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kc3-lang/angle/src/libANGLE/Thread.cpp

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  • Author : Jamie Madill
    Date : 2017-06-19 11:13:23
    Hash : 61e16b44
    Message : 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>

  • src/libANGLE/Thread.cpp
  • //
    // 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