Virtualize SkGLContext with subclasses SkNativeGLContext and SkMesaGLContext, allow both in gm
Review URL: http://codereview.appspot.com/5307045/
git-svn-id: http://skia.googlecode.com/svn/trunk@2499 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/SkGLContext.cpp b/src/gpu/SkGLContext.cpp
new file mode 100644
index 0000000..c50ee6e
--- /dev/null
+++ b/src/gpu/SkGLContext.cpp
@@ -0,0 +1,70 @@
+
+/*
+ * Copyright 2011 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+#include "SkGLContext.h"
+
+SkGLContext::SkGLContext()
+ : fFBO(0)
+ , fGL(NULL) {
+}
+
+SkGLContext::~SkGLContext() {
+ SkSafeUnref(fGL);
+}
+
+bool SkGLContext::init(int width, int height) {
+ if (fGL) {
+ fGL->unref();
+ this->destroyGLContext();
+ }
+
+ fGL = this->createGLContext();
+ if (fGL) {
+ GrGLuint cbID;
+ GrGLuint dsID;
+ SK_GL(*this, GenFramebuffers(1, &fFBO));
+ SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
+ SK_GL(*this, GenRenderbuffers(1, &cbID));
+ SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, cbID));
+ 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,
+ cbID));
+ SK_GL(*this, GenRenderbuffers(1, &dsID));
+ SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, dsID));
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ GR_GL_DEPTH_STENCIL,
+ width, height));
+ SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_DEPTH_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ dsID));
+ SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_STENCIL_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ dsID));
+ SK_GL(*this, Viewport(0, 0, width, height));
+ SK_GL(*this, ClearStencil(0));
+ SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT));
+
+ GrGLenum status =
+ SK_GL(*this, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
+ if (GR_GL_FRAMEBUFFER_COMPLETE != status) {
+ fFBO = 0;
+ fGL->unref();
+ fGL = NULL;
+ this->destroyGLContext();
+ return false;
+ } else {
+ return true;
+ }
+ }
+ return false;
+}