/* * 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 "GrContextOptions.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: enum GLContextType { kNative_GLContextType, //! OpenGL or OpenGL ES context. kGL_GLContextType, //! OpenGL context. kGLES_GLContextType, //! OpenGL ES context. #if SK_ANGLE #ifdef SK_BUILD_FOR_WIN kANGLE_GLContextType, //! ANGLE on DirectX OpenGL ES context. #endif kANGLE_GL_GLContextType, //! ANGLE on OpenGL OpenGL ES context. #endif #if SK_COMMAND_BUFFER kCommandBuffer_GLContextType, //! Chromium command buffer OpenGL ES context. #endif #if SK_MESA kMESA_GLContextType, //! MESA OpenGL context #endif kNull_GLContextType, //! Non-rendering OpenGL mock context. kDebug_GLContextType, //! Non-rendering, state verifying OpenGL context. kLastGLContextType = kDebug_GLContextType }; static const int kGLContextTypeCnt = kLastGLContextType + 1; /** * Options for GL context creation. For historical and testing reasons the options will default * to not using GL_NV_path_rendering extension even when the driver supports it. */ enum GLContextOptions { kNone_GLContextOptions = 0, kEnableNVPR_GLContextOptions = 0x1, }; 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 kGL_GLContextType: return "gl"; case kGLES_GLContextType: return "gles"; #if SK_ANGLE #ifdef SK_BUILD_FOR_WIN case kANGLE_GLContextType: return "angle"; #endif case kANGLE_GL_GLContextType: return "angle-gl"; #endif #if SK_COMMAND_BUFFER case kCommandBuffer_GLContextType: return "commandbuffer"; #endif #if SK_MESA case kMESA_GLContextType: return "mesa"; #endif case kNull_GLContextType: return "null"; case kDebug_GLContextType: return "debug"; default: SkFAIL("Unknown GL Context type."); } } explicit GrContextFactory(const GrContextOptions& opts); GrContextFactory(); ~GrContextFactory(); void destroyContexts(); void abandonContexts(); struct ContextInfo { ContextInfo() : fGrContext(nullptr), fGLContext(nullptr) { } ContextInfo(GrContext* grContext, SkGLContext* glContext) : fGrContext(grContext), fGLContext(glContext) { } GrContext* fGrContext; SkGLContext* fGLContext; //! Valid until the factory destroys it via abandonContexts() or //! destroyContexts(). }; /** * Get a context initialized with a type of GL context. It also makes the GL context current. */ ContextInfo getContextInfo(GLContextType type, GLContextOptions options = kNone_GLContextOptions); /** * Get a GrContext initialized with a type of GL context. It also makes the GL context current. */ GrContext* get(GLContextType type, GLContextOptions options = kNone_GLContextOptions) { return this->getContextInfo(type, options).fGrContext; } const GrContextOptions& getGlobalOptions() const { return fGlobalOptions; } private: struct Context { GLContextType fType; GLContextOptions fOptions; SkGLContext* fGLContext; GrContext* fGrContext; }; SkTArray fContexts; const GrContextOptions fGlobalOptions; }; #endif