1*c8dee2aaSAndroid Build Coastguard Worker 2*c8dee2aaSAndroid Build Coastguard Worker/* 3*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google Inc. 4*c8dee2aaSAndroid Build Coastguard Worker * 5*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 6*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 7*c8dee2aaSAndroid Build Coastguard Worker */ 8*c8dee2aaSAndroid Build Coastguard Worker 9*c8dee2aaSAndroid Build Coastguard Worker#include "include/core/SkCanvas.h" 10*c8dee2aaSAndroid Build Coastguard Worker#include "include/core/SkColorFilter.h" 11*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/GrDirectContext.h" 12*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/GrRecordingContext.h" 13*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/GrGLInterface.h" 14*c8dee2aaSAndroid Build Coastguard Worker#include "tools/ToolUtils.h" 15*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/GLWindowContext.h" 16*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/ios/WindowContextFactory_ios.h" 17*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/ios/GrGLMakeIOSInterface.h" 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Worker#import <OpenGLES/ES3/gl.h> 20*c8dee2aaSAndroid Build Coastguard Worker#import <UIKit/UIKit.h> 21*c8dee2aaSAndroid Build Coastguard Worker 22*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::DisplayParams; 23*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::IOSWindowInfo; 24*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::internal::GLWindowContext; 25*c8dee2aaSAndroid Build Coastguard Worker 26*c8dee2aaSAndroid Build Coastguard Worker@interface RasterView : MainView 27*c8dee2aaSAndroid Build Coastguard Worker@end 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker@implementation RasterView 30*c8dee2aaSAndroid Build Coastguard Worker+ (Class) layerClass { 31*c8dee2aaSAndroid Build Coastguard Worker return [CAEAGLLayer class]; 32*c8dee2aaSAndroid Build Coastguard Worker} 33*c8dee2aaSAndroid Build Coastguard Worker@end 34*c8dee2aaSAndroid Build Coastguard Worker 35*c8dee2aaSAndroid Build Coastguard Workernamespace { 36*c8dee2aaSAndroid Build Coastguard Worker 37*c8dee2aaSAndroid Build Coastguard Worker// TODO: This still uses GL to handle the update rather than using a purely raster backend, 38*c8dee2aaSAndroid Build Coastguard Worker// for historical reasons. Writing a pure raster backend would be better in the long run. 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Workerclass RasterWindowContext_ios : public GLWindowContext { 41*c8dee2aaSAndroid Build Coastguard Workerpublic: 42*c8dee2aaSAndroid Build Coastguard Worker RasterWindowContext_ios(const IOSWindowInfo&, std::unique_ptr<const DisplayParams>); 43*c8dee2aaSAndroid Build Coastguard Worker 44*c8dee2aaSAndroid Build Coastguard Worker ~RasterWindowContext_ios() override; 45*c8dee2aaSAndroid Build Coastguard Worker 46*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> getBackbufferSurface() override; 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrGLInterface> onInitializeContext() override; 49*c8dee2aaSAndroid Build Coastguard Worker void onDestroyContext() override; 50*c8dee2aaSAndroid Build Coastguard Worker 51*c8dee2aaSAndroid Build Coastguard Worker void resize(int w, int h) override; 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard Workerprivate: 54*c8dee2aaSAndroid Build Coastguard Worker void onSwapBuffers() override; 55*c8dee2aaSAndroid Build Coastguard Worker 56*c8dee2aaSAndroid Build Coastguard Worker sk_app::Window_ios* fWindow; 57*c8dee2aaSAndroid Build Coastguard Worker UIViewController* fViewController; 58*c8dee2aaSAndroid Build Coastguard Worker RasterView* fRasterView; 59*c8dee2aaSAndroid Build Coastguard Worker EAGLContext* fGLContext; 60*c8dee2aaSAndroid Build Coastguard Worker GLuint fFramebuffer; 61*c8dee2aaSAndroid Build Coastguard Worker GLuint fRenderbuffer; 62*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> fBackbufferSurface; 63*c8dee2aaSAndroid Build Coastguard Worker}; 64*c8dee2aaSAndroid Build Coastguard Worker 65*c8dee2aaSAndroid Build Coastguard WorkerRasterWindowContext_ios::RasterWindowContext_ios(const IOSWindowInfo& info, 66*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) 67*c8dee2aaSAndroid Build Coastguard Worker : GLWindowContext(std::move(params)) 68*c8dee2aaSAndroid Build Coastguard Worker , fWindow(info.fWindow) 69*c8dee2aaSAndroid Build Coastguard Worker , fViewController(info.fViewController) 70*c8dee2aaSAndroid Build Coastguard Worker , fGLContext(nil) { 71*c8dee2aaSAndroid Build Coastguard Worker // any config code here (particularly for msaa)? 