Hash :
8f775607
Author :
Date :
2016-11-03T16:45:34
Introduce a gl::BufferState class. This state can share vital pieces of information with the impl. The most elementary state is the buffer size, which then the impl doesn't need to replicate. BUG=angleproject:1579 Change-Id: I341393c64a6e49de65c1d53b1bad2fa143209862 Reviewed-on: https://chromium-review.googlesource.com/406644 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@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.
//
// GLImplFactory.h:
// Factory interface for OpenGL ES Impl objects.
//
#ifndef LIBANGLE_RENDERER_GLIMPLFACTORY_H_
#define LIBANGLE_RENDERER_GLIMPLFACTORY_H_
#include <vector>
#include "angle_gl.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/VertexArray.h"
namespace gl
{
class ContextState;
}
namespace rx
{
class BufferImpl;
class CompilerImpl;
class ContextImpl;
class FenceNVImpl;
class FenceSyncImpl;
class FramebufferImpl;
class PathImpl;
class ProgramImpl;
class QueryImpl;
class RenderbufferImpl;
class SamplerImpl;
class ShaderImpl;
class TextureImpl;
class TransformFeedbackImpl;
class VertexArrayImpl;
class GLImplFactory : angle::NonCopyable
{
public:
GLImplFactory() {}
virtual ~GLImplFactory() {}
// Shader creation
virtual CompilerImpl *createCompiler() = 0;
virtual ShaderImpl *createShader(const gl::ShaderState &data) = 0;
virtual ProgramImpl *createProgram(const gl::ProgramState &data) = 0;
// Framebuffer creation
virtual FramebufferImpl *createFramebuffer(const gl::FramebufferState &data) = 0;
// Texture creation
virtual TextureImpl *createTexture(const gl::TextureState &state) = 0;
// Renderbuffer creation
virtual RenderbufferImpl *createRenderbuffer() = 0;
// Buffer creation
virtual BufferImpl *createBuffer(const gl::BufferState &state) = 0;
// Vertex Array creation
virtual VertexArrayImpl *createVertexArray(const gl::VertexArrayState &data) = 0;
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type) = 0;
virtual FenceNVImpl *createFenceNV() = 0;
virtual FenceSyncImpl *createFenceSync() = 0;
// Transform Feedback creation
virtual TransformFeedbackImpl *createTransformFeedback(
const gl::TransformFeedbackState &state) = 0;
// Sampler object creation
virtual SamplerImpl *createSampler() = 0;
virtual std::vector<PathImpl *> createPaths(GLsizei range) = 0;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_GLIMPLFACTORY_H_