// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GL_GL_GL_API_IMPLEMENTATION_H_
#define UI_GL_GL_GL_API_IMPLEMENTATION_H_
#include "base/compiler_specific.h"
#include "ui/gl/gl_bindings.h"
namespace gpu {
namespace gles2 {
class GLES2Decoder;
}
}
namespace gfx {
class GLContext;
class GLSurface;
struct GLVersionInfo;
void InitializeStaticGLBindingsGL();
void InitializeDynamicGLBindingsGL(GLContext* context);
void InitializeDebugGLBindingsGL();
void InitializeNullDrawGLBindingsGL();
// TODO(danakj): Remove this when all test suites are using null-draw.
bool HasInitializedNullDrawGLBindingsGL();
bool SetNullDrawGLBindingsEnabledGL(bool enabled);
void ClearGLBindingsGL();
void SetGLToRealGLApi();
void SetGLApi(GLApi* api);
void SetGLApiToNoContext();
const GLVersionInfo* GetGLVersionInfo();
class GLApiBase : public GLApi {
public:
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
// this file instead of having to edit some template or the code generator.
#include "gl_bindings_api_autogen_gl.h"
protected:
GLApiBase();
virtual ~GLApiBase();
void InitializeBase(DriverGL* driver);
void SignalFlush();
DriverGL* driver_;
};
// Implemenents the GL API by calling directly into the driver.
class RealGLApi : public GLApiBase {
public:
RealGLApi();
virtual ~RealGLApi();
void Initialize(DriverGL* driver);
private:
virtual void glFinishFn() OVERRIDE;
virtual void glFlushFn() OVERRIDE;
};
// Inserts a TRACE for every GL call.
class TraceGLApi : public GLApi {
public:
TraceGLApi(GLApi* gl_api) : gl_api_(gl_api) { }
virtual ~TraceGLApi();
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
// this file instead of having to edit some template or the code generator.
#include "gl_bindings_api_autogen_gl.h"
private:
GLApi* gl_api_;
};
// Catches incorrect usage when GL calls are made without a current context.
class NoContextGLApi : public GLApi {
public:
NoContextGLApi();
virtual ~NoContextGLApi();
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
// this file instead of having to edit some template or the code generator.
#include "gl_bindings_api_autogen_gl.h"
};
// Implementents the GL API using co-operative state restoring.
// Assumes there is only one real GL context and that multiple virtual contexts
// are implemented above it. Restores the needed state from the current context.
class VirtualGLApi : public GLApiBase {
public:
VirtualGLApi();
virtual ~VirtualGLApi();
void Initialize(DriverGL* driver, GLContext* real_context);
// Sets the current virutal context.
bool MakeCurrent(GLContext* virtual_context, GLSurface* surface);
void OnReleaseVirtuallyCurrent(GLContext* virtual_context);
private:
// Overridden functions from GLApiBase
virtual const GLubyte* glGetStringFn(GLenum name) OVERRIDE;
virtual void glFinishFn() OVERRIDE;
virtual void glFlushFn() OVERRIDE;
// The real context we're running on.
GLContext* real_context_;
// The current virtual context.
GLContext* current_context_;
// The supported extensions being advertised for this virtual context.
std::string extensions_;
};
} // namespace gfx
#endif // UI_GL_GL_GL_API_IMPLEMENTATION_H_