Hash :
61e16b44
        
        Author :
  
        
        Date :
2017-06-19T11:13:23
        
      
Context: Bind current display/surface. Looking at the EGL spec, it says for eglGetCurrentDisplay: "The display for the current context in the calling thread, for the current rendering API, is returned." This implies that MakeCurrent binds a display to a Context. There's also pretty clear language for the read/draw Surface as well, that they can only be bound to one Context/thread at a time. Hence we don't need to duplicate this storage in the egl::Thread structure, merely storing a pointer to the current Context, which has access to the read/draw Surface and current Display. BUG=angleproject:1156 Change-Id: Ia3b99d50b3591012c43e851834c1af02ff62a33f Reviewed-on: https://chromium-review.googlesource.com/538865 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright(c) 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/Error.h"
namespace egl
{
Thread::Thread()
    : mError(EGL_SUCCESS),
      mAPI(EGL_OPENGL_ES_API),
      mContext(static_cast<gl::Context *>(EGL_NO_CONTEXT))
{
}
void Thread::setError(const Error &error)
{
    mError = error.getCode();
}
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;
}
gl::Context *Thread::getValidContext() const
{
    if (mContext && mContext->isContextLost())
    {
        mContext->handleError(gl::OutOfMemory() << "Context has been lost.");
        return nullptr;
    }
    return mContext;
}
Display *Thread::getCurrentDisplay() const
{
    if (mContext)
    {
        return mContext->getCurrentDisplay();
    }
    return nullptr;
}
}  // namespace egl