2016-05-11 17:09:18 +00:00
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef TestContext_DEFINED
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#define TestContext_DEFINED
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#include "GrTypes.h"
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#include "../private/SkGpuFenceSync.h"
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#include "../private/SkTemplates.h"
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namespace sk_gpu_test {
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/**
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* An offscreen 3D context. This class is intended for Skia's internal testing needs and not
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* for general use.
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*/
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class TestContext : public SkNoncopyable {
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public:
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virtual ~TestContext();
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virtual bool isValid() const = 0;
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bool fenceSyncSupport() const { return fFenceSync != nullptr; }
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bool getMaxGpuFrameLag(int *maxFrameLag) const {
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if (!fFenceSync) {
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return false;
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}
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*maxFrameLag = kMaxFrameLag;
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return true;
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}
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void makeCurrent() const;
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virtual GrBackend backend() = 0;
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virtual GrBackendContext backendContext() = 0;
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/** Swaps front and back buffer (if the context has such buffers) */
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void swapBuffers();
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/**
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* The only purpose of this function it to provide a means of scheduling
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* work on the GPU (since all of the subclasses create primary buffers for
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* testing that are small and not meant to be rendered to the screen).
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*
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* If the platform supports fence syncs (OpenGL 3.2+ or EGL_KHR_fence_sync),
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* this will not swap any buffers, but rather emulate triple buffer synchronization
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* using fences.
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*
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* Otherwise it will call the platform SwapBuffers method. This may or may
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* not perform some sort of synchronization, depending on whether the
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* drawing surface provided by the platform is double buffered.
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2016-05-11 18:55:36 +00:00
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*
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* Implicitly performs a submit().
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2016-05-11 17:09:18 +00:00
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*/
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void waitOnSyncOrSwap();
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/**
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* This notifies the context that we are deliberately testing abandoning
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* the context. It is useful for debugging contexts that would otherwise
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* test that GPU resources are properly deleted. It also allows a debugging
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* context to test that further API calls are not made by Skia GPU code.
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*/
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virtual void testAbandon();
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2016-05-11 18:55:36 +00:00
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/** Ensures all work is submitted to the GPU for execution. */
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virtual void submit() = 0;
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/** Wait until all GPU work is finished. */
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virtual void finish() = 0;
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2016-05-11 17:09:18 +00:00
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/**
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* returns the fencesync object owned by this GLTestContext
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*/
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SkGpuFenceSync *fenceSync() { return fFenceSync; }
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protected:
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SkGpuFenceSync* fFenceSync;
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TestContext();
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/** This should destroy the 3D context. */
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virtual void teardown();
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virtual void onPlatformMakeCurrent() const = 0;
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virtual void onPlatformSwapBuffers() const = 0;
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private:
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enum {
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kMaxFrameLag = 3
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};
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SkPlatformGpuFence fFrameFences[kMaxFrameLag - 1];
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int fCurrentFenceIdx;
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typedef SkNoncopyable INHERITED;
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};
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} // namespace sk_gpu_test
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#endif
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