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/RasterWindowContext_mac.h" 9*c8dee2aaSAndroid Build Coastguard Worker 10*c8dee2aaSAndroid Build Coastguard Worker#include "include/core/SkCanvas.h" 11*c8dee2aaSAndroid Build Coastguard Worker#include "include/core/SkColorFilter.h" 12*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/SkSurfaceGanesh.h" 13*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/mac/GrGLMakeMacInterface.h" 14*c8dee2aaSAndroid Build Coastguard Worker#include "include/gpu/ganesh/gl/GrGLInterface.h" 15*c8dee2aaSAndroid Build Coastguard Worker#include "tools/ToolUtils.h" 16*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/GLWindowContext.h" 17*c8dee2aaSAndroid Build Coastguard Worker#include "tools/window/mac/MacWindowInfo.h" 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Worker#include <OpenGL/gl.h> 20*c8dee2aaSAndroid Build Coastguard Worker 21*c8dee2aaSAndroid Build Coastguard Worker#include <Cocoa/Cocoa.h> 22*c8dee2aaSAndroid Build Coastguard Worker 23*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::DisplayParams; 24*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::MacWindowInfo; 25*c8dee2aaSAndroid Build Coastguard Workerusing skwindow::internal::GLWindowContext; 26*c8dee2aaSAndroid Build Coastguard Worker 27*c8dee2aaSAndroid Build Coastguard Workernamespace { 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker// TODO: This still uses GL to handle the update rather than using a purely raster backend, 30*c8dee2aaSAndroid Build Coastguard Worker// for historical reasons. Writing a pure raster backend would be better in the long run. 31*c8dee2aaSAndroid Build Coastguard Worker 32*c8dee2aaSAndroid Build Coastguard Workerclass RasterWindowContext_mac : public GLWindowContext { 33*c8dee2aaSAndroid Build Coastguard Workerpublic: 34*c8dee2aaSAndroid Build Coastguard Worker RasterWindowContext_mac(const MacWindowInfo&, std::unique_ptr<const DisplayParams>); 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard Worker ~RasterWindowContext_mac() override; 37*c8dee2aaSAndroid Build Coastguard Worker 38*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> getBackbufferSurface() override; 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrGLInterface> onInitializeContext() override; 41*c8dee2aaSAndroid Build Coastguard Worker void onDestroyContext() override {} 42*c8dee2aaSAndroid Build Coastguard Worker 43*c8dee2aaSAndroid Build Coastguard Worker void resize(int w, int h) override; 44*c8dee2aaSAndroid Build Coastguard Worker 45*c8dee2aaSAndroid Build Coastguard Workerprivate: 46*c8dee2aaSAndroid Build Coastguard Worker void onSwapBuffers() override; 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker NSView* fMainView; 49*c8dee2aaSAndroid Build Coastguard Worker NSOpenGLContext* fGLContext; 50*c8dee2aaSAndroid Build Coastguard Worker NSOpenGLPixelFormat* fPixelFormat; 51*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> fBackbufferSurface; 52*c8dee2aaSAndroid Build Coastguard Worker}; 53*c8dee2aaSAndroid Build Coastguard Worker 54*c8dee2aaSAndroid Build Coastguard WorkerRasterWindowContext_mac::RasterWindowContext_mac(const MacWindowInfo& info, 55*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) 56*c8dee2aaSAndroid Build Coastguard Worker : GLWindowContext(std::move(params)), fMainView(info.fMainView), fGLContext(nil) { 57*c8dee2aaSAndroid Build Coastguard Worker // any config code here (particularly for msaa)? 58*c8dee2aaSAndroid Build Coastguard Worker 59*c8dee2aaSAndroid Build Coastguard Worker this->initializeContext(); 60*c8dee2aaSAndroid Build Coastguard Worker} 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard WorkerRasterWindowContext_mac::~RasterWindowContext_mac() { 63*c8dee2aaSAndroid Build Coastguard Worker [NSOpenGLContext clearCurrentContext]; 64*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat release]; 65*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = nil; 66*c8dee2aaSAndroid Build Coastguard Worker [fGLContext release]; 67*c8dee2aaSAndroid Build Coastguard Worker fGLContext = nil; 68*c8dee2aaSAndroid Build Coastguard Worker} 69*c8dee2aaSAndroid Build Coastguard Worker 70*c8dee2aaSAndroid Build Coastguard Workersk_sp<const GrGLInterface> RasterWindowContext_mac::onInitializeContext() { 