/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef TestContext_DEFINED #define TestContext_DEFINED #include "include/core/SkRefCnt.h" #include "include/gpu/GrTypes.h" #include "include/private/SkNoncopyable.h" #include "include/private/SkTemplates.h" #include "src/core/SkScopeExit.h" #include "tools/gpu/FenceSync.h" class GrDirectContext; struct GrContextOptions; namespace sk_gpu_test { class GpuTimer; class FlushFinishTracker; /** * An offscreen 3D context. This class is intended for Skia's internal testing needs and not * for general use. */ class TestContext : public SkNoncopyable { public: virtual ~TestContext(); bool fenceSyncSupport() const { return fFenceSupport; } bool gpuTimingSupport() const { return fGpuTimer != nullptr; } GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); } bool getMaxGpuFrameLag(int *maxFrameLag) const { if (!this->fenceSyncSupport()) { return false; } *maxFrameLag = kMaxFrameLag; return true; } void makeNotCurrent() const; void makeCurrent() const; /** * Like makeCurrent() but this returns an object that will restore the previous current * context in its destructor. Useful to undo the effect making this current before returning to * a caller that doesn't expect the current context to be changed underneath it. * * The returned object restores the current context of the same type (e.g. egl, glx, ...) in its * destructor. It is undefined behavior if that context is destroyed before the destructor * executes. If the concept of a current context doesn't make sense for this context type then * the returned object's destructor is a no-op. */ SkScopeExit SK_WARN_UNUSED_RESULT makeCurrentAndAutoRestore() const; virtual GrBackendApi backend() = 0; virtual sk_sp makeContext(const GrContextOptions&); /** * This will flush work to the GPU. Additionally, if the platform supports fence syncs, we will * add a finished callback to our flush call. We allow ourselves to have kMaxFrameLag number of * unfinished flushes active on the GPU at a time. If we have 2 outstanding flushes then we will * wait on the CPU until one has finished. */ void flushAndWaitOnSync(GrDirectContext* context); /** * This notifies the context that we are deliberately testing abandoning * the context. It is useful for debugging contexts that would otherwise * test that GPU resources are properly deleted. It also allows a debugging * context to test that further API calls are not made by Skia GPU code. */ virtual void testAbandon(); /** Wait until all GPU work is finished. */ virtual void finish() = 0; protected: bool fFenceSupport = false; std::unique_ptr fGpuTimer; TestContext(); /** This should destroy the 3D context. */ virtual void teardown(); virtual void onPlatformMakeNotCurrent() const = 0; virtual void onPlatformMakeCurrent() const = 0; /** * Subclasses should implement such that the returned function will cause the current context * of this type to be made current again when it is called. It should additionally be the * case that if "this" is already current when this is called, then "this" is destroyed (thereby * setting the null context as current), and then the std::function is called the null context * should remain current. */ virtual std::function onPlatformGetAutoContextRestore() const = 0; private: enum { kMaxFrameLag = 3 }; sk_sp fFinishTrackers[kMaxFrameLag - 1]; int fCurrentFlushIdx = 0; using INHERITED = SkNoncopyable; }; } // namespace sk_gpu_test #endif