blob: 323b373347b0625c88382f355a79ae5507ec0c86 [file] [log] [blame]
// 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_CONTEXT_H_
#define UI_GL_GL_CONTEXT_H_
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/synchronization/cancellation_flag.h"
#include "ui/gl/gl_share_group.h"
#include "ui/gl/gl_state_restorer.h"
#include "ui/gl/gpu_preference.h"
namespace gfx {
class GLSurface;
class VirtualGLApi;
struct GLVersionInfo;
// Encapsulates an OpenGL context, hiding platform specific management.
class GL_EXPORT GLContext : public base::RefCounted<GLContext> {
public:
explicit GLContext(GLShareGroup* share_group);
// Initializes the GL context to be compatible with the given surface. The GL
// context can be made with other surface's of the same type. The compatible
// surface is only needed for certain platforms like WGL, OSMesa and GLX. It
// should be specific for all platforms though.
virtual bool Initialize(
GLSurface* compatible_surface, GpuPreference gpu_preference) = 0;
class FlushEvent : public base::RefCountedThreadSafe<FlushEvent> {
public:
bool IsSignaled();
private:
friend class base::RefCountedThreadSafe<FlushEvent>;
friend class GLContext;
FlushEvent();
virtual ~FlushEvent();
void Signal();
base::CancellationFlag flag_;
};
// Needs to be called with this context current. It will return a FlushEvent
// that is initially unsignaled, but will transition to signaled after the
// next glFlush() or glFinish() occurs in this context.
scoped_refptr<FlushEvent> SignalFlush();
// Destroys the GL context.
virtual void Destroy() = 0;
// Makes the GL context and a surface current on the current thread.
virtual bool MakeCurrent(GLSurface* surface) = 0;
// Releases this GL context and surface as current on the current thread.
virtual void ReleaseCurrent(GLSurface* surface) = 0;
// Returns true if this context and surface is current. Pass a null surface
// if the current surface is not important.
virtual bool IsCurrent(GLSurface* surface) = 0;
// Get the underlying platform specific GL context "handle".
virtual void* GetHandle() = 0;
// Gets the GLStateRestorer for the context.
GLStateRestorer* GetGLStateRestorer();
// Sets the GLStateRestorer for the context (takes ownership).
void SetGLStateRestorer(GLStateRestorer* state_restorer);
// Set swap interval. This context must be current.
virtual void SetSwapInterval(int interval) = 0;
// Returns space separated list of extensions. The context must be current.
virtual std::string GetExtensions();
// Returns in bytes the total amount of GPU memory for the GPU which this
// context is currently rendering on. Returns false if no extension exists
// to get the exact amount of GPU memory.
virtual bool GetTotalGpuMemory(size_t* bytes);
// Indicate that it is safe to force this context to switch GPUs, since
// transitioning can cause corruption and hangs (OS X only).
virtual void SetSafeToForceGpuSwitch();
// Indicate that the real context switches should unbind the FBO first
// (For an Android work-around only).
virtual void SetUnbindFboOnMakeCurrent();
// Returns whether the current context supports the named extension. The
// context must be current.
bool HasExtension(const char* name);
// Returns version info of the underlying GL context. The context must be
// current.
const GLVersionInfo* GetVersionInfo();
GLShareGroup* share_group();
// Create a GL context that is compatible with the given surface.
// |share_group|, if non-NULL, is a group of contexts which the
// internally created OpenGL context shares textures and other resources.
static scoped_refptr<GLContext> CreateGLContext(
GLShareGroup* share_group,
GLSurface* compatible_surface,
GpuPreference gpu_preference);
static bool LosesAllContextsOnContextLost();
// Returns the last GLContext made current, virtual or real.
static GLContext* GetCurrent();
virtual bool WasAllocatedUsingRobustnessExtension();
// Use this context for virtualization.
void SetupForVirtualization();
// Make this context current when used for context virtualization.
bool MakeVirtuallyCurrent(GLContext* virtual_context, GLSurface* surface);
// Notify this context that |virtual_context|, that was using us, is
// being released or destroyed.
void OnReleaseVirtuallyCurrent(GLContext* virtual_context);
// Returns the GL version string. The context must be current.
virtual std::string GetGLVersion();
// Returns the GL renderer string. The context must be current.
virtual std::string GetGLRenderer();
// Called when glFlush()/glFinish() is called with this context current.
void OnFlush();
protected:
virtual ~GLContext();
// Will release the current context when going out of scope, unless canceled.
class ScopedReleaseCurrent {
public:
ScopedReleaseCurrent();
~ScopedReleaseCurrent();
void Cancel();
private:
bool canceled_;
};
// Sets the GL api to the real hardware API (vs the VirtualAPI)
static void SetRealGLApi();
virtual void SetCurrent(GLSurface* surface);
// Initialize function pointers to functions where the bound version depends
// on GL version or supported extensions. Should be called immediately after
// this context is made current.
bool InitializeDynamicBindings();
// Returns the last real (non-virtual) GLContext made current.
static GLContext* GetRealCurrent();
private:
friend class base::RefCounted<GLContext>;
// For GetRealCurrent.
friend class VirtualGLApi;
scoped_refptr<GLShareGroup> share_group_;
scoped_ptr<VirtualGLApi> virtual_gl_api_;
scoped_ptr<GLStateRestorer> state_restorer_;
scoped_ptr<GLVersionInfo> version_info_;
std::vector<scoped_refptr<FlushEvent> > flush_events_;
DISALLOW_COPY_AND_ASSIGN(GLContext);
};
class GL_EXPORT GLContextReal : public GLContext {
public:
explicit GLContextReal(GLShareGroup* share_group);
protected:
virtual ~GLContextReal();
virtual void SetCurrent(GLSurface* surface) OVERRIDE;
private:
DISALLOW_COPY_AND_ASSIGN(GLContextReal);
};
} // namespace gfx
#endif // UI_GL_GL_CONTEXT_H_