49f085dddf
R=reed@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/544233002
96 lines
3.0 KiB
C++
96 lines
3.0 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 SkGLContextHelper_DEFINED
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#define SkGLContextHelper_DEFINED
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#include "GrGLInterface.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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*/
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class SK_API SkGLContextHelper : public SkRefCnt {
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public:
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SK_DECLARE_INST_COUNT(SkGLContextHelper)
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SkGLContextHelper();
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virtual ~SkGLContextHelper();
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/**
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* Initializes the context and makes it current.
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*/
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bool init(GrGLStandard forcedGpuAPI, const int width, const int height);
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int getFBOID() const { return fFBO; }
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const GrGLInterface* gl() const { return fGL; }
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virtual void makeCurrent() const = 0;
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/**
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* The primary 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 drawing surface provided by the platform is double buffered this
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* call will cause the platform to swap which buffer is currently being
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* targeted. If the current surface does not include a back buffer, this
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* call has no effect.
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*/
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virtual void swapBuffers() const = 0;
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bool hasExtension(const char* extensionName) const {
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SkASSERT(fGL);
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return fGL->hasExtension(extensionName);
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}
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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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protected:
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/**
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* Subclass implements this to make a GL context. The returned GrGLInterface
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* should be populated with functions compatible with the context. The
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* format and size of backbuffers does not matter since an FBO will be
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* created.
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*/
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virtual const GrGLInterface* createGLContext(GrGLStandard forcedGpuAPI) = 0;
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/**
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* Subclass should destroy the underlying GL context.
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*/
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virtual void destroyGLContext() = 0;
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private:
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GrGLuint fFBO;
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GrGLuint fColorBufferID;
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GrGLuint fDepthStencilBufferID;
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const GrGLInterface* fGL;
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typedef SkRefCnt INHERITED;
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};
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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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