Hash :
437fa654
Author :
Date :
2016-05-03T15:13:24
Add a ContextImpl class. This class can contain impl-specific functionality for a Context. This will eventually replace the Renderer class, and we can then start passing around a gl::Context instead of gl::ContextState. In D3D11, the ContextImpl could hold a DeferredContext, which would enable multi-thread rendering. In GL, we can implement non-virtual (native) Contexts. In Vulkan it might store the logical device. BUG=angleproject:1363 Change-Id: I39617e6d1a605d1a9574832e4d322400b09867ec Reviewed-on: https://chromium-review.googlesource.com/340745 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright(c) 2014 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.
//
// global_state.cpp : Implements functions for querying the thread-local GL and EGL state.
#include "libGLESv2/global_state.h"
#include "libANGLE/Context.h"
#include "libANGLE/Error.h"
#include "common/debug.h"
#include "common/platform.h"
#include "common/tls.h"
namespace
{
static TLSIndex currentTLS = TLS_INVALID_INDEX;
struct Current
{
EGLint error;
EGLenum API;
egl::Display *display;
egl::Surface *drawSurface;
egl::Surface *readSurface;
gl::Context *context;
};
Current *AllocateCurrent()
{
ASSERT(currentTLS != TLS_INVALID_INDEX);
if (currentTLS == TLS_INVALID_INDEX)
{
return NULL;
}
Current *current = new Current();
current->error = EGL_SUCCESS;
current->API = EGL_OPENGL_ES_API;
current->display = reinterpret_cast<egl::Display*>(EGL_NO_DISPLAY);
current->drawSurface = reinterpret_cast<egl::Surface*>(EGL_NO_SURFACE);
current->readSurface = reinterpret_cast<egl::Surface*>(EGL_NO_SURFACE);
current->context = reinterpret_cast<gl::Context*>(EGL_NO_CONTEXT);
if (!SetTLSValue(currentTLS, current))
{
ERR("Could not set thread local storage.");
return NULL;
}
return current;
}
Current *GetCurrentData()
{
// Create a TLS index if one has not been created for this DLL
if (currentTLS == TLS_INVALID_INDEX)
{
currentTLS = CreateTLSIndex();
}
Current *current = reinterpret_cast<Current*>(GetTLSValue(currentTLS));
// ANGLE issue 488: when the dll is loaded after thread initialization,
// thread local storage (current) might not exist yet.
return (current ? current : AllocateCurrent());
}
#ifdef ANGLE_PLATFORM_WINDOWS
void DeallocateCurrent()
{
Current *current = reinterpret_cast<Current*>(GetTLSValue(currentTLS));
SafeDelete(current);
SetTLSValue(currentTLS, NULL);
}
extern "C" BOOL WINAPI DllMain(HINSTANCE, DWORD reason, LPVOID)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
currentTLS = CreateTLSIndex();
if (currentTLS == TLS_INVALID_INDEX)
{
return FALSE;
}
AllocateCurrent();
break;
case DLL_THREAD_ATTACH:
AllocateCurrent();
break;
case DLL_THREAD_DETACH:
DeallocateCurrent();
break;
case DLL_PROCESS_DETACH:
DeallocateCurrent();
if (currentTLS != TLS_INVALID_INDEX)
{
DestroyTLSIndex(currentTLS);
currentTLS = TLS_INVALID_INDEX;
}
break;
}
return TRUE;
}
#endif
}
namespace gl
{
Context *GetGlobalContext()
{
Current *current = GetCurrentData();
return current->context;
}
Context *GetValidGlobalContext()
{
gl::Context *context = GetGlobalContext();
if (context)
{
if (context->isContextLost())
{
context->handleError(gl::Error(GL_OUT_OF_MEMORY, "Context has been lost."));
return nullptr;
}
else
{
return context;
}
}
return nullptr;
}
}
namespace egl
{
void SetGlobalError(const Error &error)
{
Current *current = GetCurrentData();
current->error = error.getCode();
}
EGLint GetGlobalError()
{
Current *current = GetCurrentData();
return current->error;
}
EGLenum GetGlobalAPI()
{
Current *current = GetCurrentData();
return current->API;
}
void SetGlobalAPI(EGLenum API)
{
Current *current = GetCurrentData();
current->API = API;
}
void SetGlobalDisplay(Display *dpy)
{
Current *current = GetCurrentData();
current->display = dpy;
}
Display *GetGlobalDisplay()
{
Current *current = GetCurrentData();
return current->display;
}
void SetGlobalDrawSurface(Surface *surface)
{
Current *current = GetCurrentData();
current->drawSurface = surface;
}
Surface *GetGlobalDrawSurface()
{
Current *current = GetCurrentData();
return current->drawSurface;
}
void SetGlobalReadSurface(Surface *surface)
{
Current *current = GetCurrentData();
current->readSurface = surface;
}
Surface *GetGlobalReadSurface()
{
Current *current = GetCurrentData();
return current->readSurface;
}
void SetGlobalContext(gl::Context *context)
{
Current *current = GetCurrentData();
current->context = context;
}
gl::Context *GetGlobalContext()
{
Current *current = GetCurrentData();
return current->context;
}
}