| // 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 "platform/PlatformExport.h" |
| #include "wtf/ThreadSpecific.h" |
| |
| #include <memory> |
| |
| namespace gpu { |
| namespace gles2 { |
| class GLES2Interface; |
| } |
| } |
| class GrContext; |
| |
| namespace blink { |
| |
| class WaitableEvent; |
| class WebGraphicsContext3DProvider; |
| |
| // SharedGpuContext provides access to a thread-specific GPU context |
| // that is shared by many callsites throughout the thread. |
| // When on the main thread, provides access to the same context as |
| // Platform::createSharedOffscreenGraphicsContext3DProvider |
| class PLATFORM_EXPORT SharedGpuContext { |
| public: |
| // The contextId is incremented each time a new underlying context |
| // is created. For example, when the context is lost, then restored. |
| // User code can rely on this Id to determine whether long-lived |
| // gpu resources are still alive in the current context. |
| static unsigned contextId(); |
| static gpu::gles2::GLES2Interface* |
| gl(); // May re-create context if context was lost |
| static GrContext* gr(); // May re-create context if context was lost |
| static bool isValid(); // May re-create context if context was lost |
| static bool isValidWithoutRestoring(); |
| typedef std::function<std::unique_ptr<WebGraphicsContext3DProvider>()> |
| ContextProviderFactory; |
| static void setContextProviderFactoryForTesting(ContextProviderFactory); |
| |
| enum { |
| kNoSharedContext = 0, |
| }; |
| |
| private: |
| static SharedGpuContext* getInstanceForCurrentThread(); |
| |
| SharedGpuContext(); |
| void createContextProviderOnMainThread(WaitableEvent*); |
| void createContextProviderIfNeeded(); |
| |
| ContextProviderFactory m_contextProviderFactory = nullptr; |
| std::unique_ptr<WebGraphicsContext3DProvider> m_contextProvider; |
| unsigned m_contextId; |
| friend class WTF::ThreadSpecific<SharedGpuContext>; |
| }; |
| |
| } // blink |