30bc88ccd5
Refactor SkGLContext to be actually extendable. Before, non-trivial subclass would need to destroy the GL connection upon running the destructor. However, the base class would run GL commands in its own destructor (with destroyed GL connection) Refactor so that SkGLContext subclass object creation is completely done by the factory function. If the factory function returns a non-NULL ptr, it means the context is usable. The destruction is done with the destructor instead of virtual function called upon destruction. Make the destructors not to call virtual functions, for clarity. Remove custom 1x1 FBO setup code from the base class. It appears not to be used anymore. BUG=skia:2992 Review URL: https://codereview.chromium.org/640283004
81 lines
2.7 KiB
C++
81 lines
2.7 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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/**
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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 SkGLContext : public SkRefCnt {
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public:
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SK_DECLARE_INST_COUNT(SkGLContext)
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virtual ~SkGLContext() SK_OVERRIDE;
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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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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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/**
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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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SkGLContext();
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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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typedef SkRefCnt INHERITED;
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};
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/** Creates platform-dependent GL context object
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* Returns a valid 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
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* interface, this function should be implemented by the embedder.
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* Otherwise, the default implementation for the platform should be compiled in
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* the library.
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*/
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SK_API SkGLContext* SkCreatePlatformGLContext(GrGLStandard forcedGpuAPI);
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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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