blob: c8fd269974ec03bcfb484d117ce8688afa89fb3d [file] [log] [blame]
//
// Copyright 2018 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.
//
#include "libANGLE/renderer/gl/egl/ContextEGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
namespace rx
{
ContextEGL::ContextEGL(const gl::State &state,
gl::ErrorSet *errorSet,
const std::shared_ptr<RendererEGL> &renderer,
RobustnessVideoMemoryPurgeStatus robustnessVideoMemoryPurgeStatus)
: ContextGL(state, errorSet, renderer, robustnessVideoMemoryPurgeStatus), mRendererEGL(renderer)
{}
ContextEGL::~ContextEGL() {}
void ContextEGL::acquireExternalContext(const gl::Context *context)
{
ASSERT(context->isExternal());
if (!mExtState)
{
mExtState = std::make_unique<ExternalContextState>();
const auto &caps = getCaps();
mExtState->textureBindings.resize(static_cast<size_t>(caps.maxCombinedTextureImageUnits));
}
getStateManager()->syncFromNativeContext(getNativeExtensions(), mExtState.get());
// Use current FBO as the default framebuffer when the external context is current.
// First save the current ID of the default framebuffer to restore in
// onUnMakeCurrent().
gl::Framebuffer *framebuffer = mState.getDefaultFramebuffer();
auto framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
mPrevDefaultFramebufferID = framebufferGL->getFramebufferID();
framebufferGL->updateDefaultFramebufferID(mExtState->framebufferBinding);
}
void ContextEGL::releaseExternalContext(const gl::Context *context)
{
ASSERT(context->isExternal());
ASSERT(mExtState);
getStateManager()->restoreNativeContext(getNativeExtensions(), mExtState.get());
// If the default framebuffer exists, update its ID (note that there can
// be multiple consecutive onUnMakeCurrent() calls in destruction, and
// the default FBO will have been unset by the first one).
gl::Framebuffer *framebuffer = mState.getDefaultFramebuffer();
if (framebuffer)
{
auto framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
framebufferGL->updateDefaultFramebufferID(mPrevDefaultFramebufferID);
}
}
EGLContext ContextEGL::getContext() const
{
return mRendererEGL->getContext();
}
} // namespace rx