72*c8dee2aaSAndroid Build Coastguard Worker 73*c8dee2aaSAndroid Build Coastguard Worker this->initializeContext(); 74*c8dee2aaSAndroid Build Coastguard Worker} 75*c8dee2aaSAndroid Build Coastguard Worker 76*c8dee2aaSAndroid Build Coastguard WorkerRasterWindowContext_ios::~RasterWindowContext_ios() { 77*c8dee2aaSAndroid Build Coastguard Worker this->destroyContext(); 78*c8dee2aaSAndroid Build Coastguard Worker [fRasterView removeFromSuperview]; 79*c8dee2aaSAndroid Build Coastguard Worker [fRasterView release]; 80*c8dee2aaSAndroid Build Coastguard Worker} 81*c8dee2aaSAndroid Build Coastguard Worker 82*c8dee2aaSAndroid Build Coastguard Workersk_sp<const GrGLInterface> RasterWindowContext_ios::onInitializeContext() { 83*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(nil != fViewController); 84*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fGLContext); 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker CGRect frameRect = [fViewController.view frame]; 87*c8dee2aaSAndroid Build Coastguard Worker fRasterView = [[[RasterView alloc] initWithFrame:frameRect] initWithWindow:fWindow]; 88*c8dee2aaSAndroid Build Coastguard Worker [fViewController.view addSubview:fRasterView]; 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker fGLContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3]; 91*c8dee2aaSAndroid Build Coastguard Worker 92*c8dee2aaSAndroid Build Coastguard Worker if (!fGLContext) 93*c8dee2aaSAndroid Build Coastguard Worker { 94*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Could Not Create OpenGL ES Context\n"); 95*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 96*c8dee2aaSAndroid Build Coastguard Worker } 97*c8dee2aaSAndroid Build Coastguard Worker 98*c8dee2aaSAndroid Build Coastguard Worker if (![EAGLContext setCurrentContext:fGLContext]) { 99*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Could Not Set OpenGL ES Context As Current\n"); 100*c8dee2aaSAndroid Build Coastguard Worker this->onDestroyContext(); 101*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 102*c8dee2aaSAndroid Build Coastguard Worker } 103*c8dee2aaSAndroid Build Coastguard Worker 104*c8dee2aaSAndroid Build Coastguard Worker // Set up EAGLLayer 105*c8dee2aaSAndroid Build Coastguard Worker CAEAGLLayer* eaglLayer = (CAEAGLLayer*)fRasterView.layer; 106*c8dee2aaSAndroid Build Coastguard Worker eaglLayer.drawableProperties = @{kEAGLDrawablePropertyRetainedBacking : @NO, 107*c8dee2aaSAndroid Build Coastguard Worker kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8 }; 108*c8dee2aaSAndroid Build Coastguard Worker eaglLayer.opaque = YES; 109*c8dee2aaSAndroid Build Coastguard Worker eaglLayer.frame = frameRect; 110*c8dee2aaSAndroid Build Coastguard Worker eaglLayer.contentsGravity = kCAGravityTopLeft; 111*c8dee2aaSAndroid Build Coastguard Worker 112*c8dee2aaSAndroid Build Coastguard Worker // Set up framebuffer 113*c8dee2aaSAndroid Build Coastguard Worker glGenFramebuffers(1, &fFramebuffer); 114*c8dee2aaSAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fFramebuffer); 115*c8dee2aaSAndroid Build Coastguard Worker 116*c8dee2aaSAndroid Build Coastguard Worker glGenRenderbuffers(1, &fRenderbuffer); 117*c8dee2aaSAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, fRenderbuffer); 118*c8dee2aaSAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fRenderbuffer); 119*c8dee2aaSAndroid Build Coastguard Worker 120*c8dee2aaSAndroid Build Coastguard Worker [fGLContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]; 121*c8dee2aaSAndroid Build Coastguard Worker 122*c8dee2aaSAndroid Build Coastguard Worker GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 123*c8dee2aaSAndroid Build Coastguard Worker if (status != GL_FRAMEBUFFER_COMPLETE) { 124*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Invalid Framebuffer\n"); 125*c8dee2aaSAndroid Build Coastguard Worker this->onDestroyContext(); 126*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 127*c8dee2aaSAndroid Build Coastguard Worker } 128*c8dee2aaSAndroid Build Coastguard Worker 129*c8dee2aaSAndroid Build Coastguard Worker glClearStencil(0); 130*c8dee2aaSAndroid Build Coastguard Worker glClearColor(0, 0, 0, 255); 131*c8dee2aaSAndroid Build Coastguard Worker glStencilMask(0xffffffff); 132*c8dee2aaSAndroid Build Coastguard Worker glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 133*c8dee2aaSAndroid Build Coastguard Worker 134*c8dee2aaSAndroid Build Coastguard Worker fStencilBits = 8; 