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e703c606
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2018-02-20T10:21:48
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Add gl::RenderbufferState shared state helper.
This shared state will be read-only visible in the RenderbufferImpl
class. It mirrors existing structs for Textures, Buffers, and other
classes. It allows the implementation class to have a read-only view
as to the current GL state of an object.
This will be useful to the Vulkan back-end, which would like to know
the current Renderbuffer state before having to redefine the storage.
If the current parameters match, it might not have to redefine the
storage at all.
The solution involves passing around the gl::RenderbufferState
through various factory methods.
Also name the Renderbuffer implementation pointer consistently and
make it use std::unique_ptr.
Bug: angleproject:2347
Change-Id: Ied6e0358e24e74a7fedbe4aea692edee909b5838
Reviewed-on: https://chromium-review.googlesource.com/922457
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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05b35b21
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2017-10-03T09:01:44
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D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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ea84f6ff
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2017-09-20T13:20:30
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Pass Context to Framebuffer11 dirty callback.
This allows us to call StateManager11::invalidateRenderTarget from the
Framebuffer11::signal function, which will then trigger state refresh
on the next draw call.
This requires passing Context through a few more Renderbuffer methods,
and reorganizing the RenderTarget signalling so that it doesn't signal
dirty in the destructor. Instead they are signaled as they are
destroyed in the containing classes.
BUG=angleproject:2151
Change-Id: I4cf575e4a01b48275ff78d75bc55b2d1fced591d
Reviewed-on: https://chromium-review.googlesource.com/673139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
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3a7cdb82
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2016-11-21T16:53:40
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"Implement" more NULL backend objects.
BUG=angleproject:1468
Change-Id: I3c42872ba13dbf346722bc34b9415a4e79c9f82c
Reviewed-on: https://chromium-review.googlesource.com/413328
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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d08f3b3d
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2016-09-23T15:56:30
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Add stubs for a NULL renderer.
BUG=angleproject:1468
Change-Id: I2ed2b65a4b6f6ea3dda61c0467aef95e407cd38c
Reviewed-on: https://chromium-review.googlesource.com/388844
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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