skia2/tools/gpu/TestContext.h

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