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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/GLTestContext.h"
#include "vk/VkTestContext.h"
#include "SkTArray.h"
struct GrVkBackendContext;
namespace sk_gpu_test {
class ContextInfo {
public:
ContextInfo() = default;
ContextInfo& operator=(const ContextInfo&) = default;
GrBackend backend() const { return fBackend; };
GrContext* grContext() const { return fGrContext; }
TestContext* testContext() const { return fTestContext; }
GLTestContext* glContext() const {
SkASSERT(kOpenGL_GrBackend == fBackend);
return static_cast<GLTestContext*>(fTestContext);
}
#ifdef SK_VULKAN
VkTestContext* vkContext() const {
SkASSERT(kVulkan_GrBackend == fBackend);
return static_cast<VkTestContext*>(fTestContext);
}
#endif
private:
ContextInfo(GrBackend backend, TestContext* testContext, GrContext* grContext)
: fBackend(backend)
, fTestContext(testContext)
, fGrContext(grContext) {}
GrBackend fBackend = kOpenGL_GrBackend;
// Valid until the factory destroys it via abandonContexts() or destroyContexts().
TestContext* fTestContext = nullptr;
GrContext* fGrContext = nullptr;
friend class GrContextFactory;
};
/**
* 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:
// The availability of context types is subject to platform and build configuration
// restrictions.
enum ContextType {
kGL_ContextType, //! OpenGL context.
kGLES_ContextType, //! OpenGL ES context.
kANGLE_ContextType, //! ANGLE on DirectX OpenGL ES context.
kANGLE_GL_ContextType, //! ANGLE on OpenGL OpenGL ES context.
kCommandBuffer_ContextType, //! Chromium command buffer OpenGL ES context.
kMESA_ContextType, //! MESA OpenGL context
kNullGL_ContextType, //! Non-rendering OpenGL mock context.
kDebugGL_ContextType, //! Non-rendering, state verifying OpenGL context.
kVulkan_ContextType, //! Vulkan
kLastContextType = kVulkan_ContextType
};
//! OpenGL or OpenGL ES context depending on the platform. To be removed.
static const ContextType kNativeGL_ContextType;
static const int kContextTypeCnt = kLastContextType + 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 ContextOptions {
kNone_ContextOptions = 0x0,
kEnableNVPR_ContextOptions = 0x1,
kUseInstanced_ContextOptions = 0x2,
kRequireSRGBSupport_ContextOptions = 0x4,
};
static ContextType NativeContextTypeForBackend(GrBackend backend) {
switch (backend) {
case kOpenGL_GrBackend:
return kNativeGL_ContextType;
case kVulkan_GrBackend:
return kVulkan_ContextType;
default:
SkFAIL("Unknown backend");
return kNullGL_ContextType;
}
}
static bool IsRenderingContext(ContextType type) {
switch (type) {
case kNullGL_ContextType:
case kDebugGL_ContextType:
return false;
default:
return true;
}
}
static GrBackend ContextTypeBackend(ContextType type) {
switch (type) {
case kVulkan_ContextType:
return kVulkan_GrBackend;
default:
return kOpenGL_GrBackend;
}
}
static const char* ContextTypeName(ContextType type) {
switch (type) {
case kGL_ContextType:
return "gl";
case kGLES_ContextType:
return "gles";
case kANGLE_ContextType:
return "angle";
case kANGLE_GL_ContextType:
return "angle-gl";
case kCommandBuffer_ContextType:
return "commandbuffer";
case kMESA_ContextType:
return "mesa";
case kNullGL_ContextType:
return "nullgl";
case kDebugGL_ContextType:
return "debuggl";
case kVulkan_ContextType:
return "vulkan";
}
}
explicit GrContextFactory(const GrContextOptions& opts);
GrContextFactory();
~GrContextFactory();
void destroyContexts();
void abandonContexts();
void releaseResourcesAndAbandonContexts();
/**
* Get a context initialized with a type of GL context. It also makes the GL context current.
*/
ContextInfo getContextInfo(ContextType type,
ContextOptions options = kNone_ContextOptions);
/**
* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
*/
GrContext* get(ContextType type, ContextOptions options = kNone_ContextOptions) {
return this->getContextInfo(type, options).grContext();
}
const GrContextOptions& getGlobalOptions() const { return fGlobalOptions; }
private:
struct Context {
ContextType fType;
ContextOptions fOptions;
GrBackend fBackend;
TestContext* fTestContext;
GrContext* fGrContext;
bool fAbandoned;
};
SkTArray<Context, true> fContexts;
SkAutoTDelete<GLTestContext> fSentinelGLContext;
const GrContextOptions fGlobalOptions;
};
} // namespace sk_gpu_test
#endif