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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Thread.cpp : Defines the Thread class which represents a global EGL thread.
#include "libANGLE/Thread.h"
#include "libANGLE/Context.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
namespace angle
{
bool gUseAndroidOpenGLTlsSlot;
} // namespace angle
namespace egl
{
namespace
{
Debug *sDebug = nullptr;
} // namespace
Thread::Thread()
: mLabel(nullptr),
mError(EGL_SUCCESS),
mAPI(EGL_OPENGL_ES_API),
mContext(static_cast<gl::Context *>(EGL_NO_CONTEXT))
{}
void Thread::setLabel(EGLLabelKHR label)
{
mLabel = label;
}
EGLLabelKHR Thread::getLabel() const
{
return mLabel;
}
void Thread::setSuccess()
{
mError = EGL_SUCCESS;
}
void Thread::setError(EGLint error,
const char *command,
const LabeledObject *object,
const char *message)
{
mError = error;
if (error != EGL_SUCCESS && message)
{
EnsureDebugAllocated();
sDebug->insertMessage(error, command, ErrorCodeToMessageType(error), getLabel(),
object ? object->getLabel() : nullptr, message);
}
}
void Thread::setError(const Error &error, const char *command, const LabeledObject *object)
{
mError = error.getCode();
if (error.isError() && !error.getMessage().empty())
{
EnsureDebugAllocated();
sDebug->insertMessage(error.getCode(), command, ErrorCodeToMessageType(error.getCode()),
getLabel(), object ? object->getLabel() : nullptr,
error.getMessage());
}
}
EGLint Thread::getError() const
{
return mError;
}
void Thread::setAPI(EGLenum api)
{
mAPI = api;
}
EGLenum Thread::getAPI() const
{
return mAPI;
}
void Thread::setCurrent(gl::Context *context)
{
mContext = context;
}
Surface *Thread::getCurrentDrawSurface() const
{
if (mContext)
{
return mContext->getCurrentDrawSurface();
}
return nullptr;
}
Surface *Thread::getCurrentReadSurface() const
{
if (mContext)
{
return mContext->getCurrentReadSurface();
}
return nullptr;
}
gl::Context *Thread::getContext() const
{
return mContext;
}
Display *Thread::getDisplay() const
{
if (mContext)
{
return mContext->getDisplay();
}
return nullptr;
}
void EnsureDebugAllocated()
{
// All EGL calls use a global lock, this is thread safe
if (sDebug == nullptr)
{
sDebug = new Debug();
}
}
void DeallocateDebug()
{
SafeDelete(sDebug);
}
Debug *GetDebug()
{
EnsureDebugAllocated();
return sDebug;
}
} // namespace egl
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