1 2/* 3 * Copyright 2016 Google Inc. 4 * 5 * Use of this source code is governed by a BSD-style license that can be 6 * found in the LICENSE file. 7 */ 8 9#ifndef TestContext_DEFINED 10#define TestContext_DEFINED 11 12#include "FenceSync.h" 13#include "GrTypes.h" 14#include "../private/SkTemplates.h" 15 16namespace sk_gpu_test { 17 18class GpuTimer; 19 20/** 21 * An offscreen 3D context. This class is intended for Skia's internal testing needs and not 22 * for general use. 23 */ 24class TestContext : public SkNoncopyable { 25public: 26 virtual ~TestContext(); 27 28 virtual bool isValid() const = 0; 29 30 bool fenceSyncSupport() const { return fFenceSync != nullptr; } 31 FenceSync* fenceSync() { SkASSERT(fFenceSync); return fFenceSync.get(); } 32 33 bool gpuTimingSupport() const { return fGpuTimer != nullptr; } 34 GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); } 35 36 bool getMaxGpuFrameLag(int *maxFrameLag) const { 37 if (!fFenceSync) { 38 return false; 39 } 40 *maxFrameLag = kMaxFrameLag; 41 return true; 42 } 43 44 void makeCurrent() const; 45 46 virtual GrBackend backend() = 0; 47 virtual GrBackendContext backendContext() = 0; 48 49 /** Swaps front and back buffer (if the context has such buffers) */ 50 void swapBuffers(); 51 52 /** 53 * The only purpose of this function it to provide a means of scheduling 54 * work on the GPU (since all of the subclasses create primary buffers for 55 * testing that are small and not meant to be rendered to the screen). 56 * 57 * If the platform supports fence syncs (OpenGL 3.2+ or EGL_KHR_fence_sync), 58 * this will not swap any buffers, but rather emulate triple buffer synchronization 59 * using fences. 60 * 61 * Otherwise it will call the platform SwapBuffers method. This may or may 62 * not perform some sort of synchronization, depending on whether the 63 * drawing surface provided by the platform is double buffered. 64 * 65 * Implicitly performs a submit(). 66 */ 67 void waitOnSyncOrSwap(); 68 69 /** 70 * This notifies the context that we are deliberately testing abandoning 71 * the context. It is useful for debugging contexts that would otherwise 72 * test that GPU resources are properly deleted. It also allows a debugging 73 * context to test that further API calls are not made by Skia GPU code. 74 */ 75 virtual void testAbandon(); 76 77 /** Ensures all work is submitted to the GPU for execution. */ 78 virtual void submit() = 0; 79 80 /** Wait until all GPU work is finished. */ 81 virtual void finish() = 0; 82 83protected: 84 std::unique_ptr<FenceSync> fFenceSync; 85 std::unique_ptr<GpuTimer> fGpuTimer; 86 87 TestContext(); 88 89 /** This should destroy the 3D context. */ 90 virtual void teardown(); 91 92 virtual void onPlatformMakeCurrent() const = 0; 93 virtual void onPlatformSwapBuffers() const = 0; 94 95private: 96 enum { 97 kMaxFrameLag = 3 98 }; 99 100 PlatformFence fFrameFences[kMaxFrameLag - 1]; 101 int fCurrentFenceIdx; 102 103 typedef SkNoncopyable INHERITED; 104}; 105} // namespace sk_gpu_test 106#endif 107