/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkGLContext_DEFINED #define SkGLContext_DEFINED #include "GrGLInterface.h" /** * Create an offscreen opengl context with an RGBA8 / 8bit stencil FBO. * Provides a GrGLInterface struct of function pointers for the context. */ class SK_API SkGLContext : public SkRefCnt { public: SK_DECLARE_INST_COUNT(SkGLContext) SkGLContext(); virtual ~SkGLContext(); /** * Initializes the context and makes it current. */ bool init(GrGLStandard forcedGpuAPI, const int width, const int height); int getFBOID() const { return fFBO; } const GrGLInterface* gl() const { return fGL; } virtual void makeCurrent() const = 0; /** * The primary purpose of this function it to provide a means of scheduling * work on the GPU (since all of the subclasses create primary buffers for * testing that are small and not meant to be rendered to the screen). * * If the drawing surface provided by the platform is double buffered this * call will cause the platform to swap which buffer is currently being * targeted. If the current surface does not include a back buffer, this * call has no effect. */ virtual void swapBuffers() const = 0; bool hasExtension(const char* extensionName) const { SkASSERT(fGL); return fGL->hasExtension(extensionName); } /** * This notifies the context that we are deliberately testing abandoning * the context. It is useful for debugging contexts that would otherwise * test that GPU resources are properly deleted. It also allows a debugging * context to test that further GL calls are not made by Skia GPU code. */ void testAbandon(); protected: /** * Subclass implements this to make a GL context. The returned GrGLInterface * should be populated with functions compatible with the context. The * format and size of backbuffers does not matter since an FBO will be * created. */ virtual const GrGLInterface* createGLContext(GrGLStandard forcedGpuAPI) = 0; /** * Subclass should destroy the underlying GL context. */ virtual void destroyGLContext() = 0; private: GrGLuint fFBO; GrGLuint fColorBufferID; GrGLuint fDepthStencilBufferID; const GrGLInterface* fGL; typedef SkRefCnt INHERITED; }; /** Creates platform-dependent GL context object * Note: If Skia embedder needs a custom GL context that sets up the GL * interface, this function should be implemented by the embedder. * Otherwise, the default implementation for the platform should be compiled in * the library. */ SK_API SkGLContext* SkCreatePlatformGLContext(); /** * Helper macros for using the GL context through the GrGLInterface. Example: * SK_GL(glCtx, GenTextures(1, &texID)); */ #define SK_GL(ctx, X) (ctx).gl()->fFunctions.f ## X; \ SkASSERT(0 == (ctx).gl()->fFunctions.fGetError()) #define SK_GL_RET(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X; \ SkASSERT(0 == (ctx).gl()->fFunctions.fGetError()) #define SK_GL_NOERRCHECK(ctx, X) (ctx).gl()->fFunctions.f ## X #define SK_GL_RET_NOERRCHECK(ctx, RET, X) (RET) = (ctx).gl()->fFunctions.f ## X #endif