Hash :
8b9b792d
Author :
Date :
2016-05-19T13:13:37
Make RendererD3D a bit smaller. Move some D3D11-specific stuff into Renderer11, and remove a few virtual methods that weren't needed to be virtual. BUG=angleproject:1369 Change-Id: Id37e7271ffc28b089dbea123dca70f38c1a06ffb Reviewed-on: https://chromium-review.googlesource.com/345913 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 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.
//
// Context11:
// D3D11-specific functionality associated with a GL Context.
//
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "common/string_utils.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
namespace rx
{
Context11::Context11(const gl::ContextState &state, Renderer11 *renderer)
: ContextImpl(state), mRenderer(renderer)
{
}
Context11::~Context11()
{
}
gl::Error Context11::initialize()
{
return gl::NoError();
}
CompilerImpl *Context11::createCompiler()
{
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT);
}
else
{
return new CompilerD3D(SH_HLSL_4_1_OUTPUT);
}
}
ShaderImpl *Context11::createShader(const gl::ShaderState &data)
{
return new ShaderD3D(data);
}
ProgramImpl *Context11::createProgram(const gl::ProgramState &data)
{
return new ProgramD3D(data, mRenderer);
}
FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data)
{
return new Framebuffer11(data, mRenderer);
}
TextureImpl *Context11::createTexture(const gl::TextureState &state)
{
switch (state.getTarget())
{
case GL_TEXTURE_2D:
return new TextureD3D_2D(state, mRenderer);
case GL_TEXTURE_CUBE_MAP:
return new TextureD3D_Cube(state, mRenderer);
case GL_TEXTURE_3D:
return new TextureD3D_3D(state, mRenderer);
case GL_TEXTURE_2D_ARRAY:
return new TextureD3D_2DArray(state, mRenderer);
case GL_TEXTURE_EXTERNAL_OES:
return new TextureD3D_External(state, mRenderer);
default:
UNREACHABLE();
}
return nullptr;
}
RenderbufferImpl *Context11::createRenderbuffer()
{
return new RenderbufferD3D(mRenderer);
}
BufferImpl *Context11::createBuffer()
{
Buffer11 *buffer = new Buffer11(mRenderer);
mRenderer->onBufferCreate(buffer);
return buffer;
}
VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArray11(data);
}
QueryImpl *Context11::createQuery(GLenum type)
{
return new Query11(mRenderer, type);
}
FenceNVImpl *Context11::createFenceNV()
{
return new FenceNV11(mRenderer);
}
FenceSyncImpl *Context11::createFenceSync()
{
return new FenceSync11(mRenderer);
}
TransformFeedbackImpl *Context11::createTransformFeedback()
{
return new TransformFeedbackD3D();
}
SamplerImpl *Context11::createSampler()
{
return new SamplerD3D();
}
gl::Error Context11::flush()
{
return mRenderer->flush();
}
gl::Error Context11::finish()
{
return mRenderer->finish();
}
gl::Error Context11::drawArrays(GLenum mode, GLint first, GLsizei count)
{
return mRenderer->genericDrawArrays(this, mode, first, count, 0);
}
gl::Error Context11::drawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return mRenderer->genericDrawArrays(this, mode, first, count, instanceCount);
}
gl::Error Context11::drawElements(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, 0, indexRange);
}
gl::Error Context11::drawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, instances, indexRange);
}
gl::Error Context11::drawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, 0, indexRange);
}
void Context11::notifyDeviceLost()
{
mRenderer->notifyDeviceLost();
}
bool Context11::isDeviceLost() const
{
return mRenderer->isDeviceLost();
}
bool Context11::testDeviceLost()
{
return mRenderer->testDeviceLost();
}
bool Context11::testDeviceResettable()
{
return mRenderer->testDeviceResettable();
}
std::string Context11::getVendorString() const
{
return mRenderer->getVendorString();
}
std::string Context11::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void Context11::insertEventMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->setMarker(optionalString.value().data());
}
}
void Context11::pushGroupMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->beginEvent(optionalString.value().data());
}
}
void Context11::popGroupMarker()
{
mRenderer->getAnnotator()->endEvent();
}
void Context11::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
mRenderer->getStateManager()->syncState(state, dirtyBits);
}
GLint Context11::getGPUDisjoint()
{
return mRenderer->getGPUDisjoint();
}
GLint64 Context11::getTimestamp()
{
return mRenderer->getTimestamp();
}
void Context11::onMakeCurrent(const gl::ContextState &data)
{
mRenderer->getStateManager()->onMakeCurrent(data);
}
const gl::Caps &Context11::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &Context11::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &Context11::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &Context11::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
} // namespace rx