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// 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 <memory>
#include <string>
#include <vector>
#include "base/cancelable_callback.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/synchronization/cancellation_flag.h"
#include "ui/gl/gl_export.h"
#include "ui/gl/gl_share_group.h"
#include "ui/gl/gl_state_restorer.h"
#include "ui/gl/gpu_preference.h"
namespace gl {
class YUVToRGBConverter;
} // namespace gl
namespace gpu {
class GLContextVirtual;
} // namespace gpu
namespace gl {
struct CurrentGL;
class DebugGLApi;
struct DriverGL;
class GLApi;
class GLSurface;
class GPUTiming;
class GPUTimingClient;
struct GLVersionInfo;
class RealGLApi;
class TraceGLApi;
struct GLContextAttribs {
GpuPreference gpu_preference = PreferIntegratedGpu;
bool bind_generates_resource = true;
bool webgl_compatibility_context = false;
bool global_texture_share_group = false;
int client_major_es_version = 3;
int client_minor_es_version = 0;
};
// 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,
const GLContextAttribs& attribs) = 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;
// Creates a GPUTimingClient class which abstracts various GPU Timing exts.
virtual scoped_refptr<GPUTimingClient> CreateGPUTimingClient() = 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.
void SetSwapInterval(int interval);
// Forces the swap interval to zero (no vsync) regardless of any future values
// passed to SetSwapInterval.
void ForceSwapIntervalZero(bool force);
// Returns space separated list of extensions. The context must be current.
virtual std::string GetExtensions();
// 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();
// Attempt to force the context to move to the GPU of its sharegroup. Return
// false only in the event of an unexpected error on the context.
virtual bool ForceGpuSwitchIfNeeded();
// 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.
// DEPRECATED(kylechar): Use gl::init::CreateGLContext from gl_factory.h.
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();
// 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();
// Returns a helper structure to convert YUV textures to RGB textures.
virtual YUVToRGBConverter* GetYUVToRGBConverter();
// Get the CurrentGL object for this context containing the driver, version
// and API.
CurrentGL* GetCurrentGL();
protected:
virtual ~GLContext();
// Create the GLApi for this context using the provided driver. Creates a
// RealGLApi by default.
virtual GLApi* CreateGLApi(DriverGL* driver);
// 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)
void BindGLApi();
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.
void InitializeDynamicBindings();
// Returns the last real (non-virtual) GLContext made current.
static GLContext* GetRealCurrent();
virtual void OnSetSwapInterval(int interval) = 0;
private:
friend class base::RefCounted<GLContext>;
// For GetRealCurrent.
friend class gpu::GLContextVirtual;
std::unique_ptr<GLVersionInfo> GenerateGLVersionInfo();
bool static_bindings_initialized_;
bool dynamic_bindings_initialized_;
std::unique_ptr<DriverGL> driver_gl_;
std::unique_ptr<GLApi> gl_api_;
std::unique_ptr<TraceGLApi> trace_gl_api_;
std::unique_ptr<DebugGLApi> debug_gl_api_;
std::unique_ptr<CurrentGL> current_gl_;
// Copy of the real API (if one was created) for dynamic initialization
RealGLApi* real_gl_api_ = nullptr;
scoped_refptr<GLShareGroup> share_group_;
GLContext* current_virtual_context_;
bool state_dirtied_externally_;
std::unique_ptr<GLStateRestorer> state_restorer_;
std::unique_ptr<GLVersionInfo> version_info_;
int swap_interval_;
bool force_swap_interval_zero_;
DISALLOW_COPY_AND_ASSIGN(GLContext);
};
class GL_EXPORT GLContextReal : public GLContext {
public:
explicit GLContextReal(GLShareGroup* share_group);
scoped_refptr<GPUTimingClient> CreateGPUTimingClient() override;
protected:
~GLContextReal() override;
void SetCurrent(GLSurface* surface) override;
private:
std::unique_ptr<GPUTiming> gpu_timing_;
DISALLOW_COPY_AND_ASSIGN(GLContextReal);
};
// Wraps GLContext in scoped_refptr and tries to initializes it. Returns a
// scoped_refptr containing the initialized GLContext or nullptr if
// initialization fails.
GL_EXPORT scoped_refptr<GLContext> InitializeGLContext(
scoped_refptr<GLContext> context,
GLSurface* compatible_surface,
const GLContextAttribs& attribs);
} // namespace gl
#endif // UI_GL_GL_CONTEXT_H_