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1 #include "SkEGLContext.h"
2 //#include "SkTypes.h"
3 #include <AGL/agl.h>
4 
SkEGLContext()5 SkEGLContext::SkEGLContext() : context(NULL) {
6 }
7 
~SkEGLContext()8 SkEGLContext::~SkEGLContext() {
9     if (this->context) {
10         aglDestroyContext(this->context);
11     }
12 }
13 
init(int width,int height)14 bool SkEGLContext::init(int width, int height) {
15     GLint major, minor;
16     AGLContext ctx;
17 
18     aglGetVersion(&major, &minor);
19     //SkDebugf("---- agl version %d %d\n", major, minor);
20 
21     const GLint pixelAttrs[] = {
22         AGL_RGBA,
23         AGL_STENCIL_SIZE, 8,
24 /*
25         AGL_SAMPLE_BUFFERS_ARB, 1,
26         AGL_MULTISAMPLE,
27         AGL_SAMPLES_ARB, 2,
28 */
29         AGL_ACCELERATED,
30         AGL_NONE
31     };
32     AGLPixelFormat format = aglChoosePixelFormat(NULL, 0, pixelAttrs);
33     //AGLPixelFormat format = aglCreatePixelFormat(pixelAttrs);
34     //SkDebugf("----- agl format %p\n", format);
35     ctx = aglCreateContext(format, NULL);
36     //SkDebugf("----- agl context %p\n", ctx);
37     aglDestroyPixelFormat(format);
38 
39 /*
40     static const GLint interval = 1;
41     aglSetInteger(ctx, AGL_SWAP_INTERVAL, &interval);
42 */
43 
44     aglSetCurrentContext(ctx);
45     this->context = ctx;
46 
47     // Now create our FBO render target
48 
49     GLuint fboID;
50     GLuint cbID;
51     GLuint dsID;
52     glGenFramebuffersEXT(1, &fboID);
53     glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboID);
54     glGenRenderbuffers(1, &cbID);
55     glBindRenderbuffer(GL_RENDERBUFFER, cbID);
56     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
57     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, cbID);
58     glGenRenderbuffers(1, &dsID);
59     glBindRenderbuffer(GL_RENDERBUFFER, dsID);
60     glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
61     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsID);
62     glViewport(0, 0, width, height);
63     glClearStencil(0);
64     glClear(GL_STENCIL_BUFFER_BIT);
65 
66     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
67     return GL_FRAMEBUFFER_COMPLETE == status;
68 }
69