Hash :
7aea7e05
Author :
Date :
2016-05-10T10:39:45
Add EGLImplFactory. Also rename ImplFactory to GLImplFactory. This will allow us to use the same factory design pattern for EGL objects, and to use State helper classes to share data with Impls. BUG=angleproject:1363 BUG=angleproject:1369 Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7 Reviewed-on: https://chromium-review.googlesource.com/342051 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152
//
// Copyright (c) 2013 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.
//
// Sampler.cpp : Implements the Sampler class, which represents a GLES 3
// sampler object. Sampler objects store some state needed to sample textures.
#include "libANGLE/Sampler.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/SamplerImpl.h"
namespace gl
{
Sampler::Sampler(rx::GLImplFactory *factory, GLuint id)
: RefCountObject(id), mImpl(factory->createSampler()), mLabel(), mSamplerState()
{
}
Sampler::~Sampler()
{
SafeDelete(mImpl);
}
void Sampler::setLabel(const std::string &label)
{
mLabel = label;
}
const std::string &Sampler::getLabel() const
{
return mLabel;
}
void Sampler::setMinFilter(GLenum minFilter)
{
mSamplerState.minFilter = minFilter;
}
GLenum Sampler::getMinFilter() const
{
return mSamplerState.minFilter;
}
void Sampler::setMagFilter(GLenum magFilter)
{
mSamplerState.magFilter = magFilter;
}
GLenum Sampler::getMagFilter() const
{
return mSamplerState.magFilter;
}
void Sampler::setWrapS(GLenum wrapS)
{
mSamplerState.wrapS = wrapS;
}
GLenum Sampler::getWrapS() const
{
return mSamplerState.wrapS;
}
void Sampler::setWrapT(GLenum wrapT)
{
mSamplerState.wrapT = wrapT;
}
GLenum Sampler::getWrapT() const
{
return mSamplerState.wrapT;
}
void Sampler::setWrapR(GLenum wrapR)
{
mSamplerState.wrapR = wrapR;
}
GLenum Sampler::getWrapR() const
{
return mSamplerState.wrapR;
}
void Sampler::setMaxAnisotropy(float maxAnisotropy)
{
mSamplerState.maxAnisotropy = maxAnisotropy;
}
float Sampler::getMaxAnisotropy() const
{
return mSamplerState.maxAnisotropy;
}
void Sampler::setMinLod(GLfloat minLod)
{
mSamplerState.minLod = minLod;
}
GLfloat Sampler::getMinLod() const
{
return mSamplerState.minLod;
}
void Sampler::setMaxLod(GLfloat maxLod)
{
mSamplerState.maxLod = maxLod;
}
GLfloat Sampler::getMaxLod() const
{
return mSamplerState.maxLod;
}
void Sampler::setCompareMode(GLenum compareMode)
{
mSamplerState.compareMode = compareMode;
}
GLenum Sampler::getCompareMode() const
{
return mSamplerState.compareMode;
}
void Sampler::setCompareFunc(GLenum compareFunc)
{
mSamplerState.compareFunc = compareFunc;
}
GLenum Sampler::getCompareFunc() const
{
return mSamplerState.compareFunc;
}
const SamplerState &Sampler::getSamplerState() const
{
return mSamplerState;
}
const rx::SamplerImpl *Sampler::getImplementation() const
{
return mImpl;
}
rx::SamplerImpl *Sampler::getImplementation()
{
return mImpl;
}
}