2354f8432a
Rename GrContext::contextDestroyed to GrContext::abandonContext. Remove GrContext::resetContext. R=robertphillips@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/422903002
211 lines
6.4 KiB
C++
211 lines
6.4 KiB
C++
/*
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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 GrContextFactory_DEFINED
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#define GrContextFactory_DEFINED
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#if SK_ANGLE
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#include "gl/SkANGLEGLContext.h"
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#endif
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#include "gl/SkDebugGLContext.h"
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#if SK_MESA
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#include "gl/SkMesaGLContext.h"
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#endif
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#include "gl/SkNativeGLContext.h"
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#include "gl/SkNullGLContext.h"
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#include "GrContext.h"
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#include "SkTArray.h"
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/**
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* This is a simple class that is useful in test apps that use different
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* GrContexts backed by different types of GL contexts. It manages creating the
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* GL context and a GrContext that uses it. The GL/Gr contexts persist until the
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* factory is destroyed (though the caller can always grab a ref on the returned
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* Gr and GL contexts to make them outlive the factory).
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*/
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class GrContextFactory : SkNoncopyable {
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public:
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/**
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* Types of GL contexts supported. For historical and testing reasons the native GrContext will
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* not use "GL_NV_path_rendering" even when the driver supports it. There is a separate context
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* type that does not remove NVPR support and which will fail when the driver does not support
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* the extension.
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*/
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enum GLContextType {
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kNative_GLContextType,
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#if SK_ANGLE
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kANGLE_GLContextType,
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#endif
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#if SK_MESA
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kMESA_GLContextType,
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#endif
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/** Similar to kNative but does not filter NVPR. It will fail if the GL driver does not
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support NVPR */
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kNVPR_GLContextType,
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kNull_GLContextType,
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kDebug_GLContextType,
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kLastGLContextType = kDebug_GLContextType
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};
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static const int kGLContextTypeCnt = kLastGLContextType + 1;
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static bool IsRenderingGLContext(GLContextType type) {
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switch (type) {
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case kNull_GLContextType:
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case kDebug_GLContextType:
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return false;
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default:
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return true;
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}
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}
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static const char* GLContextTypeName(GLContextType type) {
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switch (type) {
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case kNative_GLContextType:
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return "native";
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case kNull_GLContextType:
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return "null";
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#if SK_ANGLE
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case kANGLE_GLContextType:
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return "angle";
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#endif
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#if SK_MESA
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case kMESA_GLContextType:
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return "mesa";
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#endif
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case kNVPR_GLContextType:
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return "nvpr";
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case kDebug_GLContextType:
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return "debug";
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default:
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SkFAIL("Unknown GL Context type.");
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}
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}
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GrContextFactory() { }
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~GrContextFactory() { this->destroyContexts(); }
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void destroyContexts() {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (NULL != fContexts[i].fGLContext) { // could be abandoned.
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fContexts[i].fGLContext->makeCurrent();
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}
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fContexts[i].fGrContext->unref();
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if (NULL != fContexts[i].fGLContext) {
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fContexts[i].fGLContext->unref();
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}
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}
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fContexts.reset();
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}
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void abandonContexts() {
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for (int i = 0; i < fContexts.count(); ++i) {
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SkSafeSetNull(fContexts[i].fGLContext);
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fContexts[i].fGrContext->abandonContext();
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}
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}
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/**
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* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
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*/
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GrContext* get(GLContextType type, GrGLStandard forcedGpuAPI = kNone_GrGLStandard) {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (forcedGpuAPI != kNone_GrGLStandard &&
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forcedGpuAPI != fContexts[i].fGLContext->gl()->fStandard)
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continue;
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if (fContexts[i].fType == type) {
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fContexts[i].fGLContext->makeCurrent();
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return fContexts[i].fGrContext;
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}
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}
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SkAutoTUnref<SkGLContextHelper> glCtx;
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SkAutoTUnref<GrContext> grCtx;
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switch (type) {
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case kNVPR_GLContextType: // fallthru
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case kNative_GLContextType:
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glCtx.reset(SkNEW(SkNativeGLContext));
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break;
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#ifdef SK_ANGLE
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case kANGLE_GLContextType:
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glCtx.reset(SkNEW(SkANGLEGLContext));
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break;
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#endif
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#ifdef SK_MESA
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case kMESA_GLContextType:
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glCtx.reset(SkNEW(SkMesaGLContext));
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break;
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#endif
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case kNull_GLContextType:
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glCtx.reset(SkNEW(SkNullGLContext));
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break;
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case kDebug_GLContextType:
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glCtx.reset(SkNEW(SkDebugGLContext));
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break;
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}
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static const int kBogusSize = 1;
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if (!glCtx.get()) {
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return NULL;
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}
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if (!glCtx.get()->init(forcedGpuAPI, kBogusSize, kBogusSize)) {
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return NULL;
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}
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// Ensure NVPR is available for the NVPR type and block it from other types.
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SkAutoTUnref<const GrGLInterface> glInterface(SkRef(glCtx.get()->gl()));
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if (kNVPR_GLContextType == type) {
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if (!glInterface->hasExtension("GL_NV_path_rendering")) {
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return NULL;
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}
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} else {
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glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface));
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if (!glInterface) {
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return NULL;
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}
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}
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glCtx->makeCurrent();
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GrBackendContext p3dctx = reinterpret_cast<GrBackendContext>(glInterface.get());
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grCtx.reset(GrContext::Create(kOpenGL_GrBackend, p3dctx));
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if (!grCtx.get()) {
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return NULL;
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}
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GPUContext& ctx = fContexts.push_back();
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ctx.fGLContext = glCtx.get();
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ctx.fGLContext->ref();
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ctx.fGrContext = grCtx.get();
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ctx.fGrContext->ref();
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ctx.fType = type;
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return ctx.fGrContext;
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}
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// Returns the GLContext of the given type. If it has not been created yet,
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// NULL is returned instead.
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SkGLContextHelper* getGLContext(GLContextType type) {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (fContexts[i].fType == type) {
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return fContexts[i].fGLContext;
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}
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}
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return NULL;
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}
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private:
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struct GPUContext {
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GLContextType fType;
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SkGLContextHelper* fGLContext;
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GrContext* fGrContext;
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};
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SkTArray<GPUContext, true> fContexts;
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};
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#endif
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