Hash :
437fa654
Author :
Date :
2016-05-03T15:13:24
Add a ContextImpl class. This class can contain impl-specific functionality for a Context. This will eventually replace the Renderer class, and we can then start passing around a gl::Context instead of gl::ContextState. In D3D11, the ContextImpl could hold a DeferredContext, which would enable multi-thread rendering. In GL, we can implement non-virtual (native) Contexts. In Vulkan it might store the logical device. BUG=angleproject:1363 Change-Id: I39617e6d1a605d1a9574832e4d322400b09867ec Reviewed-on: https://chromium-review.googlesource.com/340745 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// ContextState: Container class for all GL context state, caps and objects.
#ifndef LIBANGLE_CONTEXTSTATE_H_
#define LIBANGLE_CONTEXTSTATE_H_
#include "common/angleutils.h"
#include "libANGLE/State.h"
namespace gl
{
struct ContextState final : public angle::NonCopyable
{
public:
ContextState(uintptr_t context,
GLint clientVersion,
const State &state,
const Caps &caps,
const TextureCapsMap &textureCaps,
const Extensions &extensions,
const ResourceManager *resourceManager,
const Limitations &limitations);
~ContextState();
uintptr_t context;
GLint clientVersion;
const State *state;
const Caps *caps;
const TextureCapsMap *textureCaps;
const Extensions *extensions;
const ResourceManager *resourceManager;
const Limitations *limitations;
};
class ValidationContext : angle::NonCopyable
{
public:
ValidationContext(GLint clientVersion,
const State &state,
const Caps &caps,
const TextureCapsMap &textureCaps,
const Extensions &extensions,
const ResourceManager *resourceManager,
const Limitations &limitations,
bool skipValidation);
virtual ~ValidationContext() {}
virtual void handleError(const Error &error) = 0;
const ContextState &getData() const { return mData; }
int getClientVersion() const { return mData.clientVersion; }
const State &getState() const { return *mData.state; }
const Caps &getCaps() const { return *mData.caps; }
const TextureCapsMap &getTextureCaps() const { return *mData.textureCaps; }
const Extensions &getExtensions() const { return *mData.extensions; }
const Limitations &getLimitations() const { return *mData.limitations; }
bool skipValidation() const { return mSkipValidation; }
protected:
ContextState mData;
bool mSkipValidation;
};
}
#endif // LIBANGLE_CONTEXTSTATE_H_