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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
 * 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(MOZ_WIDGET_ANDROID)
#  include "GLTypes.h"  // for EGLSurface and EGLConfig
#endif                  // defined(MOZ_WIDGET_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 aHardwareWebRender, bool aForceAccelerated);

  /// Just create a context. We'll add offscreen stuff ourselves.
  static already_AddRefed<GLContext> CreateHeadless(
      const GLContextCreateDesc&, nsACString* const out_failureId);

  /**
   * 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();
};