/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef TestContext_DEFINED #define TestContext_DEFINED #include "FenceSync.h" #include "GrTypes.h" #include "SkNoncopyable.h" #include "SkRefCnt.h" #include "SkScopeExit.h" #include "SkTemplates.h" class GrContext; struct GrContextOptions; namespace sk_gpu_test { class GpuTimer; /** * An offscreen 3D context. This class is intended for Skia's internal testing needs and not * for general use. */ class TestContext : public SkNoncopyable { public: virtual ~TestContext(); bool fenceSyncSupport() const { return fFenceSync != nullptr; } FenceSync* fenceSync() { SkASSERT(fFenceSync); return fFenceSync.get(); } bool gpuTimingSupport() const { return fGpuTimer != nullptr; } GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); } bool getMaxGpuFrameLag(int *maxFrameLag) const { if (!fFenceSync) { return false; } *maxFrameLag = kMaxFrameLag; return true; } void makeCurrent() const; /** * Like makeCurrent() but this returns an object that will restore the previous current * context in its destructor. Useful to undo the effect making this current before returning to * a caller that doesn't expect the current context to be changed underneath it. * * The returned object restores the current context of the same type (e.g. egl, glx, ...) in its * destructor. It is undefined behavior if that context is destroyed before the destructor * executes. If the concept of a current context doesn't make sense for this context type then * the returned object's destructor is a no-op. */ SkScopeExit SK_WARN_UNUSED_RESULT makeCurrentAndAutoRestore() const; virtual GrBackend backend() = 0; virtual sk_sp makeGrContext(const GrContextOptions&); /** Swaps front and back buffer (if the context has such buffers) */ void swapBuffers(); /** * The only 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 platform supports fence syncs (OpenGL 3.2+ or EGL_KHR_fence_sync), * this will not swap any buffers, but rather emulate triple buffer synchronization * using fences. * * Otherwise it will call the platform SwapBuffers method. This may or may * not perform some sort of synchronization, depending on whether the * drawing surface provided by the platform is double buffered. * * Implicitly performs a submit(). */ void waitOnSyncOrSwap(); /** * 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 API calls are not made by Skia GPU code. */ virtual void testAbandon(); /** Ensures all work is submitted to the GPU for execution. */ virtual void submit() = 0; /** Wait until all GPU work is finished. */ virtual void finish() = 0; protected: std::unique_ptr fFenceSync; std::unique_ptr fGpuTimer; TestContext(); /** This should destroy the 3D context. */ virtual void teardown(); virtual void onPlatformMakeCurrent() const = 0; /** * Subclasses should implement such that the returned function will cause the current context * of this type to be made current again when it is called. It should additionally be the * case that if "this" is already current when this is called, then "this" is destroyed (thereby * setting the null context as current), and then the std::function is called the null context * should remain current. */ virtual std::function onPlatformGetAutoContextRestore() const = 0; virtual void onPlatformSwapBuffers() const = 0; private: enum { kMaxFrameLag = 3 }; PlatformFence fFrameFences[kMaxFrameLag - 1]; int fCurrentFenceIdx; typedef SkNoncopyable INHERITED; }; } // namespace sk_gpu_test #endif