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// surfman/surfman/src/platform/generic/multi/context.rs
//
//! A context abstraction that allows the choice of backends dynamically.
use super::device::Device;
use super::surface::Surface;
use crate::device::Device as DeviceInterface;
use crate::{ContextAttributes, ContextID, Error, SurfaceInfo};
use std::os::raw::c_void;
/// Represents an OpenGL rendering context.
///
/// A context allows you to issue rendering commands to a surface. When initially created, a
/// context has no attached surface, so rendering commands will fail or be ignored. Typically, you
/// attach a surface to the context before rendering.
///
/// Contexts take ownership of the surfaces attached to them. In order to mutate a surface in any
/// way other than rendering to it (e.g. presenting it to a window, which causes a buffer swap), it
/// must first be detached from its context. Each surface is associated with a single context upon
/// creation and may not be rendered to from any other context. However, you can wrap a surface in
/// a surface texture, which allows the surface to be read from another context.
///
/// OpenGL objects may not be shared across contexts directly, but surface textures effectively
/// allow for sharing of texture data. Contexts are local to a single thread and device.
///
/// A context must be explicitly destroyed with `destroy_context()`, or a panic will occur.
pub enum Context<Def, Alt>
where
Def: DeviceInterface,
Alt: DeviceInterface,
{
/// The default rendering context type.
Default(Def::Context),
/// The alternate rendering context type.
Alternate(Alt::Context),
}
/// Information needed to create a context. Some APIs call this a "config" or a "pixel format".
///
/// These are local to a device.
#[derive(Clone)]
pub enum ContextDescriptor<Def, Alt>
where
Def: DeviceInterface,
Alt: DeviceInterface,
{
/// The default context descriptor type.
Default(Def::ContextDescriptor),
/// The alternate context descriptor type.
Alternate(Alt::ContextDescriptor),
}
/// Wraps a platform-specific native context.
pub enum NativeContext<Def, Alt>
where
Def: DeviceInterface,
Alt: DeviceInterface,
{
/// The default context type.
Default(Def::NativeContext),
/// The alternate context type.
Alternate(Alt::NativeContext),
}
impl<Def, Alt> Device<Def, Alt>
where
Def: DeviceInterface,
Alt: DeviceInterface,
{
/// Creates a context descriptor with the given attributes.
///
/// Context descriptors are local to this device.
pub fn create_context_descriptor(
&self,
attributes: &ContextAttributes,
) -> Result<ContextDescriptor<Def, Alt>, Error> {
match *self {
Device::Default(ref device) => device
.create_context_descriptor(attributes)
.map(ContextDescriptor::Default),
Device::Alternate(ref device) => device
.create_context_descriptor(attributes)
.map(ContextDescriptor::Alternate),
}
}
/// 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.
pub fn create_context(
&mut self,
descriptor: &ContextDescriptor<Def, Alt>,
share_with: Option<&Context<Def, Alt>>,
) -> Result<Context<Def, Alt>, Error> {
match (&mut *self, descriptor) {
(&mut Device::Default(ref mut device), ContextDescriptor::Default(descriptor)) => {
let shared = match share_with {
Some(Context::Default(other)) => Some(other),
Some(_) => {
return Err(Error::IncompatibleSharedContext);
}
None => None,
};
device
.create_context(descriptor, shared)
.map(Context::Default)
}
(&mut Device::Alternate(ref mut device), ContextDescriptor::Alternate(descriptor)) => {
let shared = match share_with {
Some(Context::Alternate(other)) => Some(other),
Some(_) => {
return Err(Error::IncompatibleSharedContext);
}
None => None,
};
device
.create_context(descriptor, shared)
.map(Context::Alternate)
}
_ => Err(Error::IncompatibleContextDescriptor),
}
}
/// Wraps an existing native context in a `Context` object.
pub unsafe fn create_context_from_native_context(
&self,
native_context: NativeContext<Def, Alt>,
) -> Result<Context<Def, Alt>, Error> {
match self {
Device::Default(device) => match native_context {
NativeContext::Default(native_context) => device
.create_context_from_native_context(native_context)
.map(Context::Default),
_ => Err(Error::IncompatibleNativeContext),
},
Device::Alternate(device) => match native_context {
NativeContext::Alternate(native_context) => device
.create_context_from_native_context(native_context)
.map(Context::Alternate),
_ => Err(Error::IncompatibleNativeContext),
},
}
}
/// Destroys a context.