71*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(nil != fMainView); 72*c8dee2aaSAndroid Build Coastguard Worker 73*c8dee2aaSAndroid Build Coastguard Worker if (!fGLContext) { 74*c8dee2aaSAndroid Build Coastguard Worker // set up pixel format 75*c8dee2aaSAndroid Build Coastguard Worker constexpr int kMaxAttributes = 18; 76*c8dee2aaSAndroid Build Coastguard Worker NSOpenGLPixelFormatAttribute attributes[kMaxAttributes]; 77*c8dee2aaSAndroid Build Coastguard Worker int numAttributes = 0; 78*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAAccelerated; 79*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAClosestPolicy; 80*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFADoubleBuffer; 81*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAOpenGLProfile; 82*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLProfileVersion3_2Core; 83*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAColorSize; 84*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 24; 85*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAAlphaSize; 86*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 8; 87*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFADepthSize; 88*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 0; 89*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFAStencilSize; 90*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 8; 91*c8dee2aaSAndroid Build Coastguard Worker if (fDisplayParams->msaaSampleCount() > 1) { 92*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFASampleBuffers; 93*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 1; 94*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFASamples; 95*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = fDisplayParams->msaaSampleCount(); 96*c8dee2aaSAndroid Build Coastguard Worker } else { 97*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = NSOpenGLPFASampleBuffers; 98*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 0; 99*c8dee2aaSAndroid Build Coastguard Worker } 100*c8dee2aaSAndroid Build Coastguard Worker attributes[numAttributes++] = 0; 101*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(numAttributes <= kMaxAttributes); 102*c8dee2aaSAndroid Build Coastguard Worker 103*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; 104*c8dee2aaSAndroid Build Coastguard Worker if (nil == fPixelFormat) { 105*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 106*c8dee2aaSAndroid Build Coastguard Worker } 107*c8dee2aaSAndroid Build Coastguard Worker 108*c8dee2aaSAndroid Build Coastguard Worker // create context 109*c8dee2aaSAndroid Build Coastguard Worker fGLContext = [[NSOpenGLContext alloc] initWithFormat:fPixelFormat shareContext:nil]; 110*c8dee2aaSAndroid Build Coastguard Worker if (nil == fGLContext) { 111*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat release]; 112*c8dee2aaSAndroid Build Coastguard Worker fPixelFormat = nil; 113*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 114*c8dee2aaSAndroid Build Coastguard Worker } 115*c8dee2aaSAndroid Build Coastguard Worker 116*c8dee2aaSAndroid Build Coastguard Worker [fMainView setWantsBestResolutionOpenGLSurface:YES]; 117*c8dee2aaSAndroid Build Coastguard Worker [fGLContext setView:fMainView]; 118*c8dee2aaSAndroid Build Coastguard Worker 119*c8dee2aaSAndroid Build Coastguard Worker GLint swapInterval = fDisplayParams->disableVsync() ? 0 : 1; 120*c8dee2aaSAndroid Build Coastguard Worker [fGLContext setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; 121*c8dee2aaSAndroid Build Coastguard Worker } 122*c8dee2aaSAndroid Build Coastguard Worker 123*c8dee2aaSAndroid Build Coastguard Worker // make context current 124*c8dee2aaSAndroid Build Coastguard Worker [fGLContext makeCurrentContext]; 125*c8dee2aaSAndroid Build Coastguard Worker 126*c8dee2aaSAndroid Build Coastguard Worker glClearStencil(0); 127*c8dee2aaSAndroid Build Coastguard Worker glClearColor(0, 0, 0, 255); 128*c8dee2aaSAndroid Build Coastguard Worker glStencilMask(0xffffffff); 129*c8dee2aaSAndroid Build Coastguard Worker glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 130*c8dee2aaSAndroid Build Coastguard Worker 131*c8dee2aaSAndroid Build Coastguard Worker GLint stencilBits; 132*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat getValues:&stencilBits forAttribute:NSOpenGLPFAStencilSize