/* * 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 GLTestContext_DEFINED #define GLTestContext_DEFINED #include "gl/GrGLInterface.h" #include "../private/SkGpuFenceSync.h" namespace sk_gpu_test { /** * Create an offscreen Oppengl context. Provides a GrGLInterface struct of function pointers for * the context. This class is intended for Skia's internal testing needs and not for general use. */ class GLTestContext : public SkNoncopyable { public: virtual ~GLTestContext(); bool isValid() const { return NULL != gl(); } const GrGLInterface *gl() const { return fGL.get(); } bool fenceSyncSupport() const { return fFenceSync != nullptr; } bool getMaxGpuFrameLag(int *maxFrameLag) const { if (!fFenceSync) { return false; } *maxFrameLag = kMaxFrameLag; return true; } void makeCurrent() const; /** Used for testing EGLImage integration. Take a GL_TEXTURE_2D and wraps it in an EGL Image */ virtual GrEGLImage texture2DToEGLImage(GrGLuint /*texID*/) const { return 0; } virtual void destroyEGLImage(GrEGLImage) const { } /** Used for testing GL_TEXTURE_RECTANGLE integration. */ GrGLint createTextureRectangle(int width, int height, GrGLenum internalFormat, GrGLenum externalFormat, GrGLenum externalType, GrGLvoid *data); /** * Used for testing EGLImage integration. Takes a EGLImage and wraps it in a * GL_TEXTURE_EXTERNAL_OES. */ virtual GrGLuint eglImageToExternalTexture(GrEGLImage) const { return 0; } 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 sync (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. */ 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 GL calls are not made by Skia GPU code. */ void testAbandon(); /** * Creates a new GL context of the same type and makes the returned context current * (if not null). */ virtual GLTestContext *createNew() const { return nullptr; } class GLFenceSync; // SkGpuFenceSync implementation that uses the OpenGL functionality. /* * returns the fencesync object owned by this GLTestContext */ SkGpuFenceSync *fenceSync() { return fFenceSync.get(); } protected: GLTestContext(); /* * Methods that sublcasses must call from their constructors and destructors. */ void init(const GrGLInterface *, SkGpuFenceSync * = NULL); void teardown(); /* * Operations that have a platform-dependent implementation. */ virtual void onPlatformMakeCurrent() const = 0; virtual void onPlatformSwapBuffers() const = 0; virtual GrGLFuncPtr onPlatformGetProcAddress(const char *) const = 0; private: enum { kMaxFrameLag = 3 }; SkAutoTDelete fFenceSync; SkPlatformGpuFence fFrameFences[kMaxFrameLag - 1]; int fCurrentFenceIdx; /** Subclass provides the gl interface object if construction was * successful. */ SkAutoTUnref fGL; friend class GLFenceSync; // For onPlatformGetProcAddress. }; /** Creates platform-dependent GL context object. The shareContext parameter is in an optional * context with which to share display lists. This should be a pointer to an GLTestContext created * with SkCreatePlatformGLTestContext. NULL indicates that no sharing is to take place. Returns a valid * gl context object or NULL if such can not be created. * 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. */ GLTestContext* CreatePlatformGLTestContext(GrGLStandard forcedGpuAPI, GLTestContext *shareContext = nullptr); } // namespace sk_gpu_test #endif