1 /* 2 * Copyright 2012 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef GrContextFactory_DEFINED 9 #define GrContextFactory_DEFINED 10 11 #if SK_ANGLE 12 #include "gl/SkANGLEGLContext.h" 13 #endif 14 #include "gl/SkDebugGLContext.h" 15 #if SK_MESA 16 #include "gl/SkMesaGLContext.h" 17 #endif 18 #include "gl/SkNativeGLContext.h" 19 #include "gl/SkNullGLContext.h" 20 21 #include "GrContext.h" 22 #include "SkTArray.h" 23 24 /** 25 * This is a simple class that is useful in test apps that use different 26 * GrContexts backed by different types of GL contexts. It manages creating the 27 * GL context and a GrContext that uses it. The GL/Gr contexts persist until the 28 * factory is destroyed (though the caller can always grab a ref on the returned 29 * GrContext to make it outlive the factory). 30 */ 31 class GrContextFactory : public SkNoncopyable { 32 public: 33 /** 34 * Types of GL contexts supported. 35 */ 36 enum GLContextType { 37 kNative_GLContextType, 38 #if SK_ANGLE 39 kANGLE_GLContextType, 40 #endif 41 #if SK_MESA 42 kMESA_GLContextType, 43 #endif 44 kNull_GLContextType, 45 kDebug_GLContextType, 46 47 kLastGLContextType = kDebug_GLContextType 48 }; 49 50 static const int kGLContextTypeCnt = kLastGLContextType + 1; 51 52 static bool IsRenderingGLContext(GLContextType type) { 53 switch (type) { 54 case kNull_GLContextType: 55 case kDebug_GLContextType: 56 return false; 57 default: 58 return true; 59 } 60 } 61 62 static const char* GLContextTypeName(GLContextType type) { 63 switch (type) { 64 case kNative_GLContextType: 65 return "native"; 66 case kNull_GLContextType: 67 return "null"; 68 #if SK_ANGLE 69 case kANGLE_GLContextType: 70 return "angle"; 71 #endif 72 #if SK_MESA 73 case kMESA_GLContextType: 74 return "mesa"; 75 #endif 76 case kDebug_GLContextType: 77 return "debug"; 78 default: 79 GrCrash("Unknown GL Context type."); 80 } 81 } 82 83 GrContextFactory() { 84 } 85 86 ~GrContextFactory() { this->destroyContexts(); } 87 88 void destroyContexts() { 89 for (int i = 0; i < fContexts.count(); ++i) { 90 fContexts[i].fGrContext->unref(); 91 fContexts[i].fGLContext->unref(); 92 } 93 fContexts.reset(); 94 } 95 96 /** 97 * Get a GrContext initialized with a type of GL context. It also makes the GL context current. 98 */ 99 GrContext* get(GLContextType type) { 100 101 for (int i = 0; i < fContexts.count(); ++i) { 102 if (fContexts[i].fType == type) { 103 fContexts[i].fGLContext->makeCurrent(); 104 return fContexts[i].fGrContext; 105 } 106 } 107 SkAutoTUnref<SkGLContextHelper> glCtx; 108 SkAutoTUnref<GrContext> grCtx; 109 switch (type) { 110 case kNative_GLContextType: 111 glCtx.reset(SkNEW(SkNativeGLContext)); 112 break; 113 #ifdef SK_ANGLE 114 case kANGLE_GLContextType: 115 glCtx.reset(SkNEW(SkANGLEGLContext)); 116 break; 117 #endif 118 #ifdef SK_MESA 119 case kMESA_GLContextType: 120 glCtx.reset(SkNEW(SkMesaGLContext)); 121 break; 122 #endif 123 case kNull_GLContextType: 124 glCtx.reset(SkNEW(SkNullGLContext)); 125 break; 126 case kDebug_GLContextType: 127 glCtx.reset(SkNEW(SkDebugGLContext)); 128 break; 129 } 130 static const int kBogusSize = 1; 131 if (!glCtx.get()) { 132 return NULL; 133 } 134 if (!glCtx.get()->init(kBogusSize, kBogusSize)) { 135 return NULL; 136 } 137 GrBackendContext p3dctx = reinterpret_cast<GrBackendContext>(glCtx.get()->gl()); 138 grCtx.reset(GrContext::Create(kOpenGL_GrBackend, p3dctx)); 139 if (!grCtx.get()) { 140 return NULL; 141 } 142 GPUContext& ctx = fContexts.push_back(); 143 ctx.fGLContext = glCtx.get(); 144 ctx.fGLContext->ref(); 145 ctx.fGrContext = grCtx.get(); 146 ctx.fGrContext->ref(); 147 ctx.fType = type; 148 return ctx.fGrContext; 149 } 150 151 // Returns the GLContext of the given type. If it has not been created yet, 152 // NULL is returned instead. 153 SkGLContextHelper* getGLContext(GLContextType type) { 154 for (int i = 0; i < fContexts.count(); ++i) { 155 if (fContexts[i].fType == type) { 156 return fContexts[i].fGLContext; 157 } 158 } 159 160 return NULL; 161 } 162 163 private: 164 struct GPUContext { 165 GLContextType fType; 166 SkGLContextHelper* fGLContext; 167 GrContext* fGrContext; 168 }; 169 SkTArray<GPUContext, true> fContexts; 170 }; 171 172 #endif 173