25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
89 lines
3.3 KiB
C++
89 lines
3.3 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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A base class that should be implemented by classes which want to render openGL
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on a background thread.
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@see OpenGLContext
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLRenderer
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{
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public:
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OpenGLRenderer() = default;
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virtual ~OpenGLRenderer() = default;
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/** Called when a new GL context has been created.
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You can use this as an opportunity to create your textures, shaders, etc.
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When the method is invoked, the new GL context will be active.
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Note that this callback will be made on a background thread, so make sure
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that your implementation is thread-safe.
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*/
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virtual void newOpenGLContextCreated() = 0;
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/** Called when you should render the next openGL frame.
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Note that this callback will be made on a background thread.
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If the context is attached to a component in order to do component rendering,
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then the MessageManager will be locked when this callback is made.
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If no component rendering is being done, then the MessageManager will not be
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locked, and you'll need to make sure your code is thread-safe in any
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interactions it has with your GUI classes.
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For information about how to trigger a render callback, see
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OpenGLContext::triggerRepaint() and OpenGLContext::setContinuousRepainting().
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IMPORTANT: Never take a MessageManagerLock inside this function! On
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macOS, the OpenGL context will be locked for the duration of this call.
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The main thread may also attempt to interact with the OpenGL context at
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any time, which will also require locking the OpenGL context. As a
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result, taking a MessageManagerLock inside renderOpenGL() may cause a
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hierarchical deadlock.
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*/
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virtual void renderOpenGL() = 0;
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/** Called when the current openGL context is about to close.
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You can use this opportunity to release any GL resources that you may have
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created.
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Note that this callback will be made on a background thread, so make sure
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that your implementation is thread-safe.
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(Also note that on Android, this callback won't happen, because there's currently
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no way to implement it..)
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*/
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virtual void openGLContextClosing() = 0;
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};
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} // namespace juce
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