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-rw-r--r--tools/sk_app/ios/RasterWindowContext_ios.cpp136
1 files changed, 136 insertions, 0 deletions
diff --git a/tools/sk_app/ios/RasterWindowContext_ios.cpp b/tools/sk_app/ios/RasterWindowContext_ios.cpp
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+++ b/tools/sk_app/ios/RasterWindowContext_ios.cpp
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+
+/*
+ * 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 <OpenGLES/ES2/gl.h>
+#include "../GLWindowContext.h"
+#include "SDL.h"
+#include "SkCanvas.h"
+#include "SkColorFilter.h"
+#include "WindowContextFactory_ios.h"
+#include "gl/GrGLInterface.h"
+#include "sk_tool_utils.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<SkSurface> getBackbufferSurface() override;
+
+ void onSwapBuffers() override;
+
+ sk_sp<const GrGLInterface> onInitializeContext() override;
+ void onDestroyContext() override;
+
+private:
+ SDL_Window* fWindow;
+ SDL_GLContext fGLContext;
+ sk_sp<SkSurface> 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<const GrGLInterface> RasterWindowContext_ios::onInitializeContext() {
+ SkASSERT(fWindow);
+
+ fGLContext = SDL_GL_CreateContext(fWindow);
+ if (!fGLContext) {
+ SkDebugf("%s\n", SDL_GetError());
+ return nullptr;
+ }
+
+ 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);
+
+ 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 sk_sp<const GrGLInterface>(GrGLCreateNativeInterface());
+}
+
+void RasterWindowContext_ios::onDestroyContext() {
+ if (!fWindow || !fGLContext) {
+ return;
+ }
+ fBackbufferSurface.reset(nullptr);
+ SDL_GL_DeleteContext(fGLContext);
+ fGLContext = nullptr;
+}
+
+sk_sp<SkSurface> 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<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot();
+
+ sk_sp<SkSurface> 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