#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;
}