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/*
* 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:
/**
* 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.");
}
}
explicit GrContextFactory(const GrContextOptions& opts) : fGlobalOptions(opts) { }
GrContextFactory() { }
~GrContextFactory() { this->destroyContexts(); }
void destroyContexts() {
for (int i = 0; i < fContexts.count(); ++i) {
if (fContexts[i].fGLContext) { // could be abandoned.
fContexts[i].fGLContext->makeCurrent();
}
fContexts[i].fGrContext->unref();
if (fContexts[i].fGLContext) {
fContexts[i].fGLContext->unref();
}
}
fContexts.reset();
}
void abandonContexts() {
for (int i = 0; i < fContexts.count(); ++i) {
if (fContexts[i].fGLContext) {
fContexts[i].fGLContext->testAbandon();
SkSafeSetNull(fContexts[i].fGLContext);
}
fContexts[i].fGrContext->abandonContext();
}
}
/**
* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
*/
GrContext* get(GLContextType type, GrGLStandard forcedGpuAPI = kNone_GrGLStandard);
// Returns the GLContext of the given type. If it has not been created yet,
// nullptr is returned instead.
SkGLContext* getGLContext(GLContextType type) {
for (int i = 0; i < fContexts.count(); ++i) {
if (fContexts[i].fType == type) {
return fContexts[i].fGLContext;
}
}
return nullptr;
}
const GrContextOptions& getGlobalOptions() const { return fGlobalOptions; }
private:
struct GPUContext {
GLContextType fType;
SkGLContext* fGLContext;
GrContext* fGrContext;
};
SkTArray<GPUContext, true> fContexts;
const GrContextOptions fGlobalOptions;
};
#endif