/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrContextFactory_DEFINED #define GrContextFactory_DEFINED #include "GrContext.h" #include "gl/SkGLContext.h" #include "SkTArray.h" /** * This is a simple class that is useful in test apps that use different * GrContexts backed by different types of GL contexts. It manages creating the * GL context and a GrContext that uses it. The GL/Gr contexts persist until the * factory is destroyed (though the caller can always grab a ref on the returned * Gr and GL contexts to make them outlive the factory). */ class GrContextFactory : SkNoncopyable { public: /** * Types of GL contexts supported. For historical and testing reasons the native GrContext will * not use "GL_NV_path_rendering" even when the driver supports it. There is a separate context * type that does not remove NVPR support and which will fail when the driver does not support * the extension. */ enum GLContextType { kNative_GLContextType, #if SK_ANGLE kANGLE_GLContextType, #endif #if SK_MESA kMESA_GLContextType, #endif /** Similar to kNative but does not filter NVPR. It will fail if the GL driver does not support NVPR */ kNVPR_GLContextType, kNull_GLContextType, kDebug_GLContextType, kLastGLContextType = kDebug_GLContextType }; static const int kGLContextTypeCnt = kLastGLContextType + 1; static bool IsRenderingGLContext(GLContextType type) { switch (type) { case kNull_GLContextType: case kDebug_GLContextType: return false; default: return true; } } static const char* GLContextTypeName(GLContextType type) { switch (type) { case kNative_GLContextType: return "native"; case kNull_GLContextType: return "null"; #if SK_ANGLE case kANGLE_GLContextType: return "angle"; #endif #if SK_MESA case kMESA_GLContextType: return "mesa"; #endif case kNVPR_GLContextType: return "nvpr"; case kDebug_GLContextType: return "debug"; default: SkFAIL("Unknown GL Context type."); } } explicit GrContextFactory(const GrContext::Options& opts) : fGlobalOptions(opts) { } GrContextFactory() { } ~GrContextFactory() { this->destroyContexts(); } void destroyContexts() { for (int i = 0; i < fContexts.count(); ++i) { if (fContexts[i].fGLContext) { // could be abandoned. fContexts[i].fGLContext->makeCurrent(); } fContexts[i].fGrContext->unref(); if (fContexts[i].fGLContext) { fContexts[i].fGLContext->unref(); } } fContexts.reset(); } void abandonContexts() { for (int i = 0; i < fContexts.count(); ++i) { if (fContexts[i].fGLContext) { fContexts[i].fGLContext->testAbandon(); SkSafeSetNull(fContexts[i].fGLContext); } fContexts[i].fGrContext->abandonContext(); } } /** * Get a GrContext initialized with a type of GL context. It also makes the GL context current. */ GrContext* get(GLContextType type, GrGLStandard forcedGpuAPI = kNone_GrGLStandard); // Returns the GLContext of the given type. If it has not been created yet, // NULL is returned instead. SkGLContext* getGLContext(GLContextType type) { for (int i = 0; i < fContexts.count(); ++i) { if (fContexts[i].fType == type) { return fContexts[i].fGLContext; } } return NULL; } const GrContext::Options& getGlobalOptions() const { return fGlobalOptions; } private: struct GPUContext { GLContextType fType; SkGLContext* fGLContext; GrContext* fGrContext; }; SkTArray fContexts; const GrContext::Options fGlobalOptions; }; #endif