/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include #include "../GLWindowContext.h" #include "WindowContextFactory_unix.h" #include "gl/GrGLInterface.h" using sk_app::window_context_factory::XlibWindowInfo; using sk_app::DisplayParams; using sk_app::GLWindowContext; namespace { class GLWindowContext_xlib : public GLWindowContext { public: GLWindowContext_xlib(const XlibWindowInfo&, const DisplayParams&); ~GLWindowContext_xlib() override; void onSwapBuffers() override; void onDestroyContext() override; protected: sk_sp onInitializeContext() override; private: GLWindowContext_xlib(void*, const DisplayParams&); Display* fDisplay; XWindow fWindow; GLXFBConfig* fFBConfig; XVisualInfo* fVisualInfo; GLXContext fGLContext; typedef GLWindowContext INHERITED; }; GLWindowContext_xlib::GLWindowContext_xlib(const XlibWindowInfo& winInfo, const DisplayParams& params) : INHERITED(params) , fDisplay(winInfo.fDisplay) , fWindow(winInfo.fWindow) , fFBConfig(winInfo.fFBConfig) , fVisualInfo(winInfo.fVisualInfo) , fGLContext() { fWidth = winInfo.fWidth; fHeight = winInfo.fHeight; this->initializeContext(); } using CreateContextAttribsFn = GLXContext(Display*, GLXFBConfig, GLXContext, Bool, const int*); sk_sp GLWindowContext_xlib::onInitializeContext() { SkASSERT(fDisplay); SkASSERT(!fGLContext); sk_sp interface; bool current = false; // We attempt to use glXCreateContextAttribsARB as RenderDoc requires that the context be // created with this rather than glXCreateContext. CreateContextAttribsFn* createContextAttribs = (CreateContextAttribsFn*)glXGetProcAddressARB( (const GLubyte*)"glXCreateContextAttribsARB"); if (createContextAttribs && fFBConfig) { // Specifying 3.2 allows an arbitrarily high context version (so long as no 3.2 features // have been removed). for (int minor = 2; minor >= 0 && !fGLContext; --minor) { // Ganesh prefers a compatibility profile for possible NVPR support. However, RenderDoc // requires a core profile. Edit this code to use RenderDoc. for (int profile : {GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB}) { int attribs[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, minor, GLX_CONTEXT_PROFILE_MASK_ARB, profile, 0 }; fGLContext = createContextAttribs(fDisplay, *fFBConfig, nullptr, True, attribs); if (fGLContext && profile == GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB && glXMakeCurrent(fDisplay, fWindow, fGLContext)) { current = true; // Look to see if RenderDoc is attached. If so, re-create the context with a // core profile. interface = GrGLMakeNativeInterface(); if (interface && interface->fExtensions.has("GL_EXT_debug_tool")) { interface.reset(); glXMakeCurrent(fDisplay, None, nullptr); glXDestroyContext(fDisplay, fGLContext); current = false; fGLContext = nullptr; } } if (fGLContext) { break; } } } } if (!fGLContext) { fGLContext = glXCreateContext(fDisplay, fVisualInfo, nullptr, GL_TRUE); } if (!fGLContext) { return nullptr; } if (!current && !glXMakeCurrent(fDisplay, fWindow, fGLContext)) { return nullptr; } glClearStencil(0); glClearColor(0, 0, 0, 0); glStencilMask(0xffffffff); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glXGetConfig(fDisplay, fVisualInfo, GLX_STENCIL_SIZE, &fStencilBits); glXGetConfig(fDisplay, fVisualInfo, GLX_SAMPLES_ARB, &fSampleCount); fSampleCount = SkTMax(fSampleCount, 1); XWindow root; int x, y; unsigned int border_width, depth; XGetGeometry(fDisplay, fWindow, &root, &x, &y, (unsigned int*)&fWidth, (unsigned int*)&fHeight, &border_width, &depth); glViewport(0, 0, fWidth, fHeight); return interface ? interface : GrGLMakeNativeInterface(); } GLWindowContext_xlib::~GLWindowContext_xlib() { this->destroyContext(); } void GLWindowContext_xlib::onDestroyContext() { if (!fDisplay || !fGLContext) { return; } glXMakeCurrent(fDisplay, None, nullptr); glXDestroyContext(fDisplay, fGLContext); fGLContext = nullptr; } void GLWindowContext_xlib::onSwapBuffers() { if (fDisplay && fGLContext) { glXSwapBuffers(fDisplay, fWindow); } } } // anonymous namespace namespace sk_app { namespace window_context_factory { WindowContext* NewGLForXlib(const XlibWindowInfo& winInfo, const DisplayParams& params) { WindowContext* ctx = new GLWindowContext_xlib(winInfo, params); if (!ctx->isValid()) { delete ctx; return nullptr; } return ctx; } } // namespace window_context_factory } // namespace sk_app