1*c8dee2aaSAndroid Build Coastguard Worker/* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/mac/GaneshGLWindowContext_mac.h" 9*c8dee2aaSAndroid Build Coastguard Worker 10*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/mac/GrGLMakeMacInterface.h" 11*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/GrGLInterface.h" 12*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/GLWindowContext.h" 13*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/mac/MacWindowGLUtils.h" 14*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/mac/MacWindowInfo.h" 15*c8dee2aaSAndroid Build Coastguard Worker 16*c8dee2aaSAndroid Build Coastguard Worker#include <Cocoa/Cocoa.h> 17*c8dee2aaSAndroid Build Coastguard Worker#include <OpenGL/gl.h> 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::DisplayParams; 20*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::MacWindowInfo; 21*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::internal::GLWindowContext; 22*c8dee2aaSAndroid Build Coastguard Worker 23*c8dee2aaSAndroid Build Coastguard Workernamespace { 24*c8dee2aaSAndroid Build Coastguard Worker 25*c8dee2aaSAndroid Build Coastguard Workerclass GLWindowContext_mac : public GLWindowContext { 26*c8dee2aaSAndroid Build Coastguard Workerpublic: 27*c8dee2aaSAndroid Build Coastguard Worker GLWindowContext_mac(const MacWindowInfo&, std::unique_ptr<const DisplayParams>); 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker ~GLWindowContext_mac() override; 30*c8dee2aaSAndroid Build Coastguard Worker 31*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrGLInterface> onInitializeContext() override; 32*c8dee2aaSAndroid Build Coastguard Worker void onDestroyContext() override; 33*c8dee2aaSAndroid Build Coastguard Worker 34*c8dee2aaSAndroid Build Coastguard Worker void resize(int w, int h) override; 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard Workerprivate: 37*c8dee2aaSAndroid Build Coastguard Worker void teardownContext(); 38*c8dee2aaSAndroid Build Coastguard Worker void onSwapBuffers() override; 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker NSView* fMainView; 41*c8dee2aaSAndroid Build Coastguard Worker NSOpenGLContext* fGLContext; 42*c8dee2aaSAndroid Build Coastguard Worker NSOpenGLPixelFormat* fPixelFormat; 43*c8dee2aaSAndroid Build Coastguard Worker}; 44*c8dee2aaSAndroid Build Coastguard Worker 45*c8dee2aaSAndroid Build Coastguard WorkerGLWindowContext_mac::GLWindowContext_mac(const MacWindowInfo& info, 46*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) 47*c8dee2aaSAndroid Build Coastguard Worker : GLWindowContext(std::move(params)), fMainView(info.fMainView), fGLContext(nil) { 48*c8dee2aaSAndroid Build Coastguard Worker // any config code here (particularly for msaa)? 49*c8dee2aaSAndroid Build Coastguard Worker 50*c8dee2aaSAndroid Build Coastguard Worker this->initializeContext(); 51*c8dee2aaSAndroid Build Coastguard Worker} 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard WorkerGLWindowContext_mac::~GLWindowContext_mac() { teardownContext(); } 54*c8dee2aaSAndroid Build Coastguard Worker 55*c8dee2aaSAndroid Build Coastguard Workervoid GLWindowContext_mac::teardownContext() { 56*c8dee2aaSAndroid Build Coastguard Worker [NSOpenGLContext clearCurrentContext]; 57*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat release]; 58*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = nil; 59*c8dee2aaSAndroid Build Coastguard Worker [fGLContext release]; 60*c8dee2aaSAndroid Build Coastguard Worker fGLContext = nil; 61*c8dee2aaSAndroid Build Coastguard Worker} 62*c8dee2aaSAndroid Build Coastguard Worker 63*c8dee2aaSAndroid Build Coastguard Workersk_sp<const GrGLInterface> GLWindowContext_mac::onInitializeContext() { 64*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(nil != fMainView); 65*c8dee2aaSAndroid Build Coastguard Worker 66*c8dee2aaSAndroid Build Coastguard Worker if (!fGLContext) { 67*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = skwindow::GetGLPixelFormat(fDisplayParams->msaaSampleCount()); 68*c8dee2aaSAndroid Build Coastguard Worker if (nil == fPixelFormat) { 69*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 70*c8dee2aaSAndroid Build Coastguard Worker } 71*c8dee2aaSAndroid Build Coastguard Worker 72*c8dee2aaSAndroid Build Coastguard Worker // create context 73*c8dee2aaSAndroid Build Coastguard Worker fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil]; 74*c8dee2aaSAndroid Build Coastguard Worker if (nil == fGLContext) { 75*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat release]; 76*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = nil; 77*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 78*c8dee2aaSAndroid Build Coastguard Worker } 79*c8dee2aaSAndroid Build Coastguard Worker 80*c8dee2aaSAndroid Build Coastguard Worker [fMainView setWantsBestResolutionOpenGLSurface:YES]; 81*c8dee2aaSAndroid Build Coastguard Worker [fGLContext setView:fMainView]; 82*c8dee2aaSAndroid Build Coastguard Worker } 83*c8dee2aaSAndroid Build Coastguard Worker 84*c8dee2aaSAndroid Build Coastguard Worker GLint swapInterval = fDisplayParams->disableVsync() ? 