SharedGraphicsContext3D.h   [plain text]


/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
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 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *
 * 1.  Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 * 2.  Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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#ifndef SharedGraphicsContext3D_h
#define SharedGraphicsContext3D_h

#include "GraphicsContext3D.h"
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>

namespace WebCore {

class SharedGraphicsContext3D {
public:
    // The caller may ref this pointer, and hang onto it as long as they like.
    // However, the context should be checked periodically to determine if it
    // has been lost. The easiest way to do that is to simply call this
    // function again. Note that the return value may be 0 if the
    // GPU is unavailable.
    static PassRefPtr<GraphicsContext3D> get();
    // This one returns the context, and does not touch it or re-create it.
    // Should only be called on the impl thread.
    static PassRefPtr<GraphicsContext3D> getForImplThread();
    // This one returns if the threaded utility context exists.
    // Should only be called on the main thread.
    static bool haveForImplThread();
    // This call creates the context unconditionally, but does not touch it.
    // Should only be called on the main thread.
    static bool createForImplThread();
};

}

#endif // SharedGraphicsContext3D_h