blob: d5424ca6cf629baa71acaec8e9f08f6986aa7e90 [file] [log] [blame]
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLContext_DEFINED
#define GrGLContext_DEFINED
#include "include/gpu/gl/GrGLExtensions.h"
#include "include/gpu/gl/GrGLInterface.h"
#include "src/gpu/ganesh/gl/GrGLCaps.h"
#include "src/gpu/ganesh/gl/GrGLUtil.h"
#include "src/gpu/ganesh/glsl/GrGLSL.h"
struct GrContextOptions;
/**
* Encapsulates information about an OpenGL context including the OpenGL
* version, the GrGLStandard type of the context, and GLSL version.
*/
class GrGLContextInfo {
public:
GrGLContextInfo(GrGLContextInfo&&) = default;
GrGLContextInfo& operator=(GrGLContextInfo&&) = default;
virtual ~GrGLContextInfo() {}
GrGLStandard standard() const { return fInterface->fStandard; }
GrGLVersion version() const { return fDriverInfo.fVersion; }
SkSL::GLSLGeneration glslGeneration() const { return fGLSLGeneration; }
/**
* We've accumlated a lot of GL driver workarounds and performance preferences based on vendor
* and renderer. When we have GL sitting on top of Angle it is not clear which of these are
* necessary and which are handle by Angle. Thus to be safe we get the underlying GL vendor and
* renderer from Angle so we can enable these workarounds. It may mean that the same workaround
* is implemented both in Skia and Angle, but that is better than missing out on one.
*/
GrGLVendor vendor() const {
if (this->angleBackend() == GrGLANGLEBackend::kOpenGL) {
return this->angleVendor();
} else {
return fDriverInfo.fVendor;
}
}
GrGLRenderer renderer() const {
if (this->angleBackend() == GrGLANGLEBackend::kOpenGL) {
return this->angleRenderer();
} else {
return fDriverInfo.fRenderer;
}
}
GrGLANGLEBackend angleBackend() const { return fDriverInfo.fANGLEBackend; }
GrGLVendor angleVendor() const { return fDriverInfo.fANGLEVendor; }
GrGLRenderer angleRenderer() const { return fDriverInfo.fANGLERenderer; }
/** What driver is running our GL implementation? This is not necessarily related to the vendor.
(e.g. Intel GPU being driven by Mesa) */
GrGLDriver driver() const { return fDriverInfo.fDriver; }
GrGLDriverVersion driverVersion() const { return fDriverInfo.fDriverVersion; }
bool isOverCommandBuffer() const { return fDriverInfo.fIsOverCommandBuffer; }
const GrGLCaps* caps() const { return fGLCaps.get(); }
GrGLCaps* caps() { return fGLCaps.get(); }
bool hasExtension(const char* ext) const {
return fInterface->hasExtension(ext);
}
const GrGLExtensions& extensions() const { return fInterface->fExtensions; }
protected:
GrGLContextInfo& operator=(const GrGLContextInfo&) = default;
GrGLContextInfo(const GrGLContextInfo&) = default;
struct ConstructorArgs {
sk_sp<const GrGLInterface> fInterface;
GrGLDriverInfo fDriverInfo;
SkSL::GLSLGeneration fGLSLGeneration;
const GrContextOptions* fContextOptions;
};
GrGLContextInfo(ConstructorArgs&&);
sk_sp<const GrGLInterface> fInterface;
GrGLDriverInfo fDriverInfo;
SkSL::GLSLGeneration fGLSLGeneration;
sk_sp<GrGLCaps> fGLCaps;
};
/**
* Extension of GrGLContextInfo that also provides access to GrGLInterface.
*/
class GrGLContext : public GrGLContextInfo {
public:
/**
* Creates a GrGLContext from a GrGLInterface and the currently
* bound OpenGL context accessible by the GrGLInterface.
*/
static std::unique_ptr<GrGLContext> Make(sk_sp<const GrGLInterface>, const GrContextOptions&);
const GrGLInterface* glInterface() const { return fInterface.get(); }
~GrGLContext() override;
private:
GrGLContext(ConstructorArgs&& args) : INHERITED(std::move(args)) {}
using INHERITED = GrGLContextInfo;
};
#endif