// Copyright (c) 2013 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 CC_OUTPUT_CONTEXT_PROVIDER_H_ #define CC_OUTPUT_CONTEXT_PROVIDER_H_ #include #include #include "base/callback.h" #include "base/memory/ref_counted.h" #include "base/synchronization/lock.h" #include "cc/base/cc_export.h" #include "gpu/command_buffer/common/capabilities.h" class GrContext; namespace base { class Lock; } namespace gpu { class ContextSupport; namespace gles2 { class GLES2Interface; } } namespace cc { struct ManagedMemoryPolicy; class ContextProvider : public base::RefCountedThreadSafe { public: class ScopedContextLock { public: explicit ScopedContextLock(ContextProvider* context_provider) : context_provider_(context_provider), context_lock_(*context_provider_->GetLock()) { // Allow current thread to use |context_provider_|. context_provider_->DetachFromThread(); } ~ScopedContextLock() { // Allow usage by thread for which |context_provider_| is bound to. context_provider_->DetachFromThread(); } gpu::gles2::GLES2Interface* ContextGL() { return context_provider_->ContextGL(); } private: ContextProvider* const context_provider_; base::AutoLock context_lock_; }; // Bind the 3d context to the current thread. This should be called before // accessing the contexts. Calling it more than once should have no effect. // Once this function has been called, the class should only be accessed // from the same thread unless the function has some explicitly specified // rules for access on a different thread. See SetupLockOnMainThread(), which // can be used to provide access from multiple threads. virtual bool BindToCurrentThread() = 0; virtual void DetachFromThread() {} virtual gpu::gles2::GLES2Interface* ContextGL() = 0; virtual gpu::ContextSupport* ContextSupport() = 0; virtual class GrContext* GrContext() = 0; struct Capabilities { gpu::Capabilities gpu; size_t max_transfer_buffer_usage_bytes; CC_EXPORT Capabilities(); }; // Invalidates the cached OpenGL state in GrContext. // See skia GrContext::resetContext for details. virtual void InvalidateGrContext(uint32_t state) = 0; // Sets up a lock so this context can be used from multiple threads. After // calling this, all functions without explicit thread usage constraints can // be used on any thread while the lock returned by GetLock() is acquired. virtual void SetupLock() = 0; // Returns the lock that should be held if using this context from multiple // threads. This can be called on any thread. virtual base::Lock* GetLock() = 0; // Returns the capabilities of the currently bound 3d context. virtual Capabilities ContextCapabilities() = 0; // Delete all cached gpu resources. virtual void DeleteCachedResources() = 0; // Sets a callback to be called when the context is lost. This should be // called from the same thread that the context is bound to. To avoid races, // it should be called before BindToCurrentThread(). typedef base::Closure LostContextCallback; virtual void SetLostContextCallback( const LostContextCallback& lost_context_callback) = 0; protected: friend class base::RefCountedThreadSafe; virtual ~ContextProvider() {} }; } // namespace cc #endif // CC_OUTPUT_CONTEXT_PROVIDER_H_