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// surfman/surfman/src/device.rs
//
//! The abstract interface that all devices conform to.
use super::connection::Connection as ConnectionInterface;
use crate::gl::types::{GLenum, GLuint};
use crate::{ContextAttributes, ContextID, Error, GLApi, SurfaceAccess, SurfaceInfo, SurfaceType};
use euclid::default::Size2D;
use std::os::raw::c_void;
/// A thread-local handle to a device.
///
/// Devices contain most of the relevant surface management methods.
pub trait Device: Sized
where
Self::Connection: ConnectionInterface,
{
/// The connection type associated with this device.
type Connection;
/// The context type associated with this device.
type Context;
/// The context descriptor type associated with this device.
type ContextDescriptor;
/// The native context type associated with this device.
type NativeContext;
/// The surface type associated with this device.
type Surface;
/// The surface texture type associated with this device.
type SurfaceTexture;
// device.rs
/// Returns the native device associated with this device.
fn native_device(&self) -> <Self::Connection as ConnectionInterface>::NativeDevice;
/// Returns the display server connection that this device was created with.
fn connection(&self) -> Self::Connection;
/// Returns the adapter that this device was created with.
fn adapter(&self) -> <Self::Connection as ConnectionInterface>::Adapter;
/// Returns the OpenGL API flavor that this device supports (OpenGL or OpenGL ES).
fn gl_api(&self) -> GLApi;
// context.rs
/// Creates a context descriptor with the given attributes.
///
/// Context descriptors are local to this device.
fn create_context_descriptor(
&self,
attributes: &ContextAttributes,
) -> Result<Self::ContextDescriptor, Error>;
/// Creates a new OpenGL context.
///
/// The context initially has no surface attached. Until a surface is bound to it, rendering
/// commands will fail or have no effect.
fn create_context(
&mut self,
descriptor: &Self::ContextDescriptor,
share_with: Option<&Self::Context>,
) -> Result<Self::Context, Error>;
/// Wraps a native context object in an OpenGL context.
unsafe fn create_context_from_native_context(
&self,
native_context: Self::NativeContext,
) -> Result<Self::Context, Error>;
/// Destroys a context.
///
/// The context must have been created on this device.
fn destroy_context(&self, context: &mut Self::Context) -> Result<(), Error>;
/// Returns the descriptor that this context was created with.
fn context_descriptor(&self, context: &Self::Context) -> Self::ContextDescriptor;
/// Makes the context the current OpenGL context for this thread.
///
/// After calling this function, it is valid to use OpenGL rendering commands.
fn make_context_current(&self, context: &Self::Context) -> Result<(), Error>;
/// Removes the current OpenGL context from this thread.
///
/// After calling this function, OpenGL rendering commands will fail until a new context is
/// made current.
fn make_no_context_current(&self) -> Result<(), Error>;
/// Returns the attributes that the context descriptor was created with.
fn context_descriptor_attributes(
&self,
context_descriptor: &Self::ContextDescriptor,
) -> ContextAttributes;
/// Fetches the address of an OpenGL function associated with this context.
///
/// OpenGL functions are local to a context. You should not use OpenGL functions on one context
/// with any other context.
///
/// This method is typically used with a function like `gl::load_with()` from the `gl` crate to
/// load OpenGL function pointers.
fn get_proc_address(&self, context: &Self::Context, symbol_name: &str) -> *const c_void;
/// Attaches a surface to a context for rendering.
///
/// This function takes ownership of the surface. The surface must have been created with this
/// context, or an `IncompatibleSurface` error is returned.
///
/// If this function is called with a surface already bound, a `SurfaceAlreadyBound` error is
/// returned. To avoid this error, first unbind the existing surface with
/// `unbind_surface_from_context`.
///
/// If an error is returned, the surface is returned alongside it.
fn bind_surface_to_context(
&self,
context: &mut Self::Context,
surface: Self::Surface,
) -> Result<(), (Error, Self::Surface)>;
/// Removes and returns any attached surface from this context.
