/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkGLContext_DEFINED #define SkGLContext_DEFINED #include "GrGLInterface.h" #include "../private/SkGpuFenceSync.h" /** * Create an offscreen opengl context with an RGBA8 / 8bit stencil FBO. * Provides a GrGLInterface struct of function pointers for the context. * This class is intended for Skia's testing needs and not for general * use. */ class SK_API SkGLContext : public SkNoncopyable { public: virtual ~SkGLContext(); bool isValid() const { return NULL != gl(); } const GrGLInterface* gl() const { return fGL.get(); } bool fenceSyncSupport() const { return fFenceSync != nullptr; } bool getMaxGpuFrameLag(int* maxFrameLag) const { if (!fFenceSync) { return false; } *maxFrameLag = kMaxFrameLag; return true; } void makeCurrent() const; /** Used for testing EGLImage integration. Take a GL_TEXTURE_2D and wraps it in an EGL Image */ virtual GrEGLImage texture2DToEGLImage(GrGLuint /*texID*/) const { return 0; } virtual void destroyEGLImage(GrEGLImage) const {} /** Used for testing GL_TEXTURE_RECTANGLE integration. */ GrGLint createTextureRectangle(int width, int height, GrGLenum internalFormat, GrGLenum externalFormat, GrGLenum externalType, GrGLvoid* data); /** * Used for testing EGLImage integration. Takes a EGLImage and wraps it in a * GL_TEXTURE_EXTERNAL_OES. */ virtual GrGLuint eglImageToExternalTexture(GrEGLImage) const { return 0; } 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 sync (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. */ 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 GL calls are not made by Skia GPU code. */ void testAbandon(); /** * Creates a new GL context of the same type and makes the returned context current * (if not null). */ virtual SkGLContext* createNew() const { return nullptr; } class GLFenceSync; // SkGpuFenceSync implementation that uses the OpenGL functionality. /* * returns the fencesync object owned by this SkGLContext */ SkGpuFenceSync* fenceSync() { return fFenceSync.get(); } protected: SkGLContext(); /* * Methods that sublcasses must call from their constructors and destructors. */ void init(const GrGLInterface*, SkGpuFenceSync* = NULL); void teardown(); /* * Operations that have a platform-dependent implementation. */ virtual void onPlatformMakeCurrent() const = 0; virtual void onPlatformSwapBuffers() const = 0; virtual GrGLFuncPtr onPlatformGetProcAddress(const char*) const = 0; private: enum { kMaxFrameLag = 3 }; SkAutoTDelete fFenceSync; SkPlatformGpuFence fFrameFences[kMaxFrameLag - 1]; int fCurrentFenceIdx; /** Subclass provides the gl interface object if construction was * successful. */ SkAutoTUnref fGL; friend class GLFenceSync; // For onPlatformGetProcAddress. }; /** Creates platform-dependent GL context object. The shareContext parameter is in an optional * context with which to share display lists. This should be a pointer to an SkGLContext created * with SkCreatePlatformGLContext. NULL indicates that no sharing is to take place. Returns a valid * gl context object or NULL if such can not be created. * Note: If Skia embedder needs a custom GL context that sets up the GL interface, this function * should be implemented by the embedder. Otherwise, the default implementation for the platform * should be compiled in the library. */ SK_API SkGLContext* SkCreatePlatformGLContext(GrGLStandard forcedGpuAPI, SkGLContext* shareContext = nullptr); /** * Helper macros for using the GL context through the GrGLInterface. Example: * SK_GL(glCtx, GenTextures(1, &texID)); */ #define SK_GL(ctx, X) (ctx).gl()->fFunctions.f ## X; \ SkASSERT(0 == (ctx).gl()->fFunctions.fGetError()) #define SK_GL_RET(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X; \ SkASSERT(0 == (ctx).gl()->fFunctions.fGetError()) #define SK_GL_NOERRCHECK(ctx, X) (ctx).gl()->fFunctions.f ## X #define SK_GL_RET_NOERRCHECK(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X #endif