146 lines
5.3 KiB
C++
146 lines
5.3 KiB
C++
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/*
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* Copyright 2013 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 SkGLContext_DEFINED
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#define SkGLContext_DEFINED
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#include "GrGLInterface.h"
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#include "../private/SkGpuFenceSync.h"
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/**
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* Create an offscreen opengl context with an RGBA8 / 8bit stencil FBO.
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* Provides a GrGLInterface struct of function pointers for the context.
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* This class is intended for Skia's testing needs and not for general
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* use.
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*/
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class SK_API SkGLContext : public SkNoncopyable {
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public:
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virtual ~SkGLContext();
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bool isValid() const { return NULL != gl(); }
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const GrGLInterface* gl() const { return fGL.get(); }
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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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/** Used for testing EGLImage integration. Take a GL_TEXTURE_2D and wraps it in an EGL Image */
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virtual GrEGLImage texture2DToEGLImage(GrGLuint /*texID*/) const { return 0; }
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virtual void destroyEGLImage(GrEGLImage) const {}
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/** Used for testing GL_TEXTURE_RECTANGLE integration. */
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GrGLint createTextureRectangle(int width, int height, GrGLenum internalFormat,
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GrGLenum externalFormat, GrGLenum externalType,
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GrGLvoid* data);
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/**
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* Used for testing EGLImage integration. Takes a EGLImage and wraps it in a
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* GL_TEXTURE_EXTERNAL_OES.
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*/
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virtual GrGLuint eglImageToExternalTexture(GrEGLImage) const { return 0; }
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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 sync (OpenGL 3.2+ or EGL_KHR_fence_sync),
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* this will not swap any buffers, but rather emulate triple buffer
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* synchronization 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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*/
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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 GL calls are not made by Skia GPU code.
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*/
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void testAbandon();
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/**
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* Creates a new GL context of the same type and makes the returned context current
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* (if not null).
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*/
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virtual SkGLContext* createNew() const { return nullptr; }
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class GLFenceSync; // SkGpuFenceSync implementation that uses the OpenGL functionality.
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/*
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* returns the fencesync object owned by this SkGLContext
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*/
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SkGpuFenceSync* fenceSync() { return fFenceSync.get(); }
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protected:
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SkGLContext();
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/*
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* Methods that sublcasses must call from their constructors and destructors.
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*/
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void init(const GrGLInterface*, SkGpuFenceSync* = NULL);
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void teardown();
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/*
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* Operations that have a platform-dependent implementation.
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*/
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virtual void onPlatformMakeCurrent() const = 0;
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virtual void onPlatformSwapBuffers() const = 0;
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virtual GrGLFuncPtr onPlatformGetProcAddress(const char*) const = 0;
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private:
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enum { kMaxFrameLag = 3 };
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SkAutoTDelete<SkGpuFenceSync> fFenceSync;
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SkPlatformGpuFence fFrameFences[kMaxFrameLag - 1];
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int fCurrentFenceIdx;
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/** Subclass provides the gl interface object if construction was
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* successful. */
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SkAutoTUnref<const GrGLInterface> fGL;
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friend class GLFenceSync; // For onPlatformGetProcAddress.
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};
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/** Creates platform-dependent GL context object. The shareContext parameter is in an optional
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* context with which to share display lists. This should be a pointer to an SkGLContext created
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* with SkCreatePlatformGLContext. NULL indicates that no sharing is to take place. Returns a valid
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* gl context object or NULL if such can not be created.
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* Note: If Skia embedder needs a custom GL context that sets up the GL interface, this function
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* should be implemented by the embedder. Otherwise, the default implementation for the platform
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* should be compiled in the library.
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*/
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SK_API SkGLContext* SkCreatePlatformGLContext(GrGLStandard forcedGpuAPI,
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SkGLContext* shareContext = nullptr);
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/**
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* Helper macros for using the GL context through the GrGLInterface. Example:
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* SK_GL(glCtx, GenTextures(1, &texID));
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*/
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#define SK_GL(ctx, X) (ctx).gl()->fFunctions.f ## X; \
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SkASSERT(0 == (ctx).gl()->fFunctions.fGetError())
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#define SK_GL_RET(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X; \
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SkASSERT(0 == (ctx).gl()->fFunctions.fGetError())
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#define SK_GL_NOERRCHECK(ctx, X) (ctx).gl()->fFunctions.f ## X
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#define SK_GL_RET_NOERRCHECK(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X
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#endif
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