Hash :
81c6b577
Author :
Date :
2016-10-19T14:07:52
Implement GL_EXT_texture_sRGB_decode for GL. BUG=angleproject:1383 BUG=655247 Change-Id: I409b12e1ae418530576de5ec9ce26b7be5d91650 Reviewed-on: https://chromium-review.googlesource.com/400807 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 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 "angle_gl.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);
template <GLGen GenF, GLDelete DeleteF>
class GLWrapper
{
public:
GLWrapper() {}
~GLWrapper() { DeleteF(1, &mHandle); }
GLuint get()
{
if (!mHandle)
{
GenF(1, &mHandle);
}
return mHandle;
}
private:
GLuint mHandle = 0;
};
using GLBuffer = GLWrapper<glGenBuffers, glDeleteBuffers>;
using GLTexture = GLWrapper<glGenTextures, glDeleteTextures>;
using GLFramebuffer = GLWrapper<glGenFramebuffers, glDeleteFramebuffers>;
using GLRenderbuffer = GLWrapper<glGenRenderbuffers, glDeleteRenderbuffers>;
using GLSampler = GLWrapper<glGenSamplers, glDeleteSamplers>;
class GLProgram
{
public:
GLProgram(const std::string &vertexShader, const std::string &fragmentShader)
: mHandle(0), mVertexShader(vertexShader), mFragmentShader(fragmentShader)
{
}
GLProgram(const std::string &computeShader) : mHandle(0), mComputeShader(computeShader) {}
~GLProgram() { glDeleteProgram(mHandle); }
GLuint get()
{
if (mHandle == 0)
{
if (!mComputeShader.empty())
{
mHandle = CompileComputeProgram(mComputeShader);
}
else
{
mHandle = CompileProgram(mVertexShader, mFragmentShader);
}
}
return mHandle;
}
private:
GLuint mHandle;
const std::string mVertexShader;
const std::string mFragmentShader;
const std::string mComputeShader;
};
#define ANGLE_GL_PROGRAM(name, vertex, fragment) \
GLProgram name(vertex, fragment); \
ASSERT_NE(0u, name.get());
#define ANGLE_GL_COMPUTE_PROGRAM(name, compute) \
GLProgram name(compute); \
ASSERT_NE(0u, name.get());
} // namespace angle
#endif // ANGLE_TESTS_GL_RAII_H_