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// Copyright 2015 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDERER_BACKEND_EGL_GRAPHICS_SYSTEM_H_
#define COBALT_RENDERER_BACKEND_EGL_GRAPHICS_SYSTEM_H_
#include "base/optional.h"
#include "cobalt/renderer/backend/egl/resource_context.h"
#include "cobalt/renderer/backend/egl/texture_data.h"
#include "cobalt/renderer/backend/graphics_system.h"
#include "cobalt/renderer/egl_and_gles.h"
#include "cobalt/system_window/system_window.h"
namespace cobalt {
namespace renderer {
namespace backend {
// Returns a EGL-specific graphics system that is implemented via EGL and
// OpenGL ES.
class GraphicsSystemEGL : public GraphicsSystem {
public:
explicit GraphicsSystemEGL(system_window::SystemWindow* system_window);
~GraphicsSystemEGL() override;
EGLDisplay GetDisplay() { return display_; }
std::unique_ptr<Display> CreateDisplay(
system_window::SystemWindow* system_window) override;
std::unique_ptr<GraphicsContext> CreateGraphicsContext() override;
std::unique_ptr<TextureDataEGL> AllocateTextureData(const math::Size& size,
GLenum format);
std::unique_ptr<RawTextureMemoryEGL> AllocateRawTextureMemory(
size_t size_in_bytes, size_t alignment);
private:
EGLDisplay display_;
EGLConfig config_;
// Track the system window that the precreated window surface is
// associated with.
system_window::SystemWindow* system_window_;
// Part of our config selection process involves testing to see if the config
// can actually be used to create a surface. If successful, we store the
// created surface to avoid re-creating it when it is needed later.
EGLSurface window_surface_;
// A special graphics context which is used exclusively for mapping/unmapping
// texture memory.
base::Optional<ResourceContext> resource_context_;
};
} // namespace backend
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_BACKEND_EGL_GRAPHICS_SYSTEM_H_