///
/// The context must have been created on this device.
pub fn destroy_context(&self, context: &mut Context<Def, Alt>) -> Result<(), Error> {
match (self, &mut *context) {
(Device::Default(device), &mut Context::Default(ref mut context)) => {
device.destroy_context(context)
}
(Device::Alternate(device), &mut Context::Alternate(ref mut context)) => {
device.destroy_context(context)
}
_ => Err(Error::IncompatibleContext),
}
}
/// Returns the native context underlying this context.
pub fn native_context(&self, context: &Context<Def, Alt>) -> NativeContext<Def, Alt> {
match (self, context) {
(Device::Default(device), Context::Default(context)) => {
NativeContext::Default(device.native_context(context))
}
(Device::Alternate(device), Context::Alternate(context)) => {
NativeContext::Alternate(device.native_context(context))
}
_ => panic!("Incompatible context!"),
}
}
/// Returns the descriptor that this context was created with.
pub fn context_descriptor(&self, context: &Context<Def, Alt>) -> ContextDescriptor<Def, Alt> {
match (self, context) {
(Device::Default(device), Context::Default(context)) => {
ContextDescriptor::Default(device.context_descriptor(context))
}
(Device::Alternate(device), Context::Alternate(context)) => {
ContextDescriptor::Alternate(device.context_descriptor(context))
}
_ => panic!("Incompatible context!"),
}
}
/// Makes the context the current OpenGL context for this thread.
///
/// After calling this function, it is valid to use OpenGL rendering commands.
pub fn make_context_current(&self, context: &Context<Def, Alt>) -> Result<(), Error> {
match (self, context) {
(Device::Default(device), Context::Default(context)) => {
device.make_context_current(context)
}
(Device::Alternate(device), Context::Alternate(context)) => {
device.make_context_current(context)
}
_ => Err(Error::IncompatibleContext),
}
}
/// Removes the current OpenGL context from this thread.
///
/// After calling this function, OpenGL rendering commands will fail until a new context is
/// made current.
pub fn make_no_context_current(&self) -> Result<(), Error> {
match self {
Device::Default(device) => device.make_no_context_current(),
Device::Alternate(device) => device.make_no_context_current(),
}
}
/// 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.
pub fn bind_surface_to_context(
&self,
context: &mut Context<Def, Alt>,
surface: Surface<Def, Alt>,
) -> Result<(), (Error, Surface<Def, Alt>)> {
match (self, &mut *context) {
(Device::Default(device), &mut Context::Default(ref mut context)) => match surface {
Surface::Default(surface) => device
.bind_surface_to_context(context, surface)
.map_err(|(err, surface)| (err, Surface::Default(surface))),
_ => Err((Error::IncompatibleSurface, surface)),
},
(Device::Alternate(device), &mut Context::Alternate(ref mut context)) => {
match surface {
Surface::Alternate(surface) => device
.bind_surface_to_context(context, surface)
.map_err(|(err, surface)| (err, Surface::Alternate(surface))),
_ => Err((Error::IncompatibleSurface, surface)),
}
}
_ => Err((Error::IncompatibleContext, 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.
pub fn unbind_surface_from_context(
&self,
context: &mut Context<Def, Alt>,
) -> Result<Option<Surface<Def, Alt>>, Error> {
match (self, &mut *context) {
(Device::Default(device), &mut Context::Default(ref mut context)) => device
.unbind_surface_from_context(context)
.map(|surface| surface.map(Surface::Default)),
(Device::Alternate(device), &mut Context::Alternate(ref mut context)) => device
.unbind_surface_from_context(context)
.map(|surface| surface.map(Surface::Alternate)),
_ => Err(Error::IncompatibleContext),
}
}
/// Returns the attributes that the context descriptor was created with.
pub fn context_descriptor_attributes(
&self,
context_descriptor: &ContextDescriptor<Def, Alt>,
) -> ContextAttributes {
match (self, context_descriptor) {
(Device::Default(device), ContextDescriptor::Default(context_descriptor)) => {
device.context_descriptor_attributes(context_descriptor)
}
(Device::Alternate(device), ContextDescriptor::Alternate(context_descriptor)) => {
device.context_descriptor_attributes(context_descriptor)
}
_ => panic!("Incompatible context!"),
}
}
/// 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.
pub fn get_proc_address(
&self,
context: &Context<Def, Alt>,
symbol_name: &str,
) -> *const c_void {
match (self, context) {
(Device::Default(device), Context::Default(context)) => {
device.get_proc_address(context, symbol_name)
}
(Device::Alternate(device), Context::Alternate(context)) => {
device.get_proc_address(context, symbol_name)
}
_ => panic!("Incompatible context!"),
}
}
/// 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.
pub fn context_id(&self, context: &Context<Def, Alt>) -> ContextID {
match (self, context) {
(Device::Default(device), Context::Default(context)) => device.context_id(context),
(Device::Alternate(device), Context::Alternate(context)) => device.context_id(context),
_ => panic!("Incompatible context!"),
}
}
/// Returns various information about the surface attached to a context.
///
/// This includes, most notably, the OpenGL framebuffer object needed to render to the surface.
pub fn context_surface_info(
&self,
context: &Context<Def, Alt>,
) -> Result<Option<SurfaceInfo>, Error> {
match (self, context) {
(Device::Default(device), Context::Default(context)) => {
device.context_surface_info(context)
}
(Device::Alternate(device), Context::Alternate(context)) => {
device.context_surface_info(context)
}
_ => Err(Error::IncompatibleContext),
}
}
}