3e980c3d88
Add extended config specification form that can be used to run different gpu backend with different APIs. The configs can be specified with the form: gpu(api=string,dit=bool,nvpr=bool,samples=int) This replaces and removes the --gpuAPI flag. All existing configs should still work. Adds following documentation: out/Debug/dm --help config Flags: --config: type: string default: 565 8888 gpu nonrendering Options: 565 8888 debug gpu gpudebug gpudft gpunull msaa16 msaa4 nonrendering null nullgpu nvprmsaa16 nvprmsaa4 pdf pdf_poppler skp svg xps or use extended form 'backend(option=value,...)'. Extended form: 'backend(option=value,...)' Possible backends and options: gpu(api=string,dit=bool,nvpr=bool,samples=int) GPU backend api type: string default: native. Select graphics API to use with gpu backend. Options: native Use platform default OpenGL or OpenGL ES backend. gl Use OpenGL. gles Use OpenGL ES. debug Use debug OpenGL. null Use null OpenGL. dit type: bool default: false. Use device independent text. nvpr type: bool default: false. Use NV_path_rendering OpenGL and OpenGL ES extension. samples type: int default: 0. Use multisampling with N samples. Predefined configs: gpu = gpu() msaa4 = gpu(samples=4) msaa16 = gpu(samples=16) nvprmsaa4 = gpu(nvpr=true,samples=4) nvprmsaa16 = gpu(nvpr=true,samples=16) gpudft = gpu(dit=true) gpudebug = gpu(api=debug) gpunull = gpu(api=null) debug = gpu(api=debug) nullgpu = gpu(api=null) BUG=skia:2992 Committed: https://skia.googlesource.com/skia/+/e13ca329fca4c28cf4e078561f591ab27b743d23 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1490113005 Committed: https://skia.googlesource.com/skia/+/c8b4336444e7b90382e04e33665fb3b8490b825b Committed: https://skia.googlesource.com/skia/+/9ebc3f0ee6db215dde461dc4777d85988cf272dd Review URL: https://codereview.chromium.org/1490113005
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
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/*
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* Copyright 2012 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 SkANGLEGLContext_DEFINED
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#define SkANGLEGLContext_DEFINED
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#if SK_ANGLE
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#include "gl/SkGLContext.h"
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class SkANGLEGLContext : public SkGLContext {
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public:
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~SkANGLEGLContext() override;
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#ifdef SK_BUILD_FOR_WIN
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static SkANGLEGLContext* CreateDirectX() {
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SkANGLEGLContext* ctx = new SkANGLEGLContext(false);
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if (!ctx->isValid()) {
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delete ctx;
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return NULL;
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}
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return ctx;
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}
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#endif
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static SkANGLEGLContext* CreateOpenGL() {
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SkANGLEGLContext* ctx = new SkANGLEGLContext(true);
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if (!ctx->isValid()) {
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delete ctx;
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return NULL;
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}
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return ctx;
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}
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GrEGLImage texture2DToEGLImage(GrGLuint texID) const override;
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void destroyEGLImage(GrEGLImage) const override;
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GrGLuint eglImageToExternalTexture(GrEGLImage) const override;
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SkGLContext* createNew() const override;
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// The param is an EGLNativeDisplayType and the return is an EGLDispay.
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static void* GetD3DEGLDisplay(void* nativeDisplay, bool useGLBackend);
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private:
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SkANGLEGLContext(bool preferGLBackend);
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void destroyGLContext();
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void onPlatformMakeCurrent() const override;
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void onPlatformSwapBuffers() const override;
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GrGLFuncPtr onPlatformGetProcAddress(const char* name) const override;
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void* fContext;
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void* fDisplay;
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void* fSurface;
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bool fIsGLBackend;
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};
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#endif
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#endif
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