0 : 1; 85*c8dee2aaSAndroid Build Coastguard Worker [fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; 86*c8dee2aaSAndroid Build Coastguard Worker 87*c8dee2aaSAndroid Build Coastguard Worker // make context current 88*c8dee2aaSAndroid Build Coastguard Worker [fGLContext makeCurrentContext]; 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker glClearStencil(0); 91*c8dee2aaSAndroid Build Coastguard Worker glClearColor(0, 0, 0, 255); 92*c8dee2aaSAndroid Build Coastguard Worker glStencilMask(0xffffffff); 93*c8dee2aaSAndroid Build Coastguard Worker glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 94*c8dee2aaSAndroid Build Coastguard Worker 95*c8dee2aaSAndroid Build Coastguard Worker GLint stencilBits; 96*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0]; 97*c8dee2aaSAndroid Build Coastguard Worker fStencilBits = stencilBits; 98*c8dee2aaSAndroid Build Coastguard Worker GLint sampleCount; 99*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0]; 100*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = sampleCount; 101*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = std::max(fSampleCount, 1); 102*c8dee2aaSAndroid Build Coastguard Worker 103*c8dee2aaSAndroid Build Coastguard Worker CGFloat backingScaleFactor = skwindow::GetBackingScaleFactor(fMainView); 104*c8dee2aaSAndroid Build Coastguard Worker fWidth = fMainView.bounds.size.width * backingScaleFactor; 105*c8dee2aaSAndroid Build Coastguard Worker fHeight = fMainView.bounds.size.height * backingScaleFactor; 106*c8dee2aaSAndroid Build Coastguard Worker glViewport(0, 0, fWidth, fHeight); 107*c8dee2aaSAndroid Build Coastguard Worker 108*c8dee2aaSAndroid Build Coastguard Worker return GrGLInterfaces::MakeMac(); 109*c8dee2aaSAndroid Build Coastguard Worker} 110*c8dee2aaSAndroid Build Coastguard Worker 111*c8dee2aaSAndroid Build Coastguard Workervoid GLWindowContext_mac::onDestroyContext() { 112*c8dee2aaSAndroid Build Coastguard Worker // We only need to tear down the GLContext if we've changed the sample count. 113*c8dee2aaSAndroid Build Coastguard Worker if (fGLContext && fSampleCount != fDisplayParams->msaaSampleCount()) { 114*c8dee2aaSAndroid Build Coastguard Worker teardownContext(); 115*c8dee2aaSAndroid Build Coastguard Worker } 116*c8dee2aaSAndroid Build Coastguard Worker} 117*c8dee2aaSAndroid Build Coastguard Worker 118*c8dee2aaSAndroid Build Coastguard Workervoid GLWindowContext_mac::onSwapBuffers() { [fGLContext flushBuffer]; } 119*c8dee2aaSAndroid Build Coastguard Worker 120*c8dee2aaSAndroid Build Coastguard Workervoid GLWindowContext_mac::resize(int w, int h) { 121*c8dee2aaSAndroid Build Coastguard Worker [fGLContext update]; 122*c8dee2aaSAndroid Build Coastguard Worker 123*c8dee2aaSAndroid Build Coastguard Worker // The super class always recreates the context. 124*c8dee2aaSAndroid Build Coastguard Worker GLWindowContext::resize(0, 0); 125*c8dee2aaSAndroid Build Coastguard Worker} 126*c8dee2aaSAndroid Build Coastguard Worker 127*c8dee2aaSAndroid Build Coastguard Worker} // anonymous namespace 128*c8dee2aaSAndroid Build Coastguard Worker 129*c8dee2aaSAndroid Build Coastguard Workernamespace skwindow { 130*c8dee2aaSAndroid Build Coastguard Worker 131*c8dee2aaSAndroid Build Coastguard Workerstd::unique_ptr<WindowContext> MakeGaneshGLForMac(const MacWindowInfo& info, 132*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) { 133*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> ctx(new GLWindowContext_mac(info, std::move(params))); 134*c8dee2aaSAndroid Build Coastguard Worker if (!ctx->isValid()) { 135*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 136*c8dee2aaSAndroid Build Coastguard Worker } 137*c8dee2aaSAndroid Build Coastguard Worker return ctx; 138*c8dee2aaSAndroid Build Coastguard Worker} 139*c8dee2aaSAndroid Build Coastguard Worker 140*c8dee2aaSAndroid Build Coastguard Worker} // namespace skwindow 141