Index: ui/gl/gl_surface_osmesa_win.cc |
diff --git a/ui/gl/gl_surface_osmesa_win.cc b/ui/gl/gl_surface_osmesa_win.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..b65e46c32375ad8ee6454af2ffccf64c3546fbf5 |
--- /dev/null |
+++ b/ui/gl/gl_surface_osmesa_win.cc |
@@ -0,0 +1,131 @@ |
+// Copyright 2016 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "ui/gl/gl_surface_osmesa_win.h" |
+ |
+#include <memory> |
+ |
+#include "base/command_line.h" |
+#include "base/logging.h" |
+#include "base/macros.h" |
+#include "base/trace_event/trace_event.h" |
+#include "base/win/windows_version.h" |
+#include "ui/gl/gl_bindings.h" |
+#include "ui/gl/gl_implementation.h" |
+#include "ui/gl/gl_surface_egl.h" |
+#include "ui/gl/gl_surface_wgl.h" |
+#include "ui/gl/vsync_provider_win.h" |
+ |
+// From ANGLE's egl/eglext.h. |
+#if !defined(EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE) |
+#define EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE \ |
+ reinterpret_cast<EGLNativeDisplayType>(-2) |
+#endif |
+ |
+namespace gl { |
+ |
+GLSurfaceOSMesaWin::GLSurfaceOSMesaWin(gfx::AcceleratedWidget window) |
+ : GLSurfaceOSMesa(SURFACE_OSMESA_RGBA, gfx::Size(1, 1)), |
+ window_(window), |
+ device_context_(NULL) { |
+ DCHECK(window); |
+} |
+ |
+GLSurfaceOSMesaWin::~GLSurfaceOSMesaWin() { |
+ Destroy(); |
+} |
+ |
+bool GLSurfaceOSMesaWin::Initialize(GLSurface::Format format) { |
+ if (!GLSurfaceOSMesa::Initialize(format)) |
+ return false; |
+ |
+ device_context_ = GetDC(window_); |
+ return true; |
+} |
+ |
+void GLSurfaceOSMesaWin::Destroy() { |
+ if (window_ && device_context_) |
+ ReleaseDC(window_, device_context_); |
+ |
+ device_context_ = NULL; |
+ |
+ GLSurfaceOSMesa::Destroy(); |
+} |
+ |
+bool GLSurfaceOSMesaWin::IsOffscreen() { |
+ return false; |
+} |
+ |
+gfx::SwapResult GLSurfaceOSMesaWin::SwapBuffers() { |
+ DCHECK(device_context_); |
+ |
+ gfx::Size size = GetSize(); |
+ |
+ // Note: negating the height below causes GDI to treat the bitmap data as row |
+ // 0 being at the top. |
+ BITMAPV4HEADER info = {sizeof(BITMAPV4HEADER)}; |
+ info.bV4Width = size.width(); |
+ info.bV4Height = -size.height(); |
+ info.bV4Planes = 1; |
+ info.bV4BitCount = 32; |
+ info.bV4V4Compression = BI_BITFIELDS; |
+ info.bV4RedMask = 0x000000FF; |
+ info.bV4GreenMask = 0x0000FF00; |
+ info.bV4BlueMask = 0x00FF0000; |
+ info.bV4AlphaMask = 0xFF000000; |
+ |
+ // Copy the back buffer to the window's device context. Do not check whether |
+ // StretchDIBits succeeds or not. It will fail if the window has been |
+ // destroyed but it is preferable to allow rendering to silently fail if the |
+ // window is destroyed. This is because the primary application of this |
+ // class of GLContext is for testing and we do not want every GL related ui / |
+ // browser test to become flaky if there is a race condition between GL |
+ // context destruction and window destruction. |
+ StretchDIBits(device_context_, 0, 0, size.width(), size.height(), 0, 0, |
+ size.width(), size.height(), GetHandle(), |
+ reinterpret_cast<BITMAPINFO*>(&info), DIB_RGB_COLORS, SRCCOPY); |
+ |
+ return gfx::SwapResult::SWAP_ACK; |
+} |
+ |
+bool GLSurfaceOSMesaWin::SupportsPostSubBuffer() { |
+ return true; |
+} |
+ |
+gfx::SwapResult GLSurfaceOSMesaWin::PostSubBuffer(int x, |
+ int y, |
+ int width, |
+ int height) { |
+ DCHECK(device_context_); |
+ |
+ gfx::Size size = GetSize(); |
+ |
+ // Note: negating the height below causes GDI to treat the bitmap data as row |
+ // 0 being at the top. |
+ BITMAPV4HEADER info = {sizeof(BITMAPV4HEADER)}; |
+ info.bV4Width = size.width(); |
+ info.bV4Height = -size.height(); |
+ info.bV4Planes = 1; |
+ info.bV4BitCount = 32; |
+ info.bV4V4Compression = BI_BITFIELDS; |
+ info.bV4RedMask = 0x000000FF; |
+ info.bV4GreenMask = 0x0000FF00; |
+ info.bV4BlueMask = 0x00FF0000; |
+ info.bV4AlphaMask = 0xFF000000; |
+ |
+ // Copy the back buffer to the window's device context. Do not check whether |
+ // StretchDIBits succeeds or not. It will fail if the window has been |
+ // destroyed but it is preferable to allow rendering to silently fail if the |
+ // window is destroyed. This is because the primary application of this |
+ // class of GLContext is for testing and we do not want every GL related ui / |
+ // browser test to become flaky if there is a race condition between GL |
+ // context destruction and window destruction. |
+ StretchDIBits(device_context_, x, size.height() - y - height, width, height, |
+ x, y, width, height, GetHandle(), |
+ reinterpret_cast<BITMAPINFO*>(&info), DIB_RGB_COLORS, SRCCOPY); |
+ |
+ return gfx::SwapResult::SWAP_ACK; |
+} |
+ |
+} // namespace gl |