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101 lines
3.7 KiB
C++
101 lines
3.7 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef IN_GL_CONTEXT_PROVIDER_H
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#error GLContextProviderImpl.h must only be included from GLContextProvider.h
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#endif
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#ifndef GL_CONTEXT_PROVIDER_NAME
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#error GL_CONTEXT_PROVIDER_NAME not defined
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#endif
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#if defined(ANDROID)
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typedef void* EGLSurface;
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#endif // defined(ANDROID)
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class GL_CONTEXT_PROVIDER_NAME
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{
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public:
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/**
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* Create a context that renders to the surface of the widget that is
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* passed in. The context is always created with an RGB pixel format,
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* with no alpha, depth or stencil. If any of those features are needed,
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* either use a framebuffer, or use CreateOffscreen.
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*
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* This context will attempt to share resources with all other window
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* contexts. As such, it's critical that resources allocated that are not
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* needed by other contexts be deleted before the context is destroyed.
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*
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* The GetSharedContext() method will return non-null if sharing
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* was successful.
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*
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* Note: a context created for a widget /must not/ hold a strong
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* reference to the widget; otherwise a cycle can be created through
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* a GL layer manager.
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*
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* @param aWidget Widget whose surface to create a context for
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*
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* @return Context to use for the window
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*/
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static already_AddRefed<GLContext>
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CreateForWindow(nsIWidget* widget);
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/**
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* Create a context for offscreen rendering. The target of this
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* context should be treated as opaque -- it might be a FBO, or a
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* pbuffer, or some other construct. Users of this GLContext
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* should bind framebuffer 0 directly to use this offscreen buffer.
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*
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* The offscreen context returned by this method will always have
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* the ability to be rendered into a context created by a window.
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* It might or might not share resources with the global context;
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* query GetSharedContext() for a non-null result to check. If
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* resource sharing can be avoided on the target platform, it will
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* be, in order to isolate the offscreen context.
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*
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* @param size The initial size of this offscreen context.
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* @param caps The SurfaceCaps for this offscreen context.
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* @param flags The set of CreateContextFlags to be used for this
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* offscreen context.
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*
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* @return Context to use for offscreen rendering
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*/
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static already_AddRefed<GLContext>
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CreateOffscreen(const mozilla::gfx::IntSize& size,
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const SurfaceCaps& caps,
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CreateContextFlags flags);
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// Just create a context. We'll add offscreen stuff ourselves.
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static already_AddRefed<GLContext>
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CreateHeadless(CreateContextFlags flags);
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/**
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* Create wrapping Gecko GLContext for external gl context.
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*
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* @param aContext External context which will be wrapped by Gecko GLContext.
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* @param aSurface External surface which is used for external context.
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*
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* @return Wrapping Context to use for rendering
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*/
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static already_AddRefed<GLContext>
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CreateWrappingExisting(void* aContext, void* aSurface);
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#if defined(ANDROID)
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static EGLSurface CreateEGLSurface(void* aWindow);
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static void DestroyEGLSurface(EGLSurface surface);
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#endif // defined(ANDROID)
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/**
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* Get a pointer to the global context, creating it if it doesn't exist.
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*/
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static GLContext*
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GetGlobalContext();
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/**
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* Free any resources held by this Context Provider.
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*/
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static void
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Shutdown();
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};
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