Hash :
e703c606
Author :
Date :
2018-02-20T10:21:48
Add gl::RenderbufferState shared state helper. This shared state will be read-only visible in the RenderbufferImpl class. It mirrors existing structs for Textures, Buffers, and other classes. It allows the implementation class to have a read-only view as to the current GL state of an object. This will be useful to the Vulkan back-end, which would like to know the current Renderbuffer state before having to redefine the storage. If the current parameters match, it might not have to redefine the storage at all. The solution involves passing around the gl::RenderbufferState through various factory methods. Also name the Renderbuffer implementation pointer consistently and make it use std::unique_ptr. Bug: angleproject:2347 Change-Id: Ied6e0358e24e74a7fedbe4aea692edee909b5838 Reviewed-on: https://chromium-review.googlesource.com/922457 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 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.
//
// angle_unittests_utils.h:
// Helpers for mocking and unit testing.
#ifndef TESTS_ANGLE_UNITTESTS_UTILS_H_
#define TESTS_ANGLE_UNITTESTS_UTILS_H_
#include "libANGLE/Surface.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/EGLImplFactory.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace rx
{
// Useful when mocking a part of the GLImplFactory class
class NullFactory : public GLImplFactory
{
public:
NullFactory() {}
// Shader creation
CompilerImpl *createCompiler() override { return nullptr; }
ShaderImpl *createShader(const gl::ShaderState &data) override { return nullptr; }
ProgramImpl *createProgram(const gl::ProgramState &data) override { return nullptr; }
// Framebuffer creation
FramebufferImpl *createFramebuffer(const gl::FramebufferState &data) override
{
return nullptr;
}
// Texture creation
TextureImpl *createTexture(const gl::TextureState &data) override { return nullptr; }
// Renderbuffer creation
RenderbufferImpl *createRenderbuffer(const gl::RenderbufferState &state) override
{
return nullptr;
}
// Buffer creation
BufferImpl *createBuffer(const gl::BufferState &state) override { return nullptr; }
// Vertex Array creation
VertexArrayImpl *createVertexArray(const gl::VertexArrayState &data) override
{
return nullptr;
}
// Query and Fence creation
QueryImpl *createQuery(GLenum type) override { return nullptr; }
FenceNVImpl *createFenceNV() override { return nullptr; }
SyncImpl *createSync() override { return nullptr; }
// Transform Feedback creation
TransformFeedbackImpl *createTransformFeedback(const gl::TransformFeedbackState &state) override
{
return nullptr;
}
// Sampler object creation
SamplerImpl *createSampler(const gl::SamplerState &state) override { return nullptr; }
// Program Pipeline creation
ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) override
{
return nullptr;
}
std::vector<PathImpl *> createPaths(GLsizei range) override
{
return std::vector<PathImpl *>();
}
};
// A class with all the factory methods mocked.
class MockGLFactory : public GLImplFactory
{
public:
MOCK_METHOD1(createContext, ContextImpl *(const gl::ContextState &));
MOCK_METHOD0(createCompiler, CompilerImpl *());
MOCK_METHOD1(createShader, ShaderImpl *(const gl::ShaderState &));
MOCK_METHOD1(createProgram, ProgramImpl *(const gl::ProgramState &));
MOCK_METHOD1(createProgramPipeline, ProgramPipelineImpl *(const gl::ProgramPipelineState &));
MOCK_METHOD1(createFramebuffer, FramebufferImpl *(const gl::FramebufferState &));
MOCK_METHOD1(createTexture, TextureImpl *(const gl::TextureState &));
MOCK_METHOD1(createRenderbuffer, RenderbufferImpl *(const gl::RenderbufferState &));
MOCK_METHOD1(createBuffer, BufferImpl *(const gl::BufferState &));
MOCK_METHOD1(createVertexArray, VertexArrayImpl *(const gl::VertexArrayState &));
MOCK_METHOD1(createQuery, QueryImpl *(GLenum type));
MOCK_METHOD0(createFenceNV, FenceNVImpl *());
MOCK_METHOD0(createSync, SyncImpl *());
MOCK_METHOD1(createTransformFeedback,
TransformFeedbackImpl *(const gl::TransformFeedbackState &));
MOCK_METHOD1(createSampler, SamplerImpl *(const gl::SamplerState &));
MOCK_METHOD1(createPaths, std::vector<PathImpl *>(GLsizei));
};
class MockEGLFactory : public EGLImplFactory
{
public:
MOCK_METHOD3(createWindowSurface,
SurfaceImpl *(const egl::SurfaceState &,
EGLNativeWindowType,
const egl::AttributeMap &));
MOCK_METHOD2(createPbufferSurface,
SurfaceImpl *(const egl::SurfaceState &, const egl::AttributeMap &));
MOCK_METHOD4(createPbufferFromClientBuffer,
SurfaceImpl *(const egl::SurfaceState &,
EGLenum,
EGLClientBuffer,
const egl::AttributeMap &));
MOCK_METHOD3(createPixmapSurface,
SurfaceImpl *(const egl::SurfaceState &,
NativePixmapType,
const egl::AttributeMap &));
MOCK_METHOD3(createImage,
ImageImpl *(const egl::ImageState &, EGLenum, const egl::AttributeMap &));
MOCK_METHOD1(createContext, ContextImpl *(const gl::ContextState &));
MOCK_METHOD2(createStreamProducerD3DTexture,
StreamProducerImpl *(egl::Stream::ConsumerType, const egl::AttributeMap &));
};
} // namespace rx
#endif // TESTS_ANGLE_UNITTESTS_UTILS_H_