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Last active June 3, 2024 01:48
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instructions to use skia and glfw together. (download, installation, first program). as of Sept 2023, Windows is broken but this is still sadly the best starting resource for skia on Windows too.
/* Note: this Google copyright notice only applies to the original file, which has large sections copy-pasted here. my changes are under CC0 (public domain).
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
/*
The official instructions don't work well. These alternative instructions are intended to be the shortest path to get a minimal setup running.
The Linux steps were run through successfully on Sept 2023.
The Windows steps are known to be broken; the broken part is Step 7. The Include and Library directories should be tweaked.
This was made by copy-pasting and fixing two sources: https://github.com/google/skia/tree/master/experimental/GLFWTest and https://gist.github.com/zester/5163313
Don't bother trying these two sources; neither of them works.
step 1: install glfw (on Linux, "sudo apt install libglfw3-dev" will get you an acceptable (and outdated) version. on Visual Studio, you can get glfw from vcpkg.)
step 2: follow https://skia.org/docs/user/download/ to download and build skia.
Move forward to either Windows step 6 or Linux step 6.
Windows step 6, Visual Studio 2017:
if you're in Windows, you will need to use bash (tested as of 2017; haven't tried recently). on my system, a copy of bash came with my installation of Git for Windows.
cmd.exe doesn't allow single quotes, which are necessary to give the VC path. the various skia_use_foo commands are necessary to stop VS from erroring out when the headers are missing
run these two commands, replacing "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC" with your own VC directory:
gn gen out/Static --args='is_official_build=true win_vc="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC" skia_use_libpng=false skia_use_zlib=false skia_use_libwebp=false skia_enable_pdf=false skia_use_libjpeg_turbo=false skia_use_expat=false'
ninja -C out/Static
Windows step 7. Warning, this is outdated. The massive "FOLDER1\x" was changed to not be necessary, but I haven't tested the correct steps now:
add this file to a new VS project
append "FOLDER1\skia\include\core;FOLDER1\skia\include\gpu;FOLDER1\skia\include\config;FOLDER1\skia\include\utils;FOLDER2\glfw\include'" to the VC include directories of your project, where FOLDERX represents the directories you put them in.
you must include all 4 skia folders because the files inside skia folders assume they see the other folders.
if you're unfamiliar with how the include directory works, it's in Project->Properties, VC++ Directories, Include Directories.
append "FOLDER1\skia\out\Static;FOLDER2\glfw\src\Debug;" to Library Directories, again replacing FOLDERX with the true location. add "opengl32.lib;skia.lib;glfw3.lib;" to Linker->Input->Additional Dependencies
Set build mode to x64.
Build! This will produce a debug mode binary.
If in the future you want a release mode binary, you will need to re-build glfw in release mode, and change the glfw library folder to FOLDER2\glfw\src\Release;
Linux step 6, Ubuntu 23.04. Sept 3, 2023:
Run:
sudo apt install clang libjpeg-dev libicu-dev libwebp-dev libfontconfig-dev
bin/gn gen out/Static --args='is_official_build=true cc="clang" cxx="clang++"'
ninja -C out/Static
Linux step 7:
download this file as "glfw_ship.cpp", and place it in the parent folder of the "skia" directory. (this just makes "-Iskia" in the right place)
g++ -g -std=c++1z glfw_ship.cpp -lskia -ldl -lpthread -ljpeg -lfreetype -lz -lpng -lglfw -lfontconfig -lwebp -lwebpmux -lwebpdemux -lGL -Iskia -Lskia/out/Static/
./a.out
eventually, you will want color-correct spaces, and there are 5 places below (Ctrl+F "enable correct color spaces"), where you should replace/uncomment lines to enable this.
warning: color-correct spaces don't work in VMWare, because mesa doesn't support it.
