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