/*
* 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/SkGLContext.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:
enum GLContextType {
kNative_GLContextType, //! OpenGL or OpenGL ES context.
kGL_GLContextType, //! OpenGL context.
kGLES_GLContextType, //! OpenGL ES context.
#if SK_ANGLE
#ifdef SK_BUILD_FOR_WIN
kANGLE_GLContextType, //! ANGLE on DirectX OpenGL ES context.
#endif
kANGLE_GL_GLContextType, //! ANGLE on OpenGL OpenGL ES context.
#endif
#if SK_COMMAND_BUFFER
kCommandBufferES2_GLContextType, //! Chromium command buffer OpenGL ES 2.0 context.
kCommandBufferES3_GLContextType, //! Chromium command buffer OpenGL ES 3.0 context.
//! Not ready for production.
#endif
#if SK_MESA
kMESA_GLContextType, //! MESA OpenGL context
#endif
kNull_GLContextType, //! Non-rendering OpenGL mock context.
kDebug_GLContextType, //! Non-rendering, state verifying OpenGL context.
kLastGLContextType = kDebug_GLContextType
};
static const int kGLContextTypeCnt = kLastGLContextType + 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 GLContextOptions {
kNone_GLContextOptions = 0,
kEnableNVPR_GLContextOptions = 0x1,
};
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 kGL_GLContextType:
return "gl";
case kGLES_GLContextType:
return "gles";
#if SK_ANGLE
#ifdef SK_BUILD_FOR_WIN
case kANGLE_GLContextType:
return "angle";
#endif
case kANGLE_GL_GLContextType:
return "angle-gl";
#endif
#if SK_COMMAND_BUFFER
case kCommandBufferES2_GLContextType:
return "commandbuffer";
case kCommandBufferES3_GLContextType:
return "commandbuffer3";
#endif
#if SK_MESA
case kMESA_GLContextType:
return "mesa";
#endif
case kNull_GLContextType:
return "null";
case kDebug_GLContextType:
return "debug";
default:
SkFAIL("Unknown GL Context type.");
}
}
explicit GrContextFactory(const GrContextOptions& opts);
GrContextFactory();
~GrContextFactory();
void destroyContexts();
void abandonContexts();
struct ContextInfo {
ContextInfo()
: fGrContext(nullptr), fGLContext(nullptr) { }
ContextInfo(GrContext* grContext, SkGLContext* glContext)
: fGrContext(grContext), fGLContext(glContext) { }
GrContext* fGrContext;
SkGLContext* fGLContext; //! Valid until the factory destroys it via abandonContexts() or
//! destroyContexts().
};
/**
* Get a context initialized with a type of GL context. It also makes the GL context current.
*/
ContextInfo getContextInfo(GLContextType type,
GLContextOptions options = kNone_GLContextOptions);
/**
* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
*/
GrContext* get(GLContextType type,
GLContextOptions options = kNone_GLContextOptions) {
return this->getContextInfo(type, options).fGrContext;
}
const GrContextOptions& getGlobalOptions() const { return fGlobalOptions; }
private:
struct Context {
GLContextType fType;
GLContextOptions fOptions;
SkGLContext* fGLContext;
GrContext* fGrContext;
};
SkTArray<Context, true> fContexts;
const GrContextOptions fGlobalOptions;
};
#endif