skia2/tools/gpu/TestContext.h
Robert Phillips edf3f38b56 Add makeNotCurrent to TestContext
I find this useful for managing which context is active on threads.

Change-Id: I655955a2351f273751681f080190ca684d29db4e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/270642
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
2020-02-13 18:40:52 +00:00

134 lines
4.4 KiB
C++

/*
* 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 "include/core/SkRefCnt.h"
#include "include/gpu/GrTypes.h"
#include "include/private/SkNoncopyable.h"
#include "include/private/SkTemplates.h"
#include "src/core/SkScopeExit.h"
#include "tools/gpu/FenceSync.h"
class GrContext;
struct GrContextOptions;
namespace sk_gpu_test {
class GpuTimer;
/**
* 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();
bool fenceSyncSupport() const { return fFenceSync != nullptr; }
FenceSync* fenceSync() { SkASSERT(fFenceSync); return fFenceSync.get(); }
bool gpuTimingSupport() const { return fGpuTimer != nullptr; }
GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); }
bool getMaxGpuFrameLag(int *maxFrameLag) const {
if (!fFenceSync) {
return false;
}
*maxFrameLag = kMaxFrameLag;
return true;
}
void makeNotCurrent() const;
void makeCurrent() const;
/**
* Like makeCurrent() but this returns an object that will restore the previous current
* context in its destructor. Useful to undo the effect making this current before returning to
* a caller that doesn't expect the current context to be changed underneath it.
*
* The returned object restores the current context of the same type (e.g. egl, glx, ...) in its
* destructor. It is undefined behavior if that context is destroyed before the destructor
* executes. If the concept of a current context doesn't make sense for this context type then
* the returned object's destructor is a no-op.
*/
SkScopeExit SK_WARN_UNUSED_RESULT makeCurrentAndAutoRestore() const;
virtual GrBackendApi backend() = 0;
virtual sk_sp<GrContext> makeGrContext(const GrContextOptions&);
/** 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;
protected:
std::unique_ptr<FenceSync> fFenceSync;
std::unique_ptr<GpuTimer> fGpuTimer;
TestContext();
/** This should destroy the 3D context. */
virtual void teardown();
virtual void onPlatformMakeNotCurrent() const = 0;
virtual void onPlatformMakeCurrent() const = 0;
/**
* Subclasses should implement such that the returned function will cause the current context
* of this type to be made current again when it is called. It should additionally be the
* case that if "this" is already current when this is called, then "this" is destroyed (thereby
* setting the null context as current), and then the std::function is called the null context
* should remain current.
*/
virtual std::function<void()> onPlatformGetAutoContextRestore() const = 0;
virtual void onPlatformSwapBuffers() const = 0;
private:
enum {
kMaxFrameLag = 3
};
PlatformFence fFrameFences[kMaxFrameLag - 1];
int fCurrentFenceIdx;
typedef SkNoncopyable INHERITED;
};
} // namespace sk_gpu_test
#endif