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;
+}