#include "SkEGLContext.h" #include "SkTypes.h" #include "GL/osmesa.h" #include "GL/glu.h" #define SK_GL_DECL_PROC(T, F) T F ## _func = NULL; #define SK_GL_GET_PROC(T, F) F ## _func = (T)OSMesaGetProcAddress(#F); #define SK_GL_GET_EXT_PROC(T, F) F ## _func = (T)OSMesaGetProcAddress(#F "EXT"); SkEGLContext::SkEGLContext() : context(NULL), image(NULL) { } SkEGLContext::~SkEGLContext() { if (this->image) free(this->image); if (this->context) OSMesaDestroyContext(this->context); } #if SK_B32_SHIFT < SK_G32_SHIFT &&\ SK_G32_SHIFT < SK_R32_SHIFT &&\ SK_R32_SHIFT < SK_A32_SHIFT #define SK_OSMESA_COLOR_ORDER OSMESA_BGRA #elif SK_R32_SHIFT < SK_G32_SHIFT &&\ SK_G32_SHIFT < SK_B32_SHIFT &&\ SK_B32_SHIFT < SK_A32_SHIFT #define SK_OSMESA_COLOR_ORDER OSMESA_RGBA #elif SK_A32_SHIFT < SK_R32_SHIFT && \ SK_R32_SHIFT < SK_G32_SHIFT && \ SK_G32_SHIFT < SK_B32_SHIFT #define SK_OSMESA_COLOR_ORDER OSMESA_ARGB #else //Color order (rgba) SK_R32_SHIFT SK_G32_SHIFT SK_B32_SHIFT SK_A32_SHIFT #define SK_OSMESA_COLOR_ORDER OSMESA_RGBA #endif bool SkEGLContext::init(const int width, const int height) { /* Create an RGBA-mode context */ #if OSMESA_MAJOR_VERSION * 100 + OSMESA_MINOR_VERSION >= 305 /* specify Z, stencil, accum sizes */ OSMesaContext ctx = OSMesaCreateContextExt(SK_OSMESA_COLOR_ORDER, 16, 0, 0, NULL); #else OSMesaContext ctx = OSMesaCreateContext(SK_OSMESA_COLOR_ORDER, NULL); #endif if (!ctx) { SkDebugf("OSMesaCreateContext failed!\n"); return false; } this->context = ctx; // Allocate the image buffer GLfloat *buffer = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat)); if (!buffer) { SkDebugf("Alloc image buffer failed!\n"); return false; } this->image = buffer; // Bind the buffer to the context and make it current if (!OSMesaMakeCurrent(ctx, buffer, GL_FLOAT, width, height)) { SkDebugf("OSMesaMakeCurrent failed!\n"); return false; } //Setup the framebuffers SK_GL_DECL_PROC(PFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffers) SK_GL_DECL_PROC(PFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebuffer) SK_GL_DECL_PROC(PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers) SK_GL_DECL_PROC(PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer) SK_GL_DECL_PROC(PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage) SK_GL_DECL_PROC(PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer) SK_GL_DECL_PROC(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatus) const GLubyte* glExts = glGetString(GL_EXTENSIONS); if (gluCheckExtension( reinterpret_cast<const GLubyte*>("GL_ARB_framebuffer_object") , glExts)) { SK_GL_GET_PROC(PFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffers) SK_GL_GET_PROC(PFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebuffer) SK_GL_GET_PROC(PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers) SK_GL_GET_PROC(PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer) SK_GL_GET_PROC(PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage) SK_GL_GET_PROC(PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer) SK_GL_GET_PROC(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatus) //osmesa on mac currently only supports EXT } else if (gluCheckExtension( reinterpret_cast<const GLubyte*>("GL_EXT_framebuffer_object") , glExts)) { SK_GL_GET_EXT_PROC(PFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffers) SK_GL_GET_EXT_PROC(PFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebuffer) SK_GL_GET_EXT_PROC(PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers) SK_GL_GET_EXT_PROC(PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer) SK_GL_GET_EXT_PROC(PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage) SK_GL_GET_EXT_PROC(PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer) SK_GL_GET_EXT_PROC(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatus) } else { SkDebugf("GL_ARB_framebuffer_object not found.\n"); return false; } GLuint fboID; GLuint cbID; GLuint dsID; glGenFramebuffers_func(1, &fboID); glBindFramebuffer_func(GL_FRAMEBUFFER, fboID); glGenRenderbuffers_func(1, &cbID); glBindRenderbuffer_func(GL_RENDERBUFFER, cbID); glRenderbufferStorage_func(GL_RENDERBUFFER, OSMESA_RGBA, width, height); glFramebufferRenderbuffer_func(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, cbID); glGenRenderbuffers_func(1, &dsID); glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, dsID); glRenderbufferStorage_func(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); glFramebufferRenderbuffer_func(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsID); glViewport(0, 0, width, height); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); GLenum status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER); return GL_FRAMEBUFFER_COMPLETE == status; }