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Unified Diff: src/gpu/gl/SkGLContext.cpp

Issue 639793002: Revert of Make the Sk GL context class an abstract base class (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 2 months ago
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Index: src/gpu/gl/SkGLContext.cpp
diff --git a/src/gpu/gl/SkGLContext.cpp b/src/gpu/gl/SkGLContext.cpp
deleted file mode 100644
index 92f65cd924712b51470c753358fa8bff5838fb2e..0000000000000000000000000000000000000000
--- a/src/gpu/gl/SkGLContext.cpp
+++ /dev/null
@@ -1,142 +0,0 @@
-
-/*
- * Copyright 2013 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-#include "gl/SkGLContext.h"
-#include "GrGLUtil.h"
-
-SkGLContext::SkGLContext()
- : fFBO(0)
- , fColorBufferID(0)
- , fDepthStencilBufferID(0)
- , fGL(NULL) {
-}
-
-SkGLContext::~SkGLContext() {
-
- if (fGL) {
- // TODO: determine why DeleteFramebuffers is generating a GL error in tests
- SK_GL_NOERRCHECK(*this, DeleteFramebuffers(1, &fFBO));
- SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fColorBufferID));
- SK_GL_NOERRCHECK(*this, DeleteRenderbuffers(1, &fDepthStencilBufferID));
- }
-
- SkSafeUnref(fGL);
-}
-
-bool SkGLContext::init(GrGLStandard forcedGpuAPI, int width,
- int height) {
- if (fGL) {
- fGL->unref();
- this->destroyGLContext();
- }
-
- fGL = this->createGLContext(forcedGpuAPI);
- if (fGL) {
- const GrGLubyte* temp;
-
- if (!fGL->validate()) {
- fGL = NULL;
- this->destroyGLContext();
- return false;
- }
-
- SK_GL_RET(*this, temp, GetString(GR_GL_VERSION));
- const char* versionStr = reinterpret_cast<const char*>(temp);
- GrGLVersion version = GrGLGetVersionFromString(versionStr);
-
- // clear any existing GL erorrs
- GrGLenum error;
- do {
- SK_GL_RET(*this, error, GetError());
- } while (GR_GL_NO_ERROR != error);
-
- SK_GL(*this, GenFramebuffers(1, &fFBO));
- SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
- SK_GL(*this, GenRenderbuffers(1, &fColorBufferID));
- SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fColorBufferID));
- if (kGLES_GrGLStandard == this->gl()->fStandard) {
- SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- GR_GL_RGBA8,
- width, height));
- } else {
- SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- GR_GL_RGBA,
- width, height));
- }
- SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_COLOR_ATTACHMENT0,
- GR_GL_RENDERBUFFER,
- fColorBufferID));
- SK_GL(*this, GenRenderbuffers(1, &fDepthStencilBufferID));
- SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fDepthStencilBufferID));
-
- // Some drivers that support packed depth stencil will only succeed
- // in binding a packed format an FBO. However, we can't rely on packed
- // depth stencil being available.
- bool supportsPackedDepthStencil;
- if (kGLES_GrGLStandard == this->gl()->fStandard) {
- supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
- this->hasExtension("GL_OES_packed_depth_stencil");
- } else {
- supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
- this->hasExtension("GL_EXT_packed_depth_stencil") ||
- this->hasExtension("GL_ARB_framebuffer_object");
- }
-
- if (supportsPackedDepthStencil) {
- // ES2 requires sized internal formats for RenderbufferStorage
- // On Desktop we let the driver decide.
- GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ?
- GR_GL_DEPTH24_STENCIL8 :
- GR_GL_DEPTH_STENCIL;
- SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- format,
- width, height));
- SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER,
- fDepthStencilBufferID));
- } else {
- GrGLenum format = kGLES_GrGLStandard == this->gl()->fStandard ? GR_GL_STENCIL_INDEX8 :
- GR_GL_STENCIL_INDEX;
- SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- format,
- width, height));
- }
- SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_STENCIL_ATTACHMENT,
- GR_GL_RENDERBUFFER,
- fDepthStencilBufferID));
- SK_GL(*this, Viewport(0, 0, width, height));
- SK_GL(*this, ClearStencil(0));
- SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT));
-
- SK_GL_RET(*this, error, GetError());
- GrGLenum status;
- SK_GL_RET(*this, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
-
- if (GR_GL_FRAMEBUFFER_COMPLETE != status ||
- GR_GL_NO_ERROR != error) {
- fFBO = 0;
- fColorBufferID = 0;
- fDepthStencilBufferID = 0;
- fGL->unref();
- fGL = NULL;
- this->destroyGLContext();
- return false;
- } else {
- return true;
- }
- }
- return false;
-}
-
-void SkGLContext::testAbandon() {
- if (fGL) {
- fGL->abandon();
- }
-}
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