Hash :
06ef36b9
Author :
Date :
2017-09-09T23:32:46
Add top-level state sync for Samplers. This also reformats the Sampler class to use a shared state struct with the implementation. It removes the call to sync the sampler state from the StateManagerGL::setGenericShaderState method, since it should all be handled at the front-end now. Also rename 'syncImplState' to 'syncState' methods. BUG=angleproject:1387 Change-Id: I5f0219b719aee99aaaa486ec188b2af0c9128e6a Reviewed-on: https://chromium-review.googlesource.com/648054 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Sampler.cpp : Implements the Sampler class, which represents a GLES 3
// sampler object. Sampler objects store some state needed to sample textures.
#include "libANGLE/Sampler.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/SamplerImpl.h"
namespace gl
{
Sampler::Sampler(rx::GLImplFactory *factory, GLuint id)
: RefCountObject(id), mState(), mImpl(factory->createSampler(mState)), mLabel()
{
}
Sampler::~Sampler()
{
SafeDelete(mImpl);
}
void Sampler::setLabel(const std::string &label)
{
mLabel = label;
}
const std::string &Sampler::getLabel() const
{
return mLabel;
}
void Sampler::setMinFilter(GLenum minFilter)
{
mState.minFilter = minFilter;
}
GLenum Sampler::getMinFilter() const
{
return mState.minFilter;
}
void Sampler::setMagFilter(GLenum magFilter)
{
mState.magFilter = magFilter;
}
GLenum Sampler::getMagFilter() const
{
return mState.magFilter;
}
void Sampler::setWrapS(GLenum wrapS)
{
mState.wrapS = wrapS;
}
GLenum Sampler::getWrapS() const
{
return mState.wrapS;
}
void Sampler::setWrapT(GLenum wrapT)
{
mState.wrapT = wrapT;
}
GLenum Sampler::getWrapT() const
{
return mState.wrapT;
}
void Sampler::setWrapR(GLenum wrapR)
{
mState.wrapR = wrapR;
}
GLenum Sampler::getWrapR() const
{
return mState.wrapR;
}
void Sampler::setMaxAnisotropy(float maxAnisotropy)
{
mState.maxAnisotropy = maxAnisotropy;
}
float Sampler::getMaxAnisotropy() const
{
return mState.maxAnisotropy;
}
void Sampler::setMinLod(GLfloat minLod)
{
mState.minLod = minLod;
}
GLfloat Sampler::getMinLod() const
{
return mState.minLod;
}
void Sampler::setMaxLod(GLfloat maxLod)
{
mState.maxLod = maxLod;
}
GLfloat Sampler::getMaxLod() const
{
return mState.maxLod;
}
void Sampler::setCompareMode(GLenum compareMode)
{
mState.compareMode = compareMode;
}
GLenum Sampler::getCompareMode() const
{
return mState.compareMode;
}
void Sampler::setCompareFunc(GLenum compareFunc)
{
mState.compareFunc = compareFunc;
}
GLenum Sampler::getCompareFunc() const
{
return mState.compareFunc;
}
void Sampler::setSRGBDecode(GLenum sRGBDecode)
{
mState.sRGBDecode = sRGBDecode;
}
GLenum Sampler::getSRGBDecode() const
{
return mState.sRGBDecode;
}
const SamplerState &Sampler::getSamplerState() const
{
return mState;
}
rx::SamplerImpl *Sampler::getImplementation() const
{
return mImpl;
}
void Sampler::syncState(const Context *context)
{
// TODO(jmadill): Use actual dirty bits for sampler.
mImpl->syncState(context);
}
} // namespace gl