blob: c560ad0fa6974a4bf483df15e8411aa5c6cb1768 [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 "gpu/command_buffer/common/capabilities.h"
class GrContext;
namespace base {
class Lock;
namespace gpu {
class ContextSupport;
namespace gles2 { class GLES2Interface; }
namespace cc {
struct ManagedMemoryPolicy;
class ContextProvider : public base::RefCountedThreadSafe<ContextProvider> {
class ScopedContextLock {
explicit ScopedContextLock(ContextProvider* context_provider)
: context_provider_(context_provider),
context_lock_(*context_provider_->GetLock()) {
// Allow current thread to use |context_provider_|.
~ScopedContextLock() {
// Allow usage by thread for which |context_provider_| is bound to.
gpu::gles2::GLES2Interface* ContextGL() {
return context_provider_->ContextGL();
ContextProvider* const context_provider_;
base::AutoLock context_lock_;
// 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 void DetachFromThread() {}
virtual gpu::gles2::GLES2Interface* ContextGL() = 0;
virtual gpu::ContextSupport* ContextSupport() = 0;
virtual class GrContext* GrContext() = 0;
struct Capabilities {
gpu::Capabilities gpu;
size_t max_transfer_buffer_usage_bytes;
CC_EXPORT Capabilities();
// Invalidates the cached OpenGL state in GrContext.
// See skia GrContext::resetContext for details.
virtual void InvalidateGrContext(uint32_t state) = 0;
// Sets up a lock so this context can be used from multiple threads. After
// calling this, all functions without explicit thread usage constraints can
// be used on any thread while the lock returned by GetLock() is acquired.
virtual void SetupLock() = 0;
// 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;
// Returns the capabilities of the currently bound 3d context.
virtual Capabilities ContextCapabilities() = 0;
// Delete all cached gpu resources.
virtual void DeleteCachedResources() = 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().
typedef base::Closure LostContextCallback;
virtual void SetLostContextCallback(
const LostContextCallback& lost_context_callback) = 0;
friend class base::RefCountedThreadSafe<ContextProvider>;
virtual ~ContextProvider() {}
} // namespace cc