root/ui/gl/gl_context.cc

/* [<][>][^][v][top][bottom][index][help] */

DEFINITIONS

This source file includes following definitions.
  1. Cancel
  2. Signal
  3. IsSignaled
  4. SignalFlush
  5. GetTotalGpuMemory
  6. SetSafeToForceGpuSwitch
  7. SetUnbindFboOnMakeCurrent
  8. GetExtensions
  9. GetGLVersion
  10. GetGLRenderer
  11. HasExtension
  12. GetVersionInfo
  13. share_group
  14. LosesAllContextsOnContextLost
  15. GetCurrent
  16. GetRealCurrent
  17. SetCurrent
  18. GetGLStateRestorer
  19. SetGLStateRestorer
  20. WasAllocatedUsingRobustnessExtension
  21. InitializeDynamicBindings
  22. SetupForVirtualization
  23. MakeVirtuallyCurrent
  24. OnReleaseVirtuallyCurrent
  25. SetRealGLApi
  26. OnFlush
  27. SetCurrent

// 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.

#include <string>

#include "base/command_line.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/threading/thread_local.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/gl_version_info.h"

namespace gfx {

namespace {
base::LazyInstance<base::ThreadLocalPointer<GLContext> >::Leaky
    current_context_ = LAZY_INSTANCE_INITIALIZER;

base::LazyInstance<base::ThreadLocalPointer<GLContext> >::Leaky
    current_real_context_ = LAZY_INSTANCE_INITIALIZER;
}  // namespace

GLContext::ScopedReleaseCurrent::ScopedReleaseCurrent() : canceled_(false) {}

GLContext::ScopedReleaseCurrent::~ScopedReleaseCurrent() {
  if (!canceled_ && GetCurrent()) {
    GetCurrent()->ReleaseCurrent(NULL);
  }
}

void GLContext::ScopedReleaseCurrent::Cancel() {
  canceled_ = true;
}

GLContext::FlushEvent::FlushEvent() {
}

GLContext::FlushEvent::~FlushEvent() {
}

void GLContext::FlushEvent::Signal() {
  flag_.Set();
}

bool GLContext::FlushEvent::IsSignaled() {
  return flag_.IsSet();
}

GLContext::GLContext(GLShareGroup* share_group) : share_group_(share_group) {
  if (!share_group_.get())
    share_group_ = new GLShareGroup;

  share_group_->AddContext(this);
}

GLContext::~GLContext() {
  share_group_->RemoveContext(this);
  if (GetCurrent() == this) {
    SetCurrent(NULL);
  }
}

scoped_refptr<GLContext::FlushEvent> GLContext::SignalFlush() {
  DCHECK(IsCurrent(NULL));
  scoped_refptr<FlushEvent> flush_event = new FlushEvent();
  flush_events_.push_back(flush_event);
  return flush_event;
}

bool GLContext::GetTotalGpuMemory(size_t* bytes) {
  DCHECK(bytes);
  *bytes = 0;
  return false;
}

void GLContext::SetSafeToForceGpuSwitch() {
}

void GLContext::SetUnbindFboOnMakeCurrent() {
  NOTIMPLEMENTED();
}

std::string GLContext::GetExtensions() {
  DCHECK(IsCurrent(NULL));
  const char* ext = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
  return std::string(ext ? ext : "");
}

std::string GLContext::GetGLVersion() {
  DCHECK(IsCurrent(NULL));
  const char *version =
      reinterpret_cast<const char*>(glGetString(GL_VERSION));
  return std::string(version ? version : "");
}

std::string GLContext::GetGLRenderer() {
  DCHECK(IsCurrent(NULL));
  const char *renderer =
      reinterpret_cast<const char*>(glGetString(GL_RENDERER));
  return std::string(renderer ? renderer : "");
}

bool GLContext::HasExtension(const char* name) {
  std::string extensions = GetExtensions();
  extensions += " ";

  std::string delimited_name(name);
  delimited_name += " ";

  return extensions.find(delimited_name) != std::string::npos;
}

const GLVersionInfo* GLContext::GetVersionInfo() {
  if(!version_info_) {
    std::string version = GetGLVersion();
    std::string renderer = GetGLRenderer();
    version_info_ = scoped_ptr<GLVersionInfo>(
        new GLVersionInfo(version.c_str(), renderer.c_str()));
  }
  return version_info_.get();
}

GLShareGroup* GLContext::share_group() {
  return share_group_.get();
}

bool GLContext::LosesAllContextsOnContextLost() {
  switch (GetGLImplementation()) {
    case kGLImplementationDesktopGL:
      return false;
    case kGLImplementationEGLGLES2:
      return true;
    case kGLImplementationOSMesaGL:
    case kGLImplementationAppleGL:
      return false;
    case kGLImplementationMockGL:
      return false;
    default:
      NOTREACHED();
      return true;
  }
}

GLContext* GLContext::GetCurrent() {
  return current_context_.Pointer()->Get();
}

GLContext* GLContext::GetRealCurrent() {
  return current_real_context_.Pointer()->Get();
}

void GLContext::SetCurrent(GLSurface* surface) {
  current_context_.Pointer()->Set(surface ? this : NULL);
  GLSurface::SetCurrent(surface);
  // Leave the real GL api current so that unit tests work correctly.
  // TODO(sievers): Remove this, but needs all gpu_unittest classes
  // to create and make current a context.
  if (!surface && GetGLImplementation() != kGLImplementationMockGL) {
    SetGLApiToNoContext();
  }
}

GLStateRestorer* GLContext::GetGLStateRestorer() {
  return state_restorer_.get();
}

void GLContext::SetGLStateRestorer(GLStateRestorer* state_restorer) {
  state_restorer_ = make_scoped_ptr(state_restorer);
}

bool GLContext::WasAllocatedUsingRobustnessExtension() {
  return false;
}

bool GLContext::InitializeDynamicBindings() {
  DCHECK(IsCurrent(NULL));
  static bool initialized = false;
  if (initialized)
    return initialized;
  initialized = InitializeDynamicGLBindings(GetGLImplementation(), this);
  if (!initialized)
    LOG(ERROR) << "Could not initialize dynamic bindings.";
  return initialized;
}

void GLContext::SetupForVirtualization() {
  if (!virtual_gl_api_) {
    virtual_gl_api_.reset(new VirtualGLApi());
    virtual_gl_api_->Initialize(&g_driver_gl, this);
  }
}

bool GLContext::MakeVirtuallyCurrent(
    GLContext* virtual_context, GLSurface* surface) {
  DCHECK(virtual_gl_api_);
  return virtual_gl_api_->MakeCurrent(virtual_context, surface);
}

void GLContext::OnReleaseVirtuallyCurrent(GLContext* virtual_context) {
  if (virtual_gl_api_)
    virtual_gl_api_->OnReleaseVirtuallyCurrent(virtual_context);
}

void GLContext::SetRealGLApi() {
  SetGLToRealGLApi();
}

void GLContext::OnFlush() {
  for (size_t n = 0; n < flush_events_.size(); n++)
    flush_events_[n]->Signal();
  flush_events_.clear();
}

GLContextReal::GLContextReal(GLShareGroup* share_group)
    : GLContext(share_group) {}

GLContextReal::~GLContextReal() {}

void GLContextReal::SetCurrent(GLSurface* surface) {
  GLContext::SetCurrent(surface);
  current_real_context_.Pointer()->Set(surface ? this : NULL);
}

}  // namespace gfx

/* [<][>][^][v][top][bottom][index][help] */