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// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GL_INIT_GL_FACTORY_H_
#define UI_GL_INIT_GL_FACTORY_H_
#include "base/memory/ref_counted.h"
#include "ui/gfx/geometry/size.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gpu_preference.h"
#include "ui/gl/init/gl_init_export.h"
namespace gl {
class GLContext;
class GLShareGroup;
class GLSurface;
namespace init {
// Initializes GL bindings.
GL_INIT_EXPORT bool InitializeGLOneOff();
// Initializes GL bindings using the provided parameters. This might be required
// for use in tests, otherwise use InitializeGLOneOff() instead.
GL_INIT_EXPORT bool InitializeGLOneOffImplementation(GLImplementation impl,
bool fallback_to_osmesa,
bool gpu_service_logging,
bool disable_gl_drawing);
// Clears GL bindings and resets GL implementation.
GL_INIT_EXPORT void ClearGLBindings();
// Creates a GL context that is compatible with the given surface.
// |share_group|, if non-NULL, is a group of contexts which the internally
// created OpenGL context shares textures and other resources.
GL_INIT_EXPORT scoped_refptr<GLContext> CreateGLContext(
GLShareGroup* share_group,
GLSurface* compatible_surface,
GpuPreference gpu_preference);
// Creates a GL surface that renders directly to a view.
GL_INIT_EXPORT scoped_refptr<GLSurface> CreateViewGLSurface(
gfx::AcceleratedWidget window);
#if defined(USE_OZONE)
// Creates a GL surface that renders directly into a window with surfaceless
// semantics - there is no default framebuffer and the primary surface must
// be presented as an overlay. If surfaceless mode is not supported or
// enabled it will return a null pointer.
GL_INIT_EXPORT scoped_refptr<GLSurface> CreateSurfacelessViewGLSurface(
gfx::AcceleratedWidget window);
#endif // defined(USE_OZONE)
// Creates a GL surface used for offscreen rendering.
GL_INIT_EXPORT scoped_refptr<GLSurface> CreateOffscreenGLSurface(
const gfx::Size& size);
} // namespace init
} // namespace gl
#endif // UI_GL_INIT_GL_FACTORY_H_