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* Copyright 2016 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef TestContext_DEFINED
#define TestContext_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/gpu/GrTypes.h"
#include "include/private/SkNoncopyable.h"
#include "include/private/SkTemplates.h"
#include "src/core/SkScopeExit.h"
#include "tools/gpu/FenceSync.h"
class GrDirectContext;
struct GrContextOptions;
namespace sk_gpu_test {
class GpuTimer;
class FlushFinishTracker;
* An offscreen 3D context. This class is intended for Skia's internal testing needs and not
* for general use.
class TestContext : public SkNoncopyable {
virtual ~TestContext();
bool fenceSyncSupport() const { return fFenceSupport; }
bool gpuTimingSupport() const { return fGpuTimer != nullptr; }
GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); }
bool getMaxGpuFrameLag(int *maxFrameLag) const {
if (!this->fenceSyncSupport()) {
return false;
*maxFrameLag = kMaxFrameLag;
return true;
void makeNotCurrent() const;
void makeCurrent() const;
* Like makeCurrent() but this returns an object that will restore the previous current
* context in its destructor. Useful to undo the effect making this current before returning to
* a caller that doesn't expect the current context to be changed underneath it.
* The returned object restores the current context of the same type (e.g. egl, glx, ...) in its
* destructor. It is undefined behavior if that context is destroyed before the destructor
* executes. If the concept of a current context doesn't make sense for this context type then
* the returned object's destructor is a no-op.
SkScopeExit SK_WARN_UNUSED_RESULT makeCurrentAndAutoRestore() const;
virtual GrBackendApi backend() = 0;
virtual sk_sp<GrDirectContext> makeContext(const GrContextOptions&);
* This will flush work to the GPU. Additionally, if the platform supports fence syncs, we will
* add a finished callback to our flush call. We allow ourselves to have kMaxFrameLag number of
* unfinished flushes active on the GPU at a time. If we have 2 outstanding flushes then we will
* wait on the CPU until one has finished.
void flushAndWaitOnSync(GrDirectContext* context);
* This notifies the context that we are deliberately testing abandoning
* the context. It is useful for debugging contexts that would otherwise
* test that GPU resources are properly deleted. It also allows a debugging
* context to test that further API calls are not made by Skia GPU code.
virtual void testAbandon();
/** Wait until all GPU work is finished. */
virtual void finish() = 0;
bool fFenceSupport = false;
std::unique_ptr<GpuTimer> fGpuTimer;
/** This should destroy the 3D context. */
virtual void teardown();
virtual void onPlatformMakeNotCurrent() const = 0;
virtual void onPlatformMakeCurrent() const = 0;
* Subclasses should implement such that the returned function will cause the current context
* of this type to be made current again when it is called. It should additionally be the
* case that if "this" is already current when this is called, then "this" is destroyed (thereby
* setting the null context as current), and then the std::function is called the null context
* should remain current.
virtual std::function<void()> onPlatformGetAutoContextRestore() const = 0;
enum {
kMaxFrameLag = 3
sk_sp<FlushFinishTracker> fFinishTrackers[kMaxFrameLag - 1];
int fCurrentFlushIdx = 0;
typedef SkNoncopyable INHERITED;
} // namespace sk_gpu_test