// Copyright (c) 2010 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. #ifndef APP_GFX_GL_GL_CONTEXT_EGL_H_ #define APP_GFX_GL_GL_CONTEXT_EGL_H_ #pragma once #include "app/gfx/gl/gl_context.h" #include "base/ref_counted.h" #include "ui/gfx/size.h" typedef void* EGLDisplay; typedef void* EGLContext; typedef void* EGLSurface; namespace gfx { // Takes ownership of an EGL surface and reference counts it so it can be shared // by multiple EGL contexts and destroyed with the last. class SharedEGLSurface : public base::RefCounted<SharedEGLSurface> { public: explicit SharedEGLSurface(EGLSurface surface); ~SharedEGLSurface(); EGLSurface egl_surface() const; private: EGLSurface surface_; DISALLOW_COPY_AND_ASSIGN(SharedEGLSurface); }; // Interface for EGL contexts. Adds an EGL specific accessor for retreiving // the surface. class BaseEGLContext : public GLContext { public: BaseEGLContext() {} virtual ~BaseEGLContext() {} static bool InitializeOneOff(); static EGLDisplay GetDisplay(); // Get the associated EGL surface. virtual SharedEGLSurface* GetSurface() = 0; // Implement GLContext. virtual std::string GetExtensions(); private: DISALLOW_COPY_AND_ASSIGN(BaseEGLContext); }; // Encapsulates an EGL OpenGL ES context that renders to a view. class NativeViewEGLContext : public BaseEGLContext { public: explicit NativeViewEGLContext(void* window); virtual ~NativeViewEGLContext(); // Initialize an EGL context. bool Initialize(); // Implement GLContext. virtual void Destroy(); virtual bool MakeCurrent(); virtual bool IsCurrent(); virtual bool IsOffscreen(); virtual bool SwapBuffers(); virtual gfx::Size GetSize(); virtual void* GetHandle(); virtual void SetSwapInterval(int interval); // Implement BaseEGLContext. virtual SharedEGLSurface* GetSurface(); private: void* window_; scoped_refptr<SharedEGLSurface> surface_; EGLContext context_; DISALLOW_COPY_AND_ASSIGN(NativeViewEGLContext); }; // Encapsulates an EGL OpenGL ES context intended for offscreen use. It is // actually associated with a native window or a pbuffer on supporting platforms // and will render to it. The caller must bind an FBO to prevent this. // TODO(apatrick): implement pbuffers in ANGLE and change this to // PbufferEGLContext and use it on all EGL platforms. class SecondaryEGLContext : public BaseEGLContext { public: SecondaryEGLContext(); virtual ~SecondaryEGLContext(); // Initialize an EGL context that shares a namespace with another. bool Initialize(GLContext* shared_context); // Implement GLContext. virtual void Destroy(); virtual bool MakeCurrent(); virtual bool IsCurrent(); virtual bool IsOffscreen(); virtual bool SwapBuffers(); virtual gfx::Size GetSize(); virtual void* GetHandle(); virtual void SetSwapInterval(int interval); // Implement BaseEGLContext. virtual SharedEGLSurface* GetSurface(); private: scoped_refptr<SharedEGLSurface> surface_; EGLContext context_; DISALLOW_COPY_AND_ASSIGN(SecondaryEGLContext); }; } // namespace gfx #endif // APP_GFX_GL_GL_CONTEXT_EGL_H_