// 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 <string> #include <vector> #include "base/basictypes.h" #include "base/memory/ref_counted.h" #include "base/memory/scoped_ptr.h" #include "base/synchronization/cancellation_flag.h" #include "ui/gl/gl_share_group.h" #include "ui/gl/gl_state_restorer.h" #include "ui/gl/gpu_preference.h" namespace gfx { class GLSurface; class VirtualGLApi; struct GLVersionInfo; // 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, GpuPreference gpu_preference) = 0; class FlushEvent : public base::RefCountedThreadSafe<FlushEvent> { public: bool IsSignaled(); private: friend class base::RefCountedThreadSafe<FlushEvent>; friend class GLContext; FlushEvent(); virtual ~FlushEvent(); void Signal(); base::CancellationFlag flag_; }; // Needs to be called with this context current. It will return a FlushEvent // that is initially unsignaled, but will transition to signaled after the // next glFlush() or glFinish() occurs in this context. scoped_refptr<FlushEvent> SignalFlush(); // Destroys the GL context. virtual void Destroy() = 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; // 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. virtual void SetSwapInterval(int interval) = 0; // Returns space separated list of extensions. The context must be current. virtual std::string GetExtensions(); // Returns in bytes the total amount of GPU memory for the GPU which this // context is currently rendering on. Returns false if no extension exists // to get the exact amount of GPU memory. virtual bool GetTotalGpuMemory(size_t* bytes); // 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(); // 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. 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(); // Use this context for virtualization. void SetupForVirtualization(); // 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(); // Called when glFlush()/glFinish() is called with this context current. void OnFlush(); protected: virtual ~GLContext(); // 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) static void SetRealGLApi(); 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. bool InitializeDynamicBindings(); // Returns the last real (non-virtual) GLContext made current. static GLContext* GetRealCurrent(); private: friend class base::RefCounted<GLContext>; // For GetRealCurrent. friend class VirtualGLApi; scoped_refptr<GLShareGroup> share_group_; scoped_ptr<VirtualGLApi> virtual_gl_api_; scoped_ptr<GLStateRestorer> state_restorer_; scoped_ptr<GLVersionInfo> version_info_; std::vector<scoped_refptr<FlushEvent> > flush_events_; DISALLOW_COPY_AND_ASSIGN(GLContext); }; class GL_EXPORT GLContextReal : public GLContext { public: explicit GLContextReal(GLShareGroup* share_group); protected: virtual ~GLContextReal(); virtual void SetCurrent(GLSurface* surface) OVERRIDE; private: DISALLOW_COPY_AND_ASSIGN(GLContextReal); }; } // namespace gfx #endif // UI_GL_GL_CONTEXT_H_