forVirtualScreen:0]; 133*c8dee2aaSAndroid Build Coastguard Worker fStencilBits = stencilBits; 134*c8dee2aaSAndroid Build Coastguard Worker GLint sampleCount; 135*c8dee2aaSAndroid Build Coastguard Worker [fPixelFormat getValues:&sampleCount forAttribute:NSOpenGLPFASamples forVirtualScreen:0]; 136*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = sampleCount; 137*c8dee2aaSAndroid Build Coastguard Worker fSampleCount = std::max(fSampleCount, 1); 138*c8dee2aaSAndroid Build Coastguard Worker 139*c8dee2aaSAndroid Build Coastguard Worker CGFloat backingScaleFactor = skwindow::GetBackingScaleFactor(fMainView); 140*c8dee2aaSAndroid Build Coastguard Worker fWidth = fMainView.bounds.size.width * backingScaleFactor; 141*c8dee2aaSAndroid Build Coastguard Worker fHeight = fMainView.bounds.size.height * backingScaleFactor; 142*c8dee2aaSAndroid Build Coastguard Worker glViewport(0, 0, fWidth, fHeight); 143*c8dee2aaSAndroid Build Coastguard Worker 144*c8dee2aaSAndroid Build Coastguard Worker // make the offscreen image 145*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo info = SkImageInfo::Make(fWidth, 146*c8dee2aaSAndroid Build Coastguard Worker fHeight, 147*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorType(), 148*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType, 149*c8dee2aaSAndroid Build Coastguard Worker fDisplayParams->colorSpace()); 150*c8dee2aaSAndroid Build Coastguard Worker fBackbufferSurface = SkSurfaces::Raster(info); 151*c8dee2aaSAndroid Build Coastguard Worker return GrGLInterfaces::MakeMac(); 152*c8dee2aaSAndroid Build Coastguard Worker} 153*c8dee2aaSAndroid Build Coastguard Worker 154*c8dee2aaSAndroid Build Coastguard Workersk_sp<SkSurface> RasterWindowContext_mac::getBackbufferSurface() { return fBackbufferSurface; } 155*c8dee2aaSAndroid Build Coastguard Worker 156*c8dee2aaSAndroid Build Coastguard Workervoid RasterWindowContext_mac::onSwapBuffers() { 157*c8dee2aaSAndroid Build Coastguard Worker if (fBackbufferSurface) { 158*c8dee2aaSAndroid Build Coastguard Worker // We made/have an off-screen surface. Get the contents as an SkImage: 159*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> snapshot = fBackbufferSurface->makeImageSnapshot(); 160*c8dee2aaSAndroid Build Coastguard Worker 161*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> gpuSurface = GLWindowContext::getBackbufferSurface(); 162*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* gpuCanvas = gpuSurface->getCanvas(); 163*c8dee2aaSAndroid Build Coastguard Worker gpuCanvas->drawImage(snapshot, 0, 0); 164*c8dee2aaSAndroid Build Coastguard Worker skgpu::ganesh::Flush(gpuSurface); 165*c8dee2aaSAndroid Build Coastguard Worker 166*c8dee2aaSAndroid Build Coastguard Worker [fGLContext flushBuffer]; 167*c8dee2aaSAndroid Build Coastguard Worker } 168*c8dee2aaSAndroid Build Coastguard Worker} 169*c8dee2aaSAndroid Build Coastguard Worker 170*c8dee2aaSAndroid Build Coastguard Workervoid RasterWindowContext_mac::resize(int w, int h) { 171*c8dee2aaSAndroid Build Coastguard Worker [fGLContext update]; 172*c8dee2aaSAndroid Build Coastguard Worker 173*c8dee2aaSAndroid Build Coastguard Worker // The super class always recreates the context. 174*c8dee2aaSAndroid Build Coastguard Worker GLWindowContext::resize(0, 0); 175*c8dee2aaSAndroid Build Coastguard Worker} 176*c8dee2aaSAndroid Build Coastguard Worker 177*c8dee2aaSAndroid Build Coastguard Worker} // anonymous namespace 178*c8dee2aaSAndroid Build Coastguard Worker 179*c8dee2aaSAndroid Build Coastguard Workernamespace skwindow { 180*c8dee2aaSAndroid Build Coastguard Worker 181*c8dee2aaSAndroid Build Coastguard Workerstd::unique_ptr<WindowContext> MakeRasterForMac(const MacWindowInfo& info, 182*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<const DisplayParams> params) { 183*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> ctx(new RasterWindowContext_mac(info, std::move(params))); 184*c8dee2aaSAndroid Build Coastguard Worker if (!ctx->isValid()) { 185*c8dee2aaSAndroid Build Coastguard Worker return nullptr; 186*c8dee2aaSAndroid Build Coastguard Worker } 187*c8dee2aaSAndroid Build Coastguard Worker return ctx; 188*c8dee2aaSAndroid Build Coastguard Worker} 189*c8dee2aaSAndroid Build Coastguard Worker 190*c8dee2aaSAndroid Build Coastguard Worker} // namespace skwindow 191