/* * 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/GLTestContext.h" #include "vk/VkTestContext.h" #include "SkTArray.h" struct GrVkBackendContext; namespace sk_gpu_test { class ContextInfo { public: ContextInfo() = default; ContextInfo& operator=(const ContextInfo&) = default; GrBackend backend() const { return fBackend; } GrContext* grContext() const { return fGrContext; } TestContext* testContext() const { return fTestContext; } GLTestContext* glContext() const { SkASSERT(kOpenGL_GrBackend == fBackend); return static_cast(fTestContext); } #ifdef SK_VULKAN VkTestContext* vkContext() const { SkASSERT(kVulkan_GrBackend == fBackend); return static_cast(fTestContext); } #endif private: ContextInfo(GrBackend backend, TestContext* testContext, GrContext* grContext) : fBackend(backend) , fTestContext(testContext) , fGrContext(grContext) {} GrBackend fBackend = kOpenGL_GrBackend; // Valid until the factory destroys it via abandonContexts() or destroyContexts(). TestContext* fTestContext = nullptr; GrContext* fGrContext = nullptr; friend class GrContextFactory; }; /** * 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: // The availability of context types is subject to platform and build configuration // restrictions. enum ContextType { kGL_ContextType, //! OpenGL context. kGLES_ContextType, //! OpenGL ES context. kANGLE_D3D9_ES2_ContextType, //! ANGLE on Direct3D9 OpenGL ES 2 context. kANGLE_D3D11_ES2_ContextType,//! ANGLE on Direct3D11 OpenGL ES 2 context. kANGLE_D3D11_ES3_ContextType,//! ANGLE on Direct3D11 OpenGL ES 3 context. kANGLE_GL_ES2_ContextType, //! ANGLE on OpenGL OpenGL ES 2 context. kANGLE_GL_ES3_ContextType, //! ANGLE on OpenGL OpenGL ES 3 context. kCommandBuffer_ContextType, //! Chromium command buffer OpenGL ES context. kMESA_ContextType, //! MESA OpenGL context kNullGL_ContextType, //! Non-rendering OpenGL mock context. kDebugGL_ContextType, //! Non-rendering, state verifying OpenGL context. kVulkan_ContextType, //! Vulkan kLastContextType = kVulkan_ContextType }; //! OpenGL or OpenGL ES context depending on the platform. To be removed. static const ContextType kNativeGL_ContextType; static const int kContextTypeCnt = kLastContextType + 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 class ContextOptions { kNone = 0x0, kEnableNVPR = 0x1, kUseInstanced = 0x2, kRequireSRGBSupport = 0x4, kRequireSRGBDecodeDisableSupport = 0x8, }; static ContextType NativeContextTypeForBackend(GrBackend backend) { switch (backend) { case kOpenGL_GrBackend: return kNativeGL_ContextType; case kVulkan_GrBackend: return kVulkan_ContextType; default: SkFAIL("Unknown backend"); return kNullGL_ContextType; } } static bool IsRenderingContext(ContextType type) { switch (type) { case kNullGL_ContextType: case kDebugGL_ContextType: return false; default: return true; } } static GrBackend ContextTypeBackend(ContextType type) { switch (type) { case kVulkan_ContextType: return kVulkan_GrBackend; default: return kOpenGL_GrBackend; } } explicit GrContextFactory(const GrContextOptions& opts); GrContextFactory(); ~GrContextFactory(); void destroyContexts(); void abandonContexts(); void releaseResourcesAndAbandonContexts(); /** * Get a context initialized with a type of GL context. It also makes the GL context current. */ ContextInfo getContextInfo(ContextType type, ContextOptions options = ContextOptions::kNone); /** * Get a GrContext initialized with a type of GL context. It also makes the GL context current. */ GrContext* get(ContextType type, ContextOptions options = ContextOptions::kNone) { return this->getContextInfo(type, options).grContext(); } const GrContextOptions& getGlobalOptions() const { return fGlobalOptions; } private: struct Context { ContextType fType; ContextOptions fOptions; GrBackend fBackend; TestContext* fTestContext; GrContext* fGrContext; bool fAbandoned; }; SkTArray fContexts; std::unique_ptr fSentinelGLContext; const GrContextOptions fGlobalOptions; }; } // namespace sk_gpu_test GR_MAKE_BITFIELD_CLASS_OPS(sk_gpu_test::GrContextFactory::ContextOptions); #endif