blob: dc410886f1b26588d10008343ecc05965953f30a [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkSurface.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrContext.h"
#include "include/gpu/mtl/GrMtlTypes.h"
#if SK_SUPPORT_GPU
#ifdef SK_METAL
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
sk_sp<SkSurface> SkSurface::MakeFromCAMetalLayer(GrContext* context,
GrMTLHandle layer,
GrSurfaceOrigin origin,
int sampleCnt,
SkColorType colorType,
sk_sp<SkColorSpace> colorSpace,
const SkSurfaceProps* surfaceProps,
GrMTLHandle* drawable) {
// TODO: Apple recommends grabbing the drawable (which we're implicitly doing here)
// for as little time as possible. I'm not sure it matters for our test apps, but
// you can get better throughput by doing any offscreen renders, texture uploads, or
// other non-dependant tasks first before grabbing the drawable.
CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)layer;
id<CAMetalDrawable> currentDrawable = [metalLayer nextDrawable];
GrMtlTextureInfo fbInfo;
fbInfo.fTexture.retain((__bridge const void*)(currentDrawable.texture));
CGSize size = [metalLayer drawableSize];
sk_sp<SkSurface> surface;
if (sampleCnt <= 1) {
GrBackendRenderTarget backendRT(size.width,
size.height,
sampleCnt,
fbInfo);
surface = SkSurface::MakeFromBackendRenderTarget(context, backendRT, origin, colorType,
colorSpace, surfaceProps);
} else {
GrBackendTexture backendTexture(size.width,
size.height,
GrMipMapped::kNo,
fbInfo);
surface = SkSurface::MakeFromBackendTexture(context, backendTexture, origin, sampleCnt,
colorType, colorSpace, surfaceProps);
}
*drawable = (__bridge_retained GrMTLHandle) currentDrawable;
return surface;
}
#endif
#endif