/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "tools/window/mac/RasterWindowContext_mac.h" #include "include/core/SkCanvas.h" #include "include/core/SkColorFilter.h" #include "include/gpu/ganesh/SkSurfaceGanesh.h" #include "include/gpu/ganesh/gl/mac/GrGLMakeMacInterface.h" #include "include/gpu/ganesh/gl/GrGLInterface.h" #include "tools/ToolUtils.h" #include "tools/window/GLWindowContext.h" #include "tools/window/mac/MacWindowInfo.h" #include #include using skwindow::DisplayParams; using skwindow::MacWindowInfo; using skwindow::internal::GLWindowContext; namespace { // TODO: This still uses GL to handle the update rather than using a purely raster backend, // for historical reasons. Writing a pure raster backend would be better in the long run. class RasterWindowContext_mac : public GLWindowContext { public: RasterWindowContext_mac(const MacWindowInfo&, std::unique_ptr); ~RasterWindowContext_mac() override; sk_sp getBackbufferSurface() override; sk_sp onInitializeContext() override; void onDestroyContext() override {} void resize(int w, int h) override; private: void onSwapBuffers() override; NSView* fMainView; NSOpenGLContext* fGLContext; NSOpenGLPixelFormat* fPixelFormat; sk_sp fBackbufferSurface; }; RasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info, std::unique_ptr params) : GLWindowContext(std::move(params)), fMainView(info.fMainView), fGLContext(nil) { // any config code here (particularly for msaa)? this->initializeContext(); } RasterWindowContext_mac::~RasterWindowContext_mac() { [NSOpenGLContext clearCurrentContext]; [fPixelFormat release]; fPixelFormat = nil; [fGLContext release]; fGLContext = nil; } sk_sp RasterWindowContext_mac::onInitializeContext() { SkASSERT(nil != fMainView); if (!fGLContext) { // set up pixel format constexpr int kMaxAttributes = 18; NSOpenGLPixelFormatAttribute attributes[kMaxAttributes]; int numAttributes = 0; attributes[numAttributes++] = NSOpenGLPFAAccelerated; attributes[numAttributes++] = NSOpenGLPFAClosestPolicy; attributes[numAttributes++] = NSOpenGLPFADoubleBuffer; attributes[numAttributes++] = NSOpenGLPFAOpenGLProfile; attributes[numAttributes++] = NSOpenGLProfileVersion3_2Core; attributes[numAttributes++] = NSOpenGLPFAColorSize; attributes[numAttributes++] = 24; attributes[numAttributes++] = NSOpenGLPFAAlphaSize; attributes[numAttributes++] = 8; attributes[numAttributes++] = NSOpenGLPFADepthSize; attributes[numAttributes++] = 0; attributes[numAttributes++] = NSOpenGLPFAStencilSize; attributes[numAttributes++] = 8; if (fDisplayParams->msaaSampleCount() > 1) { attributes[numAttributes++] = NSOpenGLPFASampleBuffers; attributes[numAttributes++] = 1; attributes[numAttributes++] = NSOpenGLPFASamples; attributes[numAttributes++] = fDisplayParams->msaaSampleCount(); } else { attributes[numAttributes++] = NSOpenGLPFASampleBuffers; attributes[numAttributes++] = 0; } attributes[numAttributes++] = 0; SkASSERT(numAttributes <= kMaxAttributes); fPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; if (nil == fPixelFormat) { return nullptr; } // create context fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil]; if (nil == fGLContext) { [fPixelFormat release]; fPixelFormat = nil; return nullptr; } [fMainView setWantsBestResolutionOpenGLSurface:YES]; [fGLContext setView:fMainView]; GLint swapInterval = fDisplayParams->disableVsync() ? 0 : 1; [fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; } // make context current [fGLContext makeCurrentContext]; glClearStencil(0); glClearColor(0, 0, 0, 255); glStencilMask(0xffffffff); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); GLint stencilBits; [fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0]; fStencilBits = stencilBits; GLint sampleCount; [fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0]; fSampleCount = sampleCount; fSampleCount = std::max(fSampleCount, 1); CGFloat backingScaleFactor = skwindow::GetBackingScaleFactor(fMainView); fWidth = fMainView.bounds.size.width * backingScaleFactor; fHeight = fMainView.bounds.size.height * backingScaleFactor; glViewport(0, 0, fWidth, fHeight); // make the offscreen image SkImageInfo info = SkImageInfo::Make(fWidth, fHeight, fDisplayParams->colorType(), kPremul_SkAlphaType, fDisplayParams->colorSpace()); fBackbufferSurface = SkSurfaces::Raster(info); return GrGLInterfaces::MakeMac(); } sk_sp RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; } void RasterWindowContext_mac::onSwapBuffers() { if (fBackbufferSurface) { // We made/have an off-screen surface. Get the contents as an SkImage: sk_sp snapshot = fBackbufferSurface->makeImageSnapshot(); sk_sp gpuSurface = GLWindowContext::getBackbufferSurface(); SkCanvas* gpuCanvas = gpuSurface->getCanvas(); gpuCanvas->drawImage(snapshot, 0, 0); skgpu::ganesh::Flush(gpuSurface); [fGLContext flushBuffer]; } } void RasterWindowContext_mac::resize(int w, int h) { [fGLContext update]; // The super class always recreates the context. GLWindowContext::resize(0, 0); } } // anonymous namespace namespace skwindow { std::unique_ptr MakeRasterForMac(const MacWindowInfo& info, std::unique_ptr params) { std::unique_ptr ctx(new RasterWindowContext_mac(info, std::move(params))); if (!ctx->isValid()) { return nullptr; } return ctx; } } // namespace skwindow