135*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = 1; // TODO: handle multisampling 136*c8dee2aaSAndroid Build Coastguard Worker 137*c8dee2aaSAndroid Build Coastguard Worker fWidth = fViewController.view.frame.size.width; 138*c8dee2aaSAndroid Build Coastguard Worker fHeight = fViewController.view.frame.size.height; 139*c8dee2aaSAndroid Build Coastguard Worker 140*c8dee2aaSAndroid Build Coastguard Worker glViewport(0, 0, fWidth, fHeight); 141*c8dee2aaSAndroid Build Coastguard Worker 142*c8dee2aaSAndroid Build Coastguard Worker // make the offscreen image 143*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo info = SkImageInfo::Make(fWidth, 144*c8dee2aaSAndroid Build Coastguard Worker fHeight, 145*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorType(), 146*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType, 147*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorSpace()); 148*c8dee2aaSAndroid Build Coastguard Worker fBackbufferSurface = SkSurfaces::Raster(info); 149*c8dee2aaSAndroid Build Coastguard Worker return GrGLInterfaces::MakeIOS(); 150*c8dee2aaSAndroid Build Coastguard Worker} 151*c8dee2aaSAndroid Build Coastguard Worker 152*c8dee2aaSAndroid Build Coastguard Workervoid RasterWindowContext_ios::onDestroyContext() { 153*c8dee2aaSAndroid Build Coastguard Worker glDeleteFramebuffers(1, &fFramebuffer); 154*c8dee2aaSAndroid Build Coastguard Worker glDeleteRenderbuffers(1, &fRenderbuffer); 155*c8dee2aaSAndroid Build Coastguard Worker [EAGLContext setCurrentContext:nil]; 156*c8dee2aaSAndroid Build Coastguard Worker [fGLContext release]; 157*c8dee2aaSAndroid Build Coastguard Worker fGLContext = nil; 158*c8dee2aaSAndroid Build Coastguard Worker} 159*c8dee2aaSAndroid Build Coastguard Worker 160*c8dee2aaSAndroid Build Coastguard Workersk_sp<SkSurface> RasterWindowContext_ios::getBackbufferSurface() { 161*c8dee2aaSAndroid Build Coastguard Worker return fBackbufferSurface; 162*c8dee2aaSAndroid Build Coastguard Worker} 163*c8dee2aaSAndroid Build Coastguard Worker 164*c8dee2aaSAndroid Build Coastguard Workervoid RasterWindowContext_ios::onSwapBuffers() { 165*c8dee2aaSAndroid Build Coastguard Worker if (fBackbufferSurface) { 166*c8dee2aaSAndroid Build Coastguard Worker // We made/have an off-screen surface. Get the contents as an SkImage: 167*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot(); 168*c8dee2aaSAndroid Build Coastguard Worker 169*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> gpuSurface = GLWindowContext::getBackbufferSurface(); 170*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* gpuCanvas = gpuSurface->getCanvas(); 171*c8dee2aaSAndroid Build Coastguard Worker gpuCanvas->drawImage(snapshot, 0, 0); 172*c8dee2aaSAndroid Build Coastguard Worker auto dContext = GrAsDirectContext(gpuCanvas->recordingContext()); 173*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit(); 174*c8dee2aaSAndroid Build Coastguard Worker 175*c8dee2aaSAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, fRenderbuffer); 176*c8dee2aaSAndroid Build Coastguard Worker [fGLContext presentRenderbuffer:GL_RENDERBUFFER]; 177*c8dee2aaSAndroid Build Coastguard Worker } 178*c8dee2aaSAndroid Build Coastguard Worker} 179*c8dee2aaSAndroid Build Coastguard Worker 180*c8dee2aaSAndroid Build Coastguard Workervoid RasterWindowContext_ios::resize(int w, int h) { 181*c8dee2aaSAndroid Build Coastguard Worker // TODO: handle rotation 182*c8dee2aaSAndroid Build Coastguard Worker // [fGLContext update]; 183*c8dee2aaSAndroid Build Coastguard Worker GLWindowContext::resize(w, h); 184*c8dee2aaSAndroid Build Coastguard Worker} 185*c8dee2aaSAndroid Build Coastguard Worker 186*c8dee2aaSAndroid Build Coastguard Worker} // anonymous namespace 187*c8dee2aaSAndroid Build Coastguard Worker 188*c8dee2aaSAndroid Build Coastguard Workernamespace skwindow { 189*c8dee2aaSAndroid Build Coastguard Worker 190*c8dee2aaSAndroid Build Coastguard Workerstd::unique_ptr<WindowContext> MakeRasterForIOS(const IOSWindowInfo& info, 191*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) { 192*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> ctx(new RasterWindowContext_ios(info, std::move(params))); 193*c8dee2aaSAndroid Build Coastguard Worker if (!ctx->isValid()) { 194*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 195*c8dee2aaSAndroid Build Coastguard Worker } 196*c8dee2aaSAndroid Build Coastguard Worker return ctx; 197*c8dee2aaSAndroid Build Coastguard Worker} 198*c8dee2aaSAndroid Build Coastguard Worker 199*c8dee2aaSAndroid Build Coastguard Worker} // namespace skwindow 200