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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GLWindowContext_win.h"
#include <GL/gl.h>
// windows stuff
#include "win/SkWGL.h"
#include "Window_win.h"
namespace sk_app {
// platform-dependent create
GLWindowContext* GLWindowContext::Create(void* platformData, const DisplayParams& params) {
GLWindowContext_win* ctx = new GLWindowContext_win(platformData, params);
if (!ctx->isValid()) {
delete ctx;
return nullptr;
}
return ctx;
}
GLWindowContext_win::GLWindowContext_win(void* platformData, const DisplayParams& params)
: GLWindowContext(platformData, params)
, fHWND(0)
, fHGLRC(NULL) {
// any config code here (particularly for msaa)?
this->initializeContext(platformData, params);
}
GLWindowContext_win::~GLWindowContext_win() {
this->destroyContext();
}
void GLWindowContext_win::onInitializeContext(void* platformData, const DisplayParams& params) {
ContextPlatformData_win* winPlatformData =
reinterpret_cast<ContextPlatformData_win*>(platformData);
if (winPlatformData) {
fHWND = winPlatformData->fHWnd;
}
HDC dc = GetDC(fHWND);
fHGLRC = SkCreateWGLContext(dc, params.fMSAASampleCount, params.fDeepColor,
kGLPreferCompatibilityProfile_SkWGLContextRequest);
if (NULL == fHGLRC) {
return;
}
if (wglMakeCurrent(dc, fHGLRC)) {
glClearStencil(0);
glClearColor(0, 0, 0, 0);
glStencilMask(0xffffffff);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// use DescribePixelFormat to get the stencil and color bit depth.
int pixelFormat = GetPixelFormat(dc);
PIXELFORMATDESCRIPTOR pfd;
DescribePixelFormat(dc, pixelFormat, sizeof(pfd), &pfd);
fStencilBits = pfd.cStencilBits;
// pfd.cColorBits includes alpha, so it will be 32 in 8/8/8/8 and 10/10/10/2
fColorBits = pfd.cRedBits + pfd.cGreenBits + pfd.cBlueBits;
// Get sample count if the MSAA WGL extension is present
SkWGLExtensions extensions;
if (extensions.hasExtension(dc, "WGL_ARB_multisample")) {
static const int kSampleCountAttr = SK_WGL_SAMPLES;
extensions.getPixelFormatAttribiv(dc,
pixelFormat,
0,
1,
&kSampleCountAttr,
&fSampleCount);
} else {
fSampleCount = 0;
}
RECT rect;
GetClientRect(fHWND, &rect);
fWidth = rect.right - rect.left;
fHeight = rect.bottom - rect.top;
glViewport(0, 0, fWidth, fHeight);
}
}
void GLWindowContext_win::onDestroyContext() {
wglMakeCurrent(wglGetCurrentDC(), NULL);
wglDeleteContext(fHGLRC);
fHGLRC = NULL;
}
void GLWindowContext_win::onSwapBuffers() {
HDC dc = GetDC((HWND)fHWND);
SwapBuffers(dc);
ReleaseDC((HWND)fHWND, dc);
}
} //namespace sk_app
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