blob: bc8f8c35ed85e190f5afab70ea1b8155c49c6377 [file] [log] [blame]
// Copyright (c) 2013 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 <stddef.h>
#include <stdint.h>
#include "base/callback.h"
#include "base/memory/ref_counted.h"
#include "base/synchronization/lock.h"
#include "cc/base/cc_export.h"
#include "cc/output/context_cache_controller.h"
#include "gpu/command_buffer/common/capabilities.h"
class GrContext;
namespace base {
class Lock;
namespace gpu {
class ContextSupport;
namespace gles2 { class GLES2Interface; }
namespace cc {
class ContextProvider : public base::RefCountedThreadSafe<ContextProvider> {
// Hold an instance of this lock while using a context across multiple
// threads. This only works for ContextProviders that will return a valid
// lock from GetLock(), so is not always supported. Most use of
// ContextProvider should be single-thread only on the thread that
// BindToCurrentThread is run on.
class CC_EXPORT ScopedContextLock {
explicit ScopedContextLock(ContextProvider* context_provider);
gpu::gles2::GLES2Interface* ContextGL() {
return context_provider_->ContextGL();
ContextProvider* const context_provider_;
base::AutoLock context_lock_;
std::unique_ptr<ContextCacheController::ScopedBusy> busy_;
// Bind the 3d context to the current thread. This should be called before
// accessing the contexts. Calling it more than once should have no effect.
// Once this function has been called, the class should only be accessed
// from the same thread unless the function has some explicitly specified
// rules for access on a different thread. See SetupLockOnMainThread(), which
// can be used to provide access from multiple threads.
virtual bool BindToCurrentThread() = 0;
virtual gpu::gles2::GLES2Interface* ContextGL() = 0;
virtual gpu::ContextSupport* ContextSupport() = 0;
virtual class GrContext* GrContext() = 0;
virtual ContextCacheController* CacheController() = 0;
// Invalidates the cached OpenGL state in GrContext.
// See skia GrContext::resetContext for details.
virtual void InvalidateGrContext(uint32_t state) = 0;
// Returns the capabilities of the currently bound 3d context.
virtual gpu::Capabilities ContextCapabilities() = 0;
// Sets a callback to be called when the context is lost. This should be
// called from the same thread that the context is bound to. To avoid races,
// it should be called before BindToCurrentThread().
// Implementation note: Implementations must avoid post-tasking the provided
// |lost_context_callback| directly as clients expect the method to not be
// called once they call SetLostContextCallback() again with a different
// callback.
typedef base::Closure LostContextCallback;
virtual void SetLostContextCallback(
const LostContextCallback& lost_context_callback) = 0;
// Below are helper methods for ScopedContextLock. Use that instead of calling
// these directly.
// Detaches debugging thread checkers to allow use of the provider from the
// current thread. This can be called on any thread.
virtual void DetachFromThread() {}
// Returns the lock that should be held if using this context from multiple
// threads. This can be called on any thread.
virtual base::Lock* GetLock() = 0;
friend class base::RefCountedThreadSafe<ContextProvider>;
virtual ~ContextProvider() {}
} // namespace cc