/* * 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 #if SK_ANGLE #include "gl/SkANGLEGLContext.h" #endif #include "gl/SkDebugGLContext.h" #if SK_MESA #include "gl/SkMesaGLContext.h" #endif #include "gl/SkNativeGLContext.h" #include "gl/SkNullGLContext.h" #include "GrContext.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."); } } GrContextFactory() { } ~GrContextFactory() { this->destroyContexts(); } void destroyContexts() { for (int i = 0; i < fContexts.count(); ++i) { fContexts[i].fGLContext->makeCurrent(); fContexts[i].fGrContext->unref(); fContexts[i].fGLContext->unref(); } fContexts.reset(); } /** * Get a GrContext initialized with a type of GL context. It also makes the GL context current. */ GrContext* get(GLContextType type) { for (int i = 0; i < fContexts.count(); ++i) { if (fContexts[i].fType == type) { fContexts[i].fGLContext->makeCurrent(); return fContexts[i].fGrContext; } } SkAutoTUnref<SkGLContextHelper> glCtx; SkAutoTUnref<GrContext> grCtx; switch (type) { case kNVPR_GLContextType: // fallthru case kNative_GLContextType: glCtx.reset(SkNEW(SkNativeGLContext)); break; #ifdef SK_ANGLE case kANGLE_GLContextType: glCtx.reset(SkNEW(SkANGLEGLContext)); break; #endif #ifdef SK_MESA case kMESA_GLContextType: glCtx.reset(SkNEW(SkMesaGLContext)); break; #endif case kNull_GLContextType: glCtx.reset(SkNEW(SkNullGLContext)); break; case kDebug_GLContextType: glCtx.reset(SkNEW(SkDebugGLContext)); break; } static const int kBogusSize = 1; if (!glCtx.get()) { return NULL; } if (!glCtx.get()->init(kBogusSize, kBogusSize)) { return NULL; } // Ensure NVPR is available for the NVPR type and block it from other types. SkAutoTUnref<const GrGLInterface> glInterface(SkRef(glCtx.get()->gl())); if (kNVPR_GLContextType == type) { if (!glInterface->hasExtension("GL_NV_path_rendering")) { return NULL; } } else { glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface)); if (!glInterface) { return NULL; } } glCtx->makeCurrent(); GrBackendContext p3dctx = reinterpret_cast<GrBackendContext>(glInterface.get()); grCtx.reset(GrContext::Create(kOpenGL_GrBackend, p3dctx)); if (!grCtx.get()) { return NULL; } GPUContext& ctx = fContexts.push_back(); ctx.fGLContext = glCtx.get(); ctx.fGLContext->ref(); ctx.fGrContext = grCtx.get(); ctx.fGrContext->ref(); ctx.fType = type; return ctx.fGrContext; } // Returns the GLContext of the given type. If it has not been created yet, // NULL is returned instead. SkGLContextHelper* getGLContext(GLContextType type) { for (int i = 0; i < fContexts.count(); ++i) { if (fContexts[i].fType == type) { return fContexts[i].fGLContext; } } return NULL; } private: struct GPUContext { GLContextType fType; SkGLContextHelper* fGLContext; GrContext* fGrContext; }; SkTArray<GPUContext, true> fContexts; }; #endif