Hash :
4928b7ca
Author :
Date :
2017-06-20T12:57:39
Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2015 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.
//
// ImageImpl.h: Defines the rx::ImageImpl class representing the EGLimage object.
#ifndef LIBANGLE_RENDERER_IMAGEIMPL_H_
#define LIBANGLE_RENDERER_IMAGEIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/Error.h"
namespace gl
{
class Context;
} // namespace gl
namespace egl
{
class ImageSibling;
struct ImageState;
} // namespace egl
namespace rx
{
class ImageImpl : angle::NonCopyable
{
public:
ImageImpl(const egl::ImageState &state) : mState(state) {}
virtual ~ImageImpl() {}
virtual egl::Error initialize() = 0;
virtual gl::Error orphan(const gl::Context *context, egl::ImageSibling *sibling) = 0;
protected:
const egl::ImageState &mState;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_IMAGEIMPL_H_