Hash :
53ea9cc6
Author :
Date :
2016-05-17T10:12:52
Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@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.
//
// ContextGL:
// OpenGL-specific functionality associated with a GL Context.
//
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/CompilerGL.h"
#include "libANGLE/renderer/gl/FenceNVGL.h"
#include "libANGLE/renderer/gl/FenceSyncGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/ProgramGL.h"
#include "libANGLE/renderer/gl/QueryGL.h"
#include "libANGLE/renderer/gl/RenderbufferGL.h"
#include "libANGLE/renderer/gl/RendererGL.h"
#include "libANGLE/renderer/gl/SamplerGL.h"
#include "libANGLE/renderer/gl/ShaderGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/TransformFeedbackGL.h"
#include "libANGLE/renderer/gl/VertexArrayGL.h"
namespace rx
{
ContextGL::ContextGL(const gl::ContextState &state, RendererGL *renderer)
: ContextImpl(state), mRenderer(renderer)
{
}
ContextGL::~ContextGL()
{
}
gl::Error ContextGL::initialize()
{
return gl::NoError();
}
CompilerImpl *ContextGL::createCompiler()
{
return new CompilerGL(getFunctions());
}
ShaderImpl *ContextGL::createShader(const gl::ShaderState &data)
{
return new ShaderGL(data, getFunctions(), getWorkaroundsGL());
}
ProgramImpl *ContextGL::createProgram(const gl::ProgramState &data)
{
return new ProgramGL(data, getFunctions(), getWorkaroundsGL(), getStateManager());
}
FramebufferImpl *ContextGL::createFramebuffer(const gl::FramebufferState &data)
{
return new FramebufferGL(data, getFunctions(), getStateManager(), getWorkaroundsGL(), false);
}
TextureImpl *ContextGL::createTexture(const gl::TextureState &state)
{
return new TextureGL(state, getFunctions(), getWorkaroundsGL(), getStateManager(),
mRenderer->getBlitter());
}
RenderbufferImpl *ContextGL::createRenderbuffer()
{
return new RenderbufferGL(getFunctions(), getWorkaroundsGL(), getStateManager(),
getNativeTextureCaps());
}
BufferImpl *ContextGL::createBuffer()
{
return new BufferGL(getFunctions(), getStateManager());
}
VertexArrayImpl *ContextGL::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArrayGL(data, getFunctions(), getStateManager());
}
QueryImpl *ContextGL::createQuery(GLenum type)
{
return new QueryGL(type, getFunctions(), getStateManager());
}
FenceNVImpl *ContextGL::createFenceNV()
{
return new FenceNVGL(getFunctions());
}
FenceSyncImpl *ContextGL::createFenceSync()
{
return new FenceSyncGL(getFunctions());
}
TransformFeedbackImpl *ContextGL::createTransformFeedback()
{
return new TransformFeedbackGL(getFunctions(), getStateManager(),
getNativeCaps().maxTransformFeedbackSeparateComponents);
}
SamplerImpl *ContextGL::createSampler()
{
return new SamplerGL(getFunctions(), getStateManager());
}
gl::Error ContextGL::flush()
{
return mRenderer->flush();
}
gl::Error ContextGL::finish()
{
return mRenderer->finish();
}
gl::Error ContextGL::drawArrays(GLenum mode, GLint first, GLsizei count)
{
return mRenderer->drawArrays(mState, mode, first, count);
}
gl::Error ContextGL::drawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return mRenderer->drawArraysInstanced(mState, mode, first, count, instanceCount);
}
gl::Error ContextGL::drawElements(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->drawElements(mState, mode, count, type, indices, indexRange);
}
gl::Error ContextGL::drawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances,
const gl::IndexRange &indexRange)