/*
* 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 "GrGLContext.h"
#include "GrGLGLSL.h"
#include "SkSLCompiler.h"
////////////////////////////////////////////////////////////////////////////////
std::unique_ptr<GrGLContext> GrGLContext::Make(sk_sp<const GrGLInterface> interface,
const GrContextOptions& options) {
if (!interface->validate()) {
return nullptr;
}
const GrGLubyte* verUByte;
GR_GL_CALL_RET(interface.get(), verUByte, GetString(GR_GL_VERSION));
const char* ver = reinterpret_cast<const char*>(verUByte);
const GrGLubyte* rendererUByte;
GR_GL_CALL_RET(interface.get(), rendererUByte, GetString(GR_GL_RENDERER));
const char* renderer = reinterpret_cast<const char*>(rendererUByte);
ConstructorArgs args;
args.fGLVersion = GrGLGetVersionFromString(ver);
if (GR_GL_INVALID_VER == args.fGLVersion) {
return nullptr;
}
if (!GrGLGetGLSLGeneration(interface.get(), &args.fGLSLGeneration)) {
return nullptr;
}
args.fVendor = GrGLGetVendor(interface.get());
args.fRenderer = GrGLGetRendererFromStrings(renderer, interface->fExtensions);
GrGLGetANGLEInfoFromString(renderer, &args.fANGLEBackend, &args.fANGLEVendor,
&args.fANGLERenderer);
/*
* Qualcomm drivers for the 3xx series have a horrendous bug with some drivers. Though they
* claim to support GLES 3.00, some perfectly valid GLSL300 shaders will only compile with
* #version 100, and will fail to compile with #version 300 es. In the long term, we
* need to lock this down to a specific driver version.
* ?????/2015 - This bug is still present in Lollipop pre-mr1
* 06/18/2015 - This bug does not affect the nexus 6 (which has an Adreno 4xx).
*/
if (kAdreno3xx_GrGLRenderer == args.fRenderer) {
args.fGLSLGeneration = k110_GrGLSLGeneration;
}
// Many ES3 drivers only advertise the ES2 image_external extension, but support the _essl3
// extension, and require that it be enabled to work with ESSL3. Other devices require the ES2
// extension to be enabled, even when using ESSL3. Some devices appear to only support the ES2
// extension. As an extreme (optional) solution, we can fallback to using ES2 shading language
// if we want to prioritize external texture support. skbug.com/7713
if (kGLES_GrGLStandard == interface->fStandard &&
options.fPreferExternalImagesOverES3 &&
!options.fDisableDriverCorrectnessWorkarounds &&
interface->hasExtension("GL_OES_EGL_image_external") &&
args.fGLSLGeneration >= k330_GrGLSLGeneration &&
!interface->hasExtension("GL_OES_EGL_image_external_essl3") &&
!interface->hasExtension("OES_EGL_image_external_essl3")) {
args.fGLSLGeneration = k110_GrGLSLGeneration;
}
GrGLGetDriverInfo(interface->fStandard, args.fVendor, renderer, ver,
&args.fDriver, &args.fDriverVersion);
args.fContextOptions = &options;
args.fInterface = std::move(interface);
return std::unique_ptr<GrGLContext>(new GrGLContext(std::move(args)));
}
GrGLContext::~GrGLContext() {
delete fCompiler;
}
SkSL::Compiler* GrGLContext::compiler() const {
if (!fCompiler) {
fCompiler = new SkSL::Compiler();
}
return fCompiler;
}
GrGLContextInfo::GrGLContextInfo(ConstructorArgs&& args) {
fInterface = std::move(args.fInterface);
fGLVersion = args.fGLVersion;
fGLSLGeneration = args.fGLSLGeneration;
fVendor = args.fVendor;
fRenderer = args.fRenderer;
fDriver = args.fDriver;
fDriverVersion = args.fDriverVersion;
fANGLEBackend = args.fANGLEBackend;
fANGLEVendor = args.fANGLEVendor;
fANGLERenderer = args.fANGLERenderer;
fGLCaps = sk_make_sp<GrGLCaps>(*args.fContextOptions, *this, fInterface.get());
}