10805961ce
Reason for revert: nanobech failing on Android Original issue's description: > Make the Sk GL context class an abstract base class > > Make the Sk GL context class, SkGLNativeContext, an abstract base class. Before, > it depended on ifdefs to implement the platform dependent polymorphism. Move > the logic to subclasses of the various platform implementations. > > This a step to enable Skia embedders to compile dm and bench_pictures. The > concrete goal is to support running these test apps with Chromium command buffer. > > With this change, Chromium can implement its own version of SkGLNativeContext > that uses command buffer, and host the implementation in its own repository. > > Implements the above by renaming the SkGLContextHelper to SkGLContext and > removing the unneeded SkGLNativeContext. Also removes > SkGLNativeContext::AutoRestoreContext functionality, it appeared to be unused: > no use in Skia code, and no tests. > > BUG=skia:2992 > > Committed: https://skia.googlesource.com/skia/+/a90ed4e83897b45d6331ee4c54e1edd4054de9a8 TBR=kkinnunen@nvidia.com NOTREECHECKS=true NOTRY=true BUG=skia:2992 Review URL: https://codereview.chromium.org/639793002
112 lines
2.4 KiB
C++
112 lines
2.4 KiB
C++
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/*
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* Copyright 2011 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 SkNativeGLContext_DEFINED
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#define SkNativeGLContext_DEFINED
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#include "SkGLContextHelper.h"
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/* This struct is taken from a mesa demo. Please update as required */
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static const struct { int major, minor; } gl_versions[] = {
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{1, 0},
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{1, 1},
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{1, 2},
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{1, 3},
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{1, 4},
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{1, 5},
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{2, 0},
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{2, 1},
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{3, 0},
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{3, 1},
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{3, 2},
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{3, 3},
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{4, 0},
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{4, 1},
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{4, 2},
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{4, 3},
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{4, 4},
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{0, 0} /* end of list */
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};
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#define NUM_GL_VERSIONS SK_ARRAY_COUNT(gl_versions)
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#if defined(SK_BUILD_FOR_MAC)
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#include <OpenGL/OpenGL.h>
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#elif SK_EGL
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#include <GLES2/gl2.h>
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#include <EGL/egl.h>
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#elif defined(SK_BUILD_FOR_UNIX)
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#include <X11/Xlib.h>
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#include <GL/glx.h>
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#elif defined(SK_BUILD_FOR_WIN32)
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#include <windows.h>
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#include <GL/GL.h>
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#include "SkWGL.h"
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#endif
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class SkNativeGLContext : public SkGLContextHelper {
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public:
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SkNativeGLContext();
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virtual ~SkNativeGLContext();
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virtual void makeCurrent() const SK_OVERRIDE;
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virtual void swapBuffers() const SK_OVERRIDE;
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class AutoContextRestore {
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public:
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AutoContextRestore();
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~AutoContextRestore();
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private:
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#if defined(SK_BUILD_FOR_MAC)
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CGLContextObj fOldCGLContext;
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#elif SK_EGL
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EGLContext fOldEGLContext;
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EGLDisplay fOldDisplay;
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EGLSurface fOldSurface;
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#elif defined(SK_BUILD_FOR_UNIX)
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GLXContext fOldGLXContext;
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Display* fOldDisplay;
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GLXDrawable fOldDrawable;
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#elif defined(SK_BUILD_FOR_WIN32)
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HDC fOldHDC;
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HGLRC fOldHGLRC;
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#elif defined(SK_BUILD_FOR_IOS)
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void* fEAGLContext;
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#endif
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};
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protected:
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virtual const GrGLInterface* createGLContext(GrGLStandard forcedGpuAPI) SK_OVERRIDE;
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virtual void destroyGLContext() SK_OVERRIDE;
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private:
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#if defined(SK_BUILD_FOR_MAC)
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CGLContextObj fContext;
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#elif SK_EGL
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EGLContext fContext;
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EGLDisplay fDisplay;
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EGLSurface fSurface;
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#elif defined(SK_BUILD_FOR_UNIX)
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GLXContext fContext;
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Display* fDisplay;
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Pixmap fPixmap;
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GLXPixmap fGlxPixmap;
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#elif defined(SK_BUILD_FOR_WIN32)
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HWND fWindow;
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HDC fDeviceContext;
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HGLRC fGlRenderContext;
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static ATOM gWC;
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SkWGLPbufferContext* fPbufferContext;
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#elif defined(SK_BUILD_FOR_IOS)
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void* fEAGLContext;
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#endif
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};
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#endif
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