SkGLContext::GLFenceSync* SkGLContext::GLFenceSync::CreateIfSupported(const SkGLContext* ctx) { SkAutoTDelete<GLFenceSync> ret(new GLFenceSync); if (kGL_GrGLStandard == ctx->gl()->fStandard) { const GrGLubyte* versionStr; SK_GL_RET(*ctx, versionStr, GetString(GR_GL_VERSION)); GrGLVersion version = GrGLGetVersionFromString(reinterpret_cast<const char*>(versionStr)); if (version < GR_GL_VER(3,2) && !ctx->gl()->hasExtension("GL_ARB_sync")) { return nullptr; } ret->fGLFenceSync = reinterpret_cast<GLFenceSyncProc>( ctx->onPlatformGetProcAddress("glFenceSync")); ret->fGLClientWaitSync = reinterpret_cast<GLClientWaitSyncProc>( ctx->onPlatformGetProcAddress("glClientWaitSync")); ret->fGLDeleteSync = reinterpret_cast<GLDeleteSyncProc>( ctx->onPlatformGetProcAddress("glDeleteSync")); } else { if (!ctx->gl()->hasExtension("GL_APPLE_sync")) { return nullptr; } ret->fGLFenceSync = reinterpret_cast<GLFenceSyncProc>( ctx->onPlatformGetProcAddress("glFenceSyncAPPLE")); ret->fGLClientWaitSync = reinterpret_cast<GLClientWaitSyncProc>( ctx->onPlatformGetProcAddress("glClientWaitSyncAPPLE")); ret->fGLDeleteSync = reinterpret_cast<GLDeleteSyncProc>( ctx->onPlatformGetProcAddress("glDeleteSyncAPPLE")); } if (!ret->fGLFenceSync || !ret->fGLClientWaitSync || !ret->fGLDeleteSync) { return nullptr; } return ret.detach(); }
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 (kES_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 (kES_GrGLBinding == bindingInUse) { 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 = kES_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 = kES_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; }