File: gl_surface_osmesa_win.cc

package info (click to toggle)
chromium-browser 57.0.2987.98-1~deb8u1
  • links: PTS, VCS
  • area: main
  • in suites: jessie
  • size: 2,637,852 kB
  • ctags: 2,544,394
  • sloc: cpp: 12,815,961; ansic: 3,676,222; python: 1,147,112; asm: 526,608; java: 523,212; xml: 286,794; perl: 92,654; sh: 86,408; objc: 73,271; makefile: 27,698; cs: 18,487; yacc: 13,031; tcl: 12,957; pascal: 4,875; ml: 4,716; lex: 3,904; sql: 3,862; ruby: 1,982; lisp: 1,508; php: 1,368; exp: 404; awk: 325; csh: 117; jsp: 39; sed: 37
file content (132 lines) | stat: -rw-r--r-- 4,384 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "ui/gl/gl_surface_osmesa_win.h"

#include <memory>

#include "base/command_line.h"
#include "base/logging.h"
#include "base/macros.h"
#include "base/trace_event/trace_event.h"
#include "base/win/windows_version.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/gl_surface_wgl.h"
#include "ui/gl/vsync_provider_win.h"

// From ANGLE's egl/eglext.h.
#if !defined(EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE)
#define EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE \
  reinterpret_cast<EGLNativeDisplayType>(-2)
#endif

namespace gl {

GLSurfaceOSMesaWin::GLSurfaceOSMesaWin(gfx::AcceleratedWidget window)
    : GLSurfaceOSMesa(GLSurfaceFormat(GLSurfaceFormat::PIXEL_LAYOUT_RGBA),
                      gfx::Size(1, 1)),
      window_(window),
      device_context_(NULL) {
  DCHECK(window);
}

GLSurfaceOSMesaWin::~GLSurfaceOSMesaWin() {
  Destroy();
}

bool GLSurfaceOSMesaWin::Initialize(GLSurfaceFormat format) {
  if (!GLSurfaceOSMesa::Initialize(format))
    return false;

  device_context_ = GetDC(window_);
  return true;
}

void GLSurfaceOSMesaWin::Destroy() {
  if (window_ && device_context_)
    ReleaseDC(window_, device_context_);

  device_context_ = NULL;

  GLSurfaceOSMesa::Destroy();
}

bool GLSurfaceOSMesaWin::IsOffscreen() {
  return false;
}

gfx::SwapResult GLSurfaceOSMesaWin::SwapBuffers() {
  DCHECK(device_context_);

  gfx::Size size = GetSize();

  // Note: negating the height below causes GDI to treat the bitmap data as row
  // 0 being at the top.
  BITMAPV4HEADER info = {sizeof(BITMAPV4HEADER)};
  info.bV4Width = size.width();
  info.bV4Height = -size.height();
  info.bV4Planes = 1;
  info.bV4BitCount = 32;
  info.bV4V4Compression = BI_BITFIELDS;
  info.bV4RedMask = 0x000000FF;
  info.bV4GreenMask = 0x0000FF00;
  info.bV4BlueMask = 0x00FF0000;
  info.bV4AlphaMask = 0xFF000000;

  // Copy the back buffer to the window's device context. Do not check whether
  // StretchDIBits succeeds or not. It will fail if the window has been
  // destroyed but it is preferable to allow rendering to silently fail if the
  // window is destroyed. This is because the primary application of this
  // class of GLContext is for testing and we do not want every GL related ui /
  // browser test to become flaky if there is a race condition between GL
  // context destruction and window destruction.
  StretchDIBits(device_context_, 0, 0, size.width(), size.height(), 0, 0,
                size.width(), size.height(), GetHandle(),
                reinterpret_cast<BITMAPINFO*>(&info), DIB_RGB_COLORS, SRCCOPY);

  return gfx::SwapResult::SWAP_ACK;
}

bool GLSurfaceOSMesaWin::SupportsPostSubBuffer() {
  return true;
}

gfx::SwapResult GLSurfaceOSMesaWin::PostSubBuffer(int x,
                                                  int y,
                                                  int width,
                                                  int height) {
  DCHECK(device_context_);

  gfx::Size size = GetSize();

  // Note: negating the height below causes GDI to treat the bitmap data as row
  // 0 being at the top.
  BITMAPV4HEADER info = {sizeof(BITMAPV4HEADER)};
  info.bV4Width = size.width();
  info.bV4Height = -size.height();
  info.bV4Planes = 1;
  info.bV4BitCount = 32;
  info.bV4V4Compression = BI_BITFIELDS;
  info.bV4RedMask = 0x000000FF;
  info.bV4GreenMask = 0x0000FF00;
  info.bV4BlueMask = 0x00FF0000;
  info.bV4AlphaMask = 0xFF000000;

  // Copy the back buffer to the window's device context. Do not check whether
  // StretchDIBits succeeds or not. It will fail if the window has been
  // destroyed but it is preferable to allow rendering to silently fail if the
  // window is destroyed. This is because the primary application of this
  // class of GLContext is for testing and we do not want every GL related ui /
  // browser test to become flaky if there is a race condition between GL
  // context destruction and window destruction.
  StretchDIBits(device_context_, x, size.height() - y - height, width, height,
                x, y, width, height, GetHandle(),
                reinterpret_cast<BITMAPINFO*>(&info), DIB_RGB_COLORS, SRCCOPY);

  return gfx::SwapResult::SWAP_ACK;
}

}  // namespace gl