Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 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.
//
// gl_raii:
// Helper methods for containing GL objects like buffers and textures.
#ifndef ANGLE_TESTS_GL_RAII_H_
#define ANGLE_TESTS_GL_RAII_H_
#include <functional>
#include "util/shader_utils.h"
namespace angle
{
// This is a bit of hack to work around a bug in MSVS intellisense, and make it very easy to
// use the correct function pointer type without worrying about the various definitions of
// GL_APICALL.
using GLGen = decltype(glGenBuffers);
using GLDelete = decltype(glDeleteBuffers);
class GLWrapper : angle::NonCopyable
{
public:
GLWrapper(GLGen *genFunc, GLDelete *deleteFunc) : mGenFunc(genFunc), mDeleteFunc(deleteFunc) {}
~GLWrapper() { (*mDeleteFunc)(1, &mHandle); }
// The move-constructor and move-assignment operators are necessary so that the data within a
// GLWrapper object can be relocated.
GLWrapper(GLWrapper &&rht)
: mGenFunc(rht.mGenFunc), mDeleteFunc(rht.mDeleteFunc), mHandle(rht.mHandle)
{
rht.mHandle = 0u;
}
GLWrapper &operator=(GLWrapper &&rht)
{
if (this != &rht)
{
mGenFunc = rht.mGenFunc;
mDeleteFunc = rht.mDeleteFunc;
std::swap(mHandle, rht.mHandle);
}
return *this;
}
void reset()
{
if (mHandle != 0u)
{
(*mDeleteFunc)(1, &mHandle);
mHandle = 0u;
}
}
GLuint get()
{
if (!mHandle)
{
(*mGenFunc)(1, &mHandle);
}
return mHandle;
}
operator GLuint() { return get(); }
private:
GLGen *mGenFunc;
GLDelete *mDeleteFunc;
GLuint mHandle = 0u;
};
class GLVertexArray : public GLWrapper
{
public:
GLVertexArray() : GLWrapper(&glGenVertexArrays, &glDeleteVertexArrays) {}
};
class GLBuffer : public GLWrapper
{
public:
GLBuffer() : GLWrapper(&glGenBuffers, &glDeleteBuffers) {}
};
class GLTexture : public GLWrapper
{
public:
GLTexture() : GLWrapper(&glGenTextures, &glDeleteTextures) {}
};
class GLFramebuffer : public GLWrapper
{
public:
GLFramebuffer() : GLWrapper(&glGenFramebuffers, &glDeleteFramebuffers) {}
};
class GLMemoryObject : public GLWrapper
{
public:
GLMemoryObject() : GLWrapper(&glCreateMemoryObjectsEXT, &glDeleteMemoryObjectsEXT) {}
};
class GLRenderbuffer : public GLWrapper
{
public:
GLRenderbuffer() : GLWrapper(&glGenRenderbuffers, &glDeleteRenderbuffers) {}
};
class GLSampler : public GLWrapper
{
public:
GLSampler() : GLWrapper(&glGenSamplers, &glDeleteSamplers) {}
};
class GLSemaphore : public GLWrapper
{
public:
GLSemaphore() : GLWrapper(&glGenSemaphoresEXT, &glDeleteSemaphoresEXT) {}
};
class GLTransformFeedback : public GLWrapper
{
public:
GLTransformFeedback() : GLWrapper(&glGenTransformFeedbacks, &glDeleteTransformFeedbacks) {}
};
class GLProgramPipeline : public GLWrapper
{
public:
GLProgramPipeline() : GLWrapper(&glGenProgramPipelines, &glDeleteProgramPipelines) {}
};
class GLQueryEXT : public GLWrapper
{
public:
GLQueryEXT() : GLWrapper(&glGenQueriesEXT, &glDeleteQueriesEXT) {}
};
class GLShader : angle::NonCopyable
{
public:
GLShader() = delete;
explicit GLShader(GLenum shaderType) { mHandle = glCreateShader(shaderType); }
~GLShader() { glDeleteShader(mHandle); }
GLuint get() { return mHandle; }
operator GLuint() { return get(); }
private:
GLuint mHandle;
};
// Prefer ANGLE_GL_PROGRAM for local variables.
class GLProgram
{
public:
GLProgram() : mHandle(0) {}
~GLProgram() { glDeleteProgram(mHandle); }
void makeEmpty() { mHandle = glCreateProgram(); }
void makeCompute(const char *computeShader) { mHandle = CompileComputeProgram(computeShader); }
void makeRaster(const char *vertexShader, const char *fragmentShader)
{
mHandle = CompileProgram(vertexShader, fragmentShader);
}
void makeRaster(const char *vertexShader,
const char *geometryShader,
const char *fragmentShader)
{
mHandle = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
}
void makeRasterWithTransformFeedback(const char *vertexShader,
const char *fragmentShader,
const std::vector<std::string> &tfVaryings,
GLenum bufferMode)
{
mHandle = CompileProgramWithTransformFeedback(vertexShader, fragmentShader, tfVaryings,
bufferMode);
}
void makeBinaryOES(const std::vector<uint8_t> &binary, GLenum binaryFormat)
{
mHandle = LoadBinaryProgramOES(binary, binaryFormat);
}
void makeBinaryES3(const std::vector<uint8_t> &binary, GLenum binaryFormat)
{
mHandle = LoadBinaryProgramES3(binary, binaryFormat);
}
bool valid() const { return mHandle != 0; }
GLuint get() { return mHandle; }
operator GLuint() { return get(); }
private:
GLuint mHandle;
};
#define ANGLE_GL_EMPTY_PROGRAM(name) \
GLProgram name; \
name.makeEmpty(); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM(name, vertex, fragment) \
GLProgram name; \
name.makeRaster(vertex, fragment); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM_WITH_GS(name, vertex, geometry, fragment) \
GLProgram name; \
name.makeRaster(vertex, geometry, fragment); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(name, vertex, fragment, tfVaryings, bufferMode) \
GLProgram name; \
name.makeRasterWithTransformFeedback(vertex, fragment, tfVaryings, bufferMode); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_COMPUTE_PROGRAM(name, compute) \
GLProgram name; \
name.makeCompute(compute); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_BINARY_OES_PROGRAM(name, binary, binaryFormat) \
GLProgram name; \
name.makeBinaryOES(binary, binaryFormat); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_BINARY_ES3_PROGRAM(name, binary, binaryFormat) \
GLProgram name; \
name.makeBinaryES3(binary, binaryFormat); \
ASSERT_TRUE(name.valid())
} // namespace angle
#endif // ANGLE_TESTS_GL_RAII_H_