , fColorBufferID(0)
+ , fDepthStencilBufferID(0)
+ , fGL(NULL) {
+}
+
+SkGLContext::~SkGLContext() {
+
+ if (fGL) {
+ // TODO: determine why DeleteFramebuffers is generating a GL error in tests
+ SK_GL_NOERRCHECK(*this, DeleteFramebuffers(1, &fFBO));
+ SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fColorBufferID));
+ SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fDepthStencilBufferID));
+ }
+
+ SkSafeUnref(fGL);
+}
+
+bool SkGLContext::init(GrGLStandard forcedGpuAPI, int width,
+ int height) {
+ if (fGL) {
+ fGL->unref();
+ this->destroyGLContext();
+ }
+
+ fGL = this->createGLContext(forcedGpuAPI);
+ if (fGL) {
+ const GrGLubyte* temp;
+
+ if (!fGL->validate()) {
+ fGL = NULL;
+ this->destroyGLContext();
+ return false;
+ }
+
+ SK_GL_RET(*this, temp, GetString(GR_GL_VERSION));
+ const char* versionStr = reinterpret_cast<const char*>(temp);
+ GrGLVersion version = GrGLGetVersionFromString(versionStr);
+
+ // clear any existing GL erorrs
+ GrGLenum error;
+ do {
+ SK_GL_RET(*this, error, GetError());
+ } while (GR_GL_NO_ERROR != error);
+
+ SK_GL(*this, GenFramebuffers(1, &fFBO));
+ SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
+ SK_GL(*this, GenRenderbuffers(1, &fColorBufferID));
+ SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fColorBufferID));
+ if (kGLES_GrGLStandard == this->gl()->fStandard) {
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ GR_GL_RGBA8,
+ width, height));
+ } else {
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ GR_GL_RGBA,
+ width, height));
+ }
+ SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_COLOR_ATTACHMENT0,
+ GR_GL_RENDERBUFFER,
+ fColorBufferID));
+ SK_GL(*this, GenRenderbuffers(1, &fDepthStencilBufferID));
+ SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fDepthStencilBufferID));
+
+ // Some drivers that support packed depth stencil will only succeed
+ // in binding a packed format an FBO. However, we can't rely on packed
+ // depth stencil being available.
+ bool supportsPackedDepthStencil;
+ if (kGLES_GrGLStandard == this->gl()->fStandard) {
+ supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
+ this->hasExtension("GL_OES_packed_depth_stencil");
+ } else {
+ supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
+ this->hasExtension("GL_EXT_packed_depth_stencil") ||
+ this->hasExtension("GL_ARB_framebuffer_object");
+ }
+
+ if (supportsPackedDepthStencil) {
+ // ES2 requires sized internal formats for RenderbufferStorage
+ // On Desktop we let the driver decide.
+ GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ?
+ GR_GL_DEPTH24_STENCIL8 :
+ GR_GL_DEPTH_STENCIL;
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ format,
+ width, height));
+ SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_DEPTH_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ fDepthStencilBufferID));
+ } else {
+ GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ? GR_GL_STENCIL_INDEX8 :
+ GR_GL_STENCIL_INDEX;
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ format,
+ width, height));
+ }
+ SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_STENCIL_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ fDepthStencilBufferID));
+ SK_GL(*this, Viewport(0, 0, width, height));
+ SK_GL(*this, ClearStencil(0));
+ SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT));
+
+ SK_GL_RET(*this, error, GetError());
+ GrGLenum status;
+ SK_GL_RET(*this, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
+
+ if (GR_GL_FRAMEBUFFER_COMPLETE != status ||
+ GR_GL_NO_ERROR != error) {
+ fFBO = 0;
+ fColorBufferID = 0;
+ fDepthStencilBufferID = 0;
+ fGL->unref();
+ fGL = NULL;
+ this->destroyGLContext();
+ return false;
+ } else {
+ return true;
+ }
+ }
+ return false;
+}
+
+void SkGLContext::testAbandon() {
+ if (fGL) {
+ fGL->abandon();
+ }
+}