blob: 0560d835b0863f34574c5048ab6a970688e84c97 [file] [log] [blame]
// Copyright 2016 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.
#include "base/callback.h"
#include "third_party/khronos/EGL/eglplatform.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/ozone/public/gl_ozone.h"
namespace ui {
// A partial implementation of GLOzone for EGL.
class GLOzoneEGL : public GLOzone {
GLOzoneEGL() {}
GLOzoneEGL(const GLOzoneEGL&) = delete;
GLOzoneEGL& operator=(const GLOzoneEGL&) = delete;
~GLOzoneEGL() override {}
// GLOzone:
gl::GLDisplay* InitializeGLOneOffPlatform(uint64_t system_device_id) override;
bool InitializeStaticGLBindings(
const gl::GLImplementationParts& implementation) override;
void SetDisabledExtensionsPlatform(
const std::string& disabled_extensions) override;
bool InitializeExtensionSettingsOneOffPlatform(
gl::GLDisplay* display) override;
void ShutdownGL(gl::GLDisplay* display) override;
bool CanImportNativePixmap() override;
std::unique_ptr<NativePixmapGLBinding> ImportNativePixmap(
scoped_refptr<gfx::NativePixmap> pixmap,
gfx::BufferFormat plane_format,
gfx::BufferPlane plane,
gfx::Size plane_size,
const gfx::ColorSpace& color_space,
GLenum target,
GLuint texture_id) override;
bool GetGLWindowSystemBindingInfo(
const gl::GLVersionInfo& gl_info,
gl::GLWindowSystemBindingInfo* info) override;
scoped_refptr<gl::GLContext> CreateGLContext(
gl::GLShareGroup* share_group,
gl::GLSurface* compatible_surface,
const gl::GLContextAttribs& attribs) override;
scoped_refptr<gl::GLSurface> CreateViewGLSurface(
gfx::AcceleratedWidget window) override = 0;
scoped_refptr<gl::GLSurface> CreateSurfacelessViewGLSurface(
gfx::AcceleratedWidget window) override;
scoped_refptr<gl::GLSurface> CreateOffscreenGLSurface(
const gfx::Size& size) override = 0;
// Returns native platform display handle and platform type as per
// EGL platform extensions.
// This is used to obtain the EGL display connection for the native display.
virtual gl::EGLDisplayPlatform GetNativeDisplay() = 0;
// Sets up GL bindings for the native surface.
virtual bool LoadGLES2Bindings(
const gl::GLImplementationParts& implementation) = 0;
} // namespace ui