app/headless: prepare OpenGL context on macOS

The macOS backend uses a desktop OpenGL context, not a OpenGL ES
context. The main difference is that sRGB have to be enabled and
a vertex buffer must be bound.

Do that and fix Window.Screenshot for scenes more complex than a
glClear.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-12-03 23:53:56 +01:00
parent fddb0af6f6
commit d9212263aa
5 changed files with 23 additions and 5 deletions
+7 -2
View File
@@ -13,8 +13,9 @@ import "gioui.org/app/internal/gl"
import "C"
type nsContext struct {
c *gl.Functions
ctx C.CFTypeRef
c *gl.Functions
ctx C.CFTypeRef
prepared bool
}
func newContext() (context, error) {
@@ -24,6 +25,10 @@ func newContext() (context, error) {
func (c *nsContext) MakeCurrent() error {
C.gio_headless_makeCurrentContext(c.ctx)
if !c.prepared {
C.gio_headless_prepareContext(c.ctx)
c.prepared = true
}
return nil
}
+1
View File
@@ -4,3 +4,4 @@ __attribute__ ((visibility ("hidden"))) CFTypeRef gio_headless_newContext(void);
__attribute__ ((visibility ("hidden"))) void gio_headless_releaseContext(CFTypeRef ctxRef);
__attribute__ ((visibility ("hidden"))) void gio_headless_clearCurrentContext(CFTypeRef ctxRef);
__attribute__ ((visibility ("hidden"))) void gio_headless_makeCurrentContext(CFTypeRef ctxRef);
__attribute__ ((visibility ("hidden"))) void gio_headless_prepareContext(CFTypeRef ctxRef);
+3
View File
@@ -27,3 +27,6 @@ void gio_headless_makeCurrentContext(CFTypeRef ctxRef) {
EAGLContext *ctx = (__bridge EAGLContext *)ctxRef;
[EAGLContext setCurrentContext:ctx];
}
void gio_headless_prepareContext(CFTypeRef ctxRef) {
}
+9 -1
View File
@@ -5,6 +5,7 @@
@import AppKit;
@import OpenGL;
@import OpenGL.GL;
@import OpenGL.GL3;
#include <CoreFoundation/CoreFoundation.h>
#include "headless_darwin.h"
@@ -40,6 +41,13 @@ void gio_headless_clearCurrentContext(CFTypeRef ctxRef) {
void gio_headless_makeCurrentContext(CFTypeRef ctxRef) {
NSOpenGLContext *ctx = (__bridge NSOpenGLContext *)ctxRef;
[ctx makeCurrentContext];
glEnable(GL_FRAMEBUFFER_SRGB);
CGLLockContext([ctx CGLContextObj]);
}
void gio_headless_prepareContext(CFTypeRef ctxRef) {
// Bind a default VBA to emulate OpenGL ES 2.
GLuint defVBA;
glGenVertexArrays(1, &defVBA);
glBindVertexArray(defVBA);
glEnable(GL_FRAMEBUFFER_SRGB);
}
+3 -2
View File
@@ -22,9 +22,10 @@ func TestHeadless(t *testing.T) {
col := color.RGBA{A: 0xff, R: 0xcc, G: 0xcc}
var ops op.Ops
paint.ColorOp{Color: col}.Add(&ops)
// Paint only part of the screen to avoid the glClear optimization.
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{
X: float32(sz.X),
Y: float32(sz.Y),
X: float32(sz.X) - 100,
Y: float32(sz.Y) - 100,
}}}.Add(&ops)
w.Frame(&ops)