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// Copyright 2013 The Flutter 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 FLUTTER_SHELL_PLATFORM_ANDROID_ANDROID_CONTEXT_GL_H_
#define FLUTTER_SHELL_PLATFORM_ANDROID_ANDROID_CONTEXT_GL_H_
#include "flutter/fml/macros.h"
#include "flutter/fml/memory/ref_counted.h"
#include "flutter/fml/memory/ref_ptr.h"
#include "flutter/shell/common/platform_view.h"
#include "flutter/shell/platform/android/android_environment_gl.h"
#include "flutter/shell/platform/android/context/android_context.h"
#include "flutter/shell/platform/android/surface/android_native_window.h"
#include "third_party/skia/include/core/SkSize.h"
namespace flutter {
//------------------------------------------------------------------------------
/// Holds an `EGLSurface` reference.
///
///
/// This can be used in conjunction to unique_ptr to provide better guarantees
/// about the lifespan of the `EGLSurface` object.
///
class AndroidEGLSurface {
public:
AndroidEGLSurface(EGLSurface surface, EGLDisplay display, EGLContext context);
~AndroidEGLSurface();
//----------------------------------------------------------------------------
/// @return Whether the current `EGLSurface` reference is valid. That is,
/// if
/// the surface doesn't point to `EGL_NO_SURFACE`.
///
bool IsValid() const;
//----------------------------------------------------------------------------
/// @brief Binds the EGLContext context to the current rendering thread
/// and to the draw and read surface.
///
/// @return Whether the surface was made current.
///
bool MakeCurrent() const;
//----------------------------------------------------------------------------
/// @brief This only applies to on-screen surfaces such as those created
/// by `AndroidContextGL::CreateOnscreenSurface`.
///
/// @return Whether the EGL surface color buffer was swapped.
///
bool SwapBuffers();
//----------------------------------------------------------------------------
/// @return The size of an `EGLSurface`.
///
SkISize GetSize() const;
private:
const EGLSurface surface_;
const EGLDisplay display_;
const EGLContext context_;
};
//------------------------------------------------------------------------------
/// The Android context is used by `AndroidSurfaceGL` to create and manage
/// EGL surfaces.
///
/// This context binds `EGLContext` to the current rendering thread and to the
/// draw and read `EGLSurface`s.
///
class AndroidContextGL : public AndroidContext {
public:
AndroidContextGL(AndroidRenderingAPI rendering_api,
fml::RefPtr<AndroidEnvironmentGL> environment);
~AndroidContextGL();
//----------------------------------------------------------------------------
/// @brief Allocates an new EGL window surface that is used for on-screen
/// pixels.
///
/// @return The window surface.
///
std::unique_ptr<AndroidEGLSurface> CreateOnscreenSurface(
fml::RefPtr<AndroidNativeWindow> window) const;
//----------------------------------------------------------------------------
/// @brief Allocates an 1x1 pbuffer surface that is used for making the
/// offscreen current for texture uploads.
///
/// @return The pbuffer surface.
///
std::unique_ptr<AndroidEGLSurface> CreateOffscreenSurface() const;
//----------------------------------------------------------------------------
/// @brief Allocates an 1x1 pbuffer surface that is used for making the
/// onscreen context current for snapshotting.
///
/// @return The pbuffer surface.
///
std::unique_ptr<AndroidEGLSurface> CreatePbufferSurface() const;
//----------------------------------------------------------------------------
/// @return The Android environment that contains a reference to the
/// display.
///
fml::RefPtr<AndroidEnvironmentGL> Environment() const;
//----------------------------------------------------------------------------
/// @return Whether the current context is valid. That is, if the EGL
/// contexts were successfully created.
///
bool IsValid() const override;
//----------------------------------------------------------------------------
/// @return Whether the current context was successfully clear.
///
bool ClearCurrent() const;
//----------------------------------------------------------------------------
/// @brief Create a new EGLContext using the same EGLConfig.
///
/// @return The EGLContext.
///
EGLContext CreateNewContext() const;
private:
fml::RefPtr<AndroidEnvironmentGL> environment_;
EGLConfig config_;
EGLContext context_;
EGLContext resource_context_;
bool valid_ = false;
FML_DISALLOW_COPY_AND_ASSIGN(AndroidContextGL);
};
} // namespace flutter
#endif // FLUTTER_SHELL_PLATFORM_ANDROID_ANDROID_CONTEXT_GL_H_