*/
#include "GLFW/glfw3.h"
#define SK_GANESH
#define SK_GL
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrDirectContext.h"
#include "include/gpu/gl/GrGLInterface.h"
#include "include/gpu/gl/GrGLAssembleInterface.h"
#include "include/gpu/ganesh/SkSurfaceGanesh.h"
#include "include/gpu/ganesh/gl/GrGLBackendSurface.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkSurface.h"
#include <stdio.h>
#include <stdlib.h>
//uncomment the two lines below to enable correct color spaces
//#define GL_FRAMEBUFFER_SRGB 0x8DB9
//#define GL_SRGB8_ALPHA8 0x8C43
GrDirectContext* sContext = nullptr;
SkSurface* sSurface = nullptr;
void error_callback(int error, const char* description) {
fputs(description, stderr);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
void init_skia(int w, int h) {
auto interface = GrGLMakeNativeInterface();
if (interface == nullptr) {
//backup plan. see https://gist.github.com/ad8e/dd150b775ae6aa4d5cf1a092e4713add?permalink_comment_id=4680136#gistcomment-4680136
interface = GrGLMakeAssembledInterface(
nullptr, (GrGLGetProc) * [](void*, const char* p) -> void* { return (void*)glfwGetProcAddress(p); });
}
sContext = GrDirectContext::MakeGL(interface).release();
GrGLFramebufferInfo framebufferInfo;
framebufferInfo.fFBOID = 0; // assume default framebuffer
// We are always using OpenGL and we use RGBA8 internal format for both RGBA and BGRA configs in OpenGL.
//(replace line below with this one to enable correct color spaces) framebufferInfo.fFormat = GL_SRGB8_ALPHA8;
framebufferInfo.fFormat = GL_RGBA8;
SkColorType colorType = kRGBA_8888_SkColorType;
GrBackendRenderTarget backendRenderTarget = GrBackendRenderTargets::MakeGL(w, h,
0, // sample count
0, // stencil bits
framebufferInfo);
//(replace line below with this one to enable correct color spaces) sSurface = SkSurfaces::WrapBackendRenderTarget(sContext, backendRenderTarget, kBottomLeft_GrSurfaceOrigin, colorType, SkColorSpace::MakeSRGB(), nullptr).release();
sSurface = SkSurfaces::WrapBackendRenderTarget(sContext, backendRenderTarget, kBottomLeft_GrSurfaceOrigin, colorType, nullptr, nullptr).release();
if (sSurface == nullptr) abort();
}
void cleanup_skia() {
delete sSurface;
delete sContext;
}
const int kWidth = 960;
const int kHeight = 640;
int main(void) {
GLFWwindow* window;
glfwSetErrorCallback(error_callback);
if (!glfwInit()) {
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//(uncomment to enable correct color spaces) glfwWindowHint(GLFW_SRGB_CAPABLE, GL_TRUE);
glfwWindowHint(GLFW_STENCIL_BITS, 0);
//glfwWindowHint(GLFW_ALPHA_BITS, 0);
glfwWindowHint(GLFW_DEPTH_BITS, 0);
window = glfwCreateWindow(kWidth, kHeight, "Simple example", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
//(uncomment to enable correct color spaces) glEnable(GL_FRAMEBUFFER_SRGB);
init_skia(kWidth, kHeight);
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);
// Draw to the surface via its SkCanvas.
SkCanvas* canvas = sSurface->getCanvas(); // We don't manage this pointer's lifetime.
while (!glfwWindowShouldClose(window)) {
glfwWaitEvents();
SkPaint paint;
paint.setColor(SK_ColorWHITE);
canvas->drawPaint(paint);
paint.setColor(SK_ColorBLUE);
canvas->drawRect({100, 200, 300, 500}, paint);
sContext->flush();
glfwSwapBuffers(window);
}
cleanup_skia();
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
@colonelzkiller
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colonelzkiller commented May 20, 2024

You haven't provided any information, such as the operating system you're using, the exact compiler errors, or any other relevant details. How is anyone supposed to help you figure out why it doesn't compile without that information?

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