// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef egl_Context_hpp #define egl_Context_hpp #include "common/Object.hpp" #include "Renderer/Surface.hpp" #include #include namespace gl { class Surface; } namespace egl { class Display; class Image; class [[clang::lto_visibility_public]] Context : public gl::Object { public: virtual void makeCurrent(gl::Surface *surface) = 0; virtual void bindTexImage(gl::Surface *surface) = 0; virtual EGLenum validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) = 0; virtual Image *createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) = 0; virtual EGLint getClientVersion() const = 0; virtual EGLint getConfigID() const = 0; virtual void finish() = 0; virtual void blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) = 0; Display *getDisplay() const { return display; } protected: Context(egl::Display *display) : display(display) {} virtual ~Context() {}; egl::Display *const display; }; } #endif // egl_Context_hpp