Hash :
99d492c2
        
        Author :
  
        
        Date :
2018-02-27T15:17:10
        
      
Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2015 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.
//
// Image.h: Implements the rx::Image class, an abstract base class for the
// renderer-specific classes which will define the interface to the underlying
// surfaces or resources.
#include "libANGLE/renderer/d3d/ImageD3D.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
namespace rx
{
ImageD3D::ImageD3D()
    : mWidth(0),
      mHeight(0),
      mDepth(0),
      mInternalFormat(GL_NONE),
      mRenderable(false),
      mType(gl::TextureType::InvalidEnum),
      mDirty(false)
{
}
gl::Error ImageD3D::setManagedSurface2D(const gl::Context *context,
                                        TextureStorage *storage,
                                        int level)
{
    return gl::NoError();
}
gl::Error ImageD3D::setManagedSurfaceCube(const gl::Context *context,
                                          TextureStorage *storage,
                                          int face,
                                          int level)
{
    return gl::NoError();
}
gl::Error ImageD3D::setManagedSurface3D(const gl::Context *context,
                                        TextureStorage *storage,
                                        int level)
{
    return gl::NoError();
}
gl::Error ImageD3D::setManagedSurface2DArray(const gl::Context *context,
                                             TextureStorage *storage,
                                             int layer,
                                             int level)
{
    return gl::NoError();
}
}  // namespace rx