ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOptions options) { for (int i = 0; i < fContexts.count(); ++i) { Context& context = fContexts[i]; if (context.fType == type && context.fOptions == options && !context.fAbandoned) { context.fTestContext->makeCurrent(); return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext); } } SkAutoTDelete<TestContext> testCtx; sk_sp<GrContext> grCtx; GrBackendContext backendContext = 0; sk_sp<const GrGLInterface> glInterface; GrBackend backend = ContextTypeBackend(type); switch (backend) { case kOpenGL_GrBackend: { GLTestContext* glCtx; switch (type) { case kGL_ContextType: glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard); break; case kGLES_ContextType: glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard); break; #if SK_ANGLE # ifdef SK_BUILD_FOR_WIN case kANGLE_ContextType: glCtx = CreateANGLEDirect3DGLTestContext(); break; # endif case kANGLE_GL_ContextType: glCtx = CreateANGLEOpenGLGLTestContext(); break; #endif #if SK_COMMAND_BUFFER case kCommandBuffer_ContextType: glCtx = CommandBufferGLTestContext::Create(); break; #endif #if SK_MESA case kMESA_ContextType: glCtx = CreateMesaGLTestContext(); break; #endif case kNullGL_ContextType: glCtx = CreateNullGLTestContext(kEnableNVPR_ContextOptions & options); break; case kDebugGL_ContextType: glCtx = CreateDebugGLTestContext(); break; default: return ContextInfo(); } if (!glCtx) { return ContextInfo(); } testCtx.reset(glCtx); glInterface.reset(SkRef(glCtx->gl())); // Block NVPR from non-NVPR types. if (!(kEnableNVPR_ContextOptions & options)) { glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface.get())); if (!glInterface) { return ContextInfo(); } } backendContext = reinterpret_cast<GrBackendContext>(glInterface.get()); break; } #ifdef SK_VULKAN case kVulkan_GrBackend: SkASSERT(kVulkan_ContextType == type); if (kEnableNVPR_ContextOptions & options) { return ContextInfo(); } testCtx.reset(CreatePlatformVkTestContext()); if (!testCtx) { return ContextInfo(); } // There is some bug (either in Skia or the NV Vulkan driver) where VkDevice // destruction will hang occaisonally. For some reason having an existing GL // context fixes this. if (!fSentinelGLContext) { fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard)); if (!fSentinelGLContext) { fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard)); } } backendContext = testCtx->backendContext(); break; #endif default: return ContextInfo(); } testCtx->makeCurrent(); SkASSERT(testCtx && testCtx->backend() == backend); grCtx.reset(GrContext::Create(backend, backendContext, fGlobalOptions)); if (!grCtx.get()) { return ContextInfo(); } if (kEnableNVPR_ContextOptions & options) { if (!grCtx->caps()->shaderCaps()->pathRenderingSupport()) { return ContextInfo(); } } if (kRequireSRGBSupport_ContextOptions & options) { if (!grCtx->caps()->srgbSupport()) { return ContextInfo(); } } Context& context = fContexts.push_back(); context.fBackend = backend; context.fTestContext = testCtx.release(); context.fGrContext = SkRef(grCtx.get()); context.fType = type; context.fOptions = options; context.fAbandoned = false; return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext); }