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132 lines
3.6 KiB
C++
132 lines
3.6 KiB
C++
// Copyright (c) 2012 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 UI_GL_GL_GL_API_IMPLEMENTATION_H_
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#define UI_GL_GL_GL_API_IMPLEMENTATION_H_
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#include "base/compiler_specific.h"
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#include "ui/gl/gl_bindings.h"
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#include "ui/gl/gl_export.h"
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namespace gpu {
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namespace gles2 {
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class GLES2Decoder;
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}
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}
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namespace gfx {
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class GLContext;
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class GLSurface;
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struct GLVersionInfo;
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void InitializeStaticGLBindingsGL();
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void InitializeDynamicGLBindingsGL(GLContext* context);
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void InitializeDebugGLBindingsGL();
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void InitializeNullDrawGLBindingsGL();
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// TODO(danakj): Remove this when all test suites are using null-draw.
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bool HasInitializedNullDrawGLBindingsGL();
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bool SetNullDrawGLBindingsEnabledGL(bool enabled);
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void ClearGLBindingsGL();
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void SetGLToRealGLApi();
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void SetGLApi(GLApi* api);
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void SetGLApiToNoContext();
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const GLVersionInfo* GetGLVersionInfo();
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class GLApiBase : public GLApi {
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public:
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// Include the auto-generated part of this class. We split this because
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// it means we can easily edit the non-auto generated parts right here in
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// this file instead of having to edit some template or the code generator.
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#include "gl_bindings_api_autogen_gl.h"
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protected:
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GLApiBase();
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~GLApiBase() override;
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void InitializeBase(DriverGL* driver);
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DriverGL* driver_;
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};
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// Implemenents the GL API by calling directly into the driver.
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class RealGLApi : public GLApiBase {
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public:
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RealGLApi();
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~RealGLApi() override;
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void Initialize(DriverGL* driver);
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private:
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void glFinishFn() override;
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void glFlushFn() override;
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};
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// Inserts a TRACE for every GL call.
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class TraceGLApi : public GLApi {
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public:
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TraceGLApi(GLApi* gl_api) : gl_api_(gl_api) { }
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~TraceGLApi() override;
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// Include the auto-generated part of this class. We split this because
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// it means we can easily edit the non-auto generated parts right here in
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// this file instead of having to edit some template or the code generator.
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#include "gl_bindings_api_autogen_gl.h"
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private:
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GLApi* gl_api_;
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};
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// Catches incorrect usage when GL calls are made without a current context.
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class NoContextGLApi : public GLApi {
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public:
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NoContextGLApi();
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~NoContextGLApi() override;
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// Include the auto-generated part of this class. We split this because
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// it means we can easily edit the non-auto generated parts right here in
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// this file instead of having to edit some template or the code generator.
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#include "gl_bindings_api_autogen_gl.h"
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};
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// Implementents the GL API using co-operative state restoring.
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// Assumes there is only one real GL context and that multiple virtual contexts
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// are implemented above it. Restores the needed state from the current context.
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class VirtualGLApi : public GLApiBase {
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public:
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VirtualGLApi();
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~VirtualGLApi() override;
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void Initialize(DriverGL* driver, GLContext* real_context);
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// Sets the current virutal context.
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bool MakeCurrent(GLContext* virtual_context, GLSurface* surface);
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void OnReleaseVirtuallyCurrent(GLContext* virtual_context);
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private:
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// Overridden functions from GLApiBase
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const GLubyte* glGetStringFn(GLenum name) override;
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void glFinishFn() override;
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void glFlushFn() override;
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// The real context we're running on.
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GLContext* real_context_;
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// The current virtual context.
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GLContext* current_context_;
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// The supported extensions being advertised for this virtual context.
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std::string extensions_;
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};
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class GL_EXPORT ScopedSetGLToRealGLApi {
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public:
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ScopedSetGLToRealGLApi();
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~ScopedSetGLToRealGLApi();
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private:
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GLApi* old_gl_api_;
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};
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} // namespace gfx
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#endif // UI_GL_GL_GL_API_IMPLEMENTATION_H_
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