///
/// Any pending OpenGL commands targeting this surface will be automatically flushed, so the
/// surface is safe to read from immediately when this function returns.
fn unbind_surface_from_context(
&self,
context: &mut Self::Context,
) -> Result<Option<Self::Surface>, Error>;
/// Returns a unique ID representing a context.
///
/// This ID is unique to all currently-allocated contexts. If you destroy a context and create
/// a new one, the new context might have the same ID as the destroyed one.
fn context_id(&self, context: &Self::Context) -> ContextID;
/// Returns various information about the surface attached to a context.
///
/// This includes, most notably, the OpenGL framebuffer object needed to render to the surface.
fn context_surface_info(&self, context: &Self::Context) -> Result<Option<SurfaceInfo>, Error>;
/// Returns the native context associated with the given context.
fn native_context(&self, context: &Self::Context) -> Self::NativeContext;
// surface.rs
/// Creates either a generic or a widget surface, depending on the supplied surface type.
///
/// Only the given context may ever render to the surface, but generic surfaces can be wrapped
/// up in a `SurfaceTexture` for reading by other contexts.
fn create_surface(
&mut self,
context: &Self::Context,
surface_access: SurfaceAccess,
surface_type: SurfaceType<<Self::Connection as ConnectionInterface>::NativeWidget>,
) -> Result<Self::Surface, Error>;
/// Creates a surface texture from an existing generic surface for use with the given context.
///
/// The surface texture is local to the supplied context and takes ownership of the surface.
/// Destroying the surface texture allows you to retrieve the surface again.
///
/// *The supplied context does not have to be the same context that the surface is associated
/// with.* This allows you to render to a surface in one context and sample from that surface
/// in another context.
///
/// Calling this method on a widget surface returns a `WidgetAttached` error.
fn create_surface_texture(
&self,
context: &mut Self::Context,
surface: Self::Surface,
) -> Result<Self::SurfaceTexture, (Error, Self::Surface)>;
/// Destroys a surface.
///
/// The supplied context must be the context the surface is associated with, or this returns
/// an `IncompatibleSurface` error.
///
/// You must explicitly call this method to dispose of a surface. Otherwise, a panic occurs in
/// the `drop` method.
fn destroy_surface(
&self,
context: &mut Self::Context,
surface: &mut Self::Surface,
) -> Result<(), Error>;
/// Destroys a surface texture and returns the underlying surface.
///
/// The supplied context must be the same context the surface texture was created with, or an
/// `IncompatibleSurfaceTexture` error is returned.
///
/// All surface textures must be explicitly destroyed with this function, or a panic will
/// occur.
fn destroy_surface_texture(
&self,
context: &mut Self::Context,
surface_texture: Self::SurfaceTexture,
) -> Result<Self::Surface, (Error, Self::SurfaceTexture)>;
/// Returns the OpenGL texture target needed to read from this surface texture.
///
/// This will be `GL_TEXTURE_2D` or `GL_TEXTURE_RECTANGLE`, depending on platform.
fn surface_gl_texture_target(&self) -> GLenum;
/// Displays the contents of a widget surface on screen.
///
/// Widget surfaces are internally double-buffered, so changes to them don't show up in their
/// associated widgets until this method is called.
///
/// The supplied context must match the context the surface was created with, or an
/// `IncompatibleSurface` error is returned.
fn present_surface(
&self,
context: &Self::Context,
surface: &mut Self::Surface,
) -> Result<(), Error>;
/// Resizes a widget surface.
fn resize_surface(
&self,
context: &Self::Context,
surface: &mut Self::Surface,
size: Size2D<i32>,
) -> Result<(), Error>;
/// Returns various information about the surface, including the framebuffer object needed to
/// render to this surface.
///
/// Before rendering to a surface attached to a context, you must call `glBindFramebuffer()`
/// on the framebuffer object returned by this function. This framebuffer object may or not be
/// 0, the default framebuffer, depending on platform.
fn surface_info(&self, surface: &Self::Surface) -> SurfaceInfo;
/// Returns the OpenGL texture object containing the contents of this surface.
///
/// It is only legal to read from, not write to, this texture object.
fn surface_texture_object(&self, surface_texture: &Self::SurfaceTexture) -> GLuint;
}