Hash :
0b7eef7c
Author :
Date :
2014-06-12T14:10:47
Removed common_includes.h reordered includes. Since we are not using precompiled headers anymore, remove common_includes.h so that fewer files are included in cpp files. Reordered includes to be in the following order: 1) Local ANGLE project headers, ordered by directory in descending depth 2) GL headers 3) STL headers This helps enforce the include-what-you-use principal by reducing the number of STL headers unexpectedly shared between files. This include order conflicts with some of the Google c++ style guide which states that STL includes should be first but this helps us catch more issues. Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc Reviewed-on: https://chromium-review.googlesource.com/214850 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2012-2014 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.
//
// Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances.
#include "libGLESv2/main.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/renderer/Renderer.h"
#include "common/utilities.h"
#include "third_party/trace_event/trace_event.h"
#include "libGLESv2/Shader.h"
#if defined (ANGLE_ENABLE_D3D9)
#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
#endif // ANGLE_ENABLE_D3D9
#if defined (ANGLE_ENABLE_D3D11)
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#endif // ANGLE_ENABLE_D3D11
#if !defined(ANGLE_DEFAULT_D3D11)
// Enables use of the Direct3D 11 API for a default display, when available
#define ANGLE_DEFAULT_D3D11 0
#endif
#include <EGL/eglext.h>
namespace rx
{
Renderer::Renderer(egl::Display *display)
: mDisplay(display),
mCapsInitialized(false),
mCurrentClientVersion(2)
{
}
Renderer::~Renderer()
{
}
const gl::Caps &Renderer::getRendererCaps() const
{
if (!mCapsInitialized)
{
generateCaps(&mCaps, &mTextureCaps, &mExtensions);
mCapsInitialized = true;
}
return mCaps;
}
const gl::TextureCapsMap &Renderer::getRendererTextureCaps() const
{
if (!mCapsInitialized)
{
generateCaps(&mCaps, &mTextureCaps, &mExtensions);
mCapsInitialized = true;
}
return mTextureCaps;
}
const gl::Extensions &Renderer::getRendererExtensions() const
{
if (!mCapsInitialized)
{
generateCaps(&mCaps, &mTextureCaps, &mExtensions);
mCapsInitialized = true;
}
return mExtensions;
}
typedef Renderer *(*CreateRendererFunction)(egl::Display*, EGLNativeDisplayType, EGLint);
template <typename RendererType>
Renderer *CreateRenderer(egl::Display *display, EGLNativeDisplayType nativeDisplay, EGLint requestedDisplayType)
{
return new RendererType(display, nativeDisplay, requestedDisplayType);
}
}
extern "C"
{
rx::Renderer *glCreateRenderer(egl::Display *display, EGLNativeDisplayType nativeDisplay, EGLint requestedDisplayType)
{
std::vector<rx::CreateRendererFunction> rendererCreationFunctions;
# if defined(ANGLE_ENABLE_D3D11)
if (nativeDisplay == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
nativeDisplay == EGL_D3D11_ONLY_DISPLAY_ANGLE ||
requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE ||
requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_D3D11_WARP_ANGLE)
{
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer11>);
}
# endif
# if defined(ANGLE_ENABLE_D3D9)
if (nativeDisplay == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
{
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer9>);
}
# endif
if (nativeDisplay != EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE &&
nativeDisplay != EGL_D3D11_ONLY_DISPLAY_ANGLE &&
requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE)
{
// The default display is requested, try the D3D9 and D3D11 renderers, order them using
// the definition of ANGLE_DEFAULT_D3D11
# if ANGLE_DEFAULT_D3D11
# if defined(ANGLE_ENABLE_D3D11)
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer11>);
# endif
# if defined(ANGLE_ENABLE_D3D9)
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer9>);
# endif
# else
# if defined(ANGLE_ENABLE_D3D9)
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer9>);
# endif
# if defined(ANGLE_ENABLE_D3D11)
rendererCreationFunctions.push_back(rx::CreateRenderer<rx::Renderer11>);
# endif
# endif
}
for (size_t i = 0; i < rendererCreationFunctions.size(); i++)
{
rx::Renderer *renderer = rendererCreationFunctions[i](display, nativeDisplay, requestedDisplayType);
if (renderer->initialize() == EGL_SUCCESS)
{
return renderer;
}
else
{
// Failed to create the renderer, try the next
SafeDelete(renderer);
}
}
return NULL;
}
void glDestroyRenderer(rx::Renderer *renderer)
{
delete renderer;
}
}