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111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
// Copyright 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef MOJO_GPU_GL_CONTEXT_H_
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#define MOJO_GPU_GL_CONTEXT_H_
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#include "base/macros.h"
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#include "base/memory/ref_counted.h"
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#include "base/observer_list.h"
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#include "mojo/public/c/gpu/MGL/mgl.h"
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#include "mojo/public/cpp/bindings/interface_ptr.h"
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namespace mojo {
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class ApplicationConnector;
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class CommandBuffer;
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using CommandBufferPtr = InterfacePtr<CommandBuffer>;
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// Provides an easy interface to create and use a GL context.
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//
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// Instances of this object are not thread-safe and must be used on the same
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// thread as they were created on.
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class GLContext : public base::RefCounted<GLContext> {
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public:
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// RAII style helper for executing code within a GL context.
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//
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// The scope reactivates the prior GL context when exited (destroyed).
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// Scopes can be nested.
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class Scope {
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public:
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// Upon entry to the scope, makes the GL context active.
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//
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// This operation is not allowed if |GLContext::is_lost()| is true.
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explicit Scope(const scoped_refptr<GLContext>& gl_context);
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// Upon exit from the scope, reactivates the prior GL context.
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~Scope();
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// Gets the underlying GL context, never null.
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const scoped_refptr<GLContext>& gl_context() const { return gl_context_; }
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// Gets the underlying MGL context handle, never |MGL_NO_CONTEXT|.
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MGLContext mgl_context() const { return gl_context_->mgl_context_; }
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private:
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scoped_refptr<GLContext> gl_context_;
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MGLContext prior_mgl_context_;
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DISALLOW_COPY_AND_ASSIGN(Scope);
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};
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// Observes GL context state changes.
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class Observer {
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public:
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// Invoked when the GL context is lost remotely. This method is not
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// called if the GL context is destroyed normally.
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//
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// Take care handling this callback. It may be invoked during any
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// blocking GL request.
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virtual void OnContextLost() = 0;
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protected:
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virtual ~Observer();
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};
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// Creates an offscreen GL context by binding to the GPU service.
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static scoped_refptr<GLContext> CreateOffscreen(
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ApplicationConnector* connector);
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// Creates a GL context from a command buffer.
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static scoped_refptr<GLContext> CreateFromCommandBuffer(
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InterfaceHandle<CommandBuffer> command_buffer);
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// Gets the underlying MGL context handle.
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// Use a |Scope| to make the MGL context current.
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// This remains valid even when the GL context is lost although it will
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// not be possible to enter the GL context scope after loss.
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MGLContext mgl_context() const { return mgl_context_; }
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// Returns true if the GL context was lost.
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bool is_lost() const { return lost_; }
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// Returns true if the GL context is currently active on this thread.
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// This may be true even if the GL context was lost.
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bool IsCurrent() const;
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// Adds or removes observers for state changes.
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// Does not take ownership of the observer object.
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void AddObserver(Observer* observer);
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void RemoveObserver(Observer* observer);
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private:
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friend class base::RefCounted<GLContext>;
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explicit GLContext(InterfaceHandle<CommandBuffer> command_buffer);
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~GLContext();
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static void ContextLostThunk(void* self);
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void OnContextLost();
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const MGLContext mgl_context_;
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bool lost_ = false;
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base::ObserverList<Observer> observers_;
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DISALLOW_COPY_AND_ASSIGN(GLContext);
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};
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} // namespace mojo
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#endif // MOJO_GPU_GL_CONTEXT_H_
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