Split GrGLContextInfo into GrGLContext & GrGLContextInfo

https://codereview.appspot.com/7436045/



git-svn-id: http://skia.googlecode.com/svn/trunk@7905 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/SkGLContextHelper.cpp b/src/gpu/gl/SkGLContextHelper.cpp
new file mode 100644
index 0000000..9dcc8ec
--- /dev/null
+++ b/src/gpu/gl/SkGLContextHelper.cpp
@@ -0,0 +1,139 @@
+
+/*
+ * 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/SkGLContextHelper.h"
+#include "GrGLUtil.h"
+
+SK_DEFINE_INST_COUNT(SkGLContextHelper)
+
+SkGLContextHelper::SkGLContextHelper()
+    : fFBO(0)
+    , fColorBufferID(0)
+    , fDepthStencilBufferID(0)
+    , fGL(NULL) {
+}
+
+SkGLContextHelper::~SkGLContextHelper() {
+
+    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 SkGLContextHelper::init(int width, int height) {
+    if (fGL) {
+        fGL->unref();
+        this->destroyGLContext();
+    }
+
+    fGL = this->createGLContext();
+    if (fGL) {
+        const GrGLubyte* temp;
+
+        GrGLBinding bindingInUse = GrGLGetBindingInUse(this->gl());
+
+        if (!fGL->validate(bindingInUse) || !fExtensions.init(bindingInUse, fGL)) {
+            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 (kES2_GrGLBinding == bindingInUse) {
+            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 (kES2_GrGLBinding == bindingInUse) {
+            supportsPackedDepthStencil = 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 = kES2_GrGLBinding == bindingInUse ?
+                                    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 = kES2_GrGLBinding == bindingInUse ?
+                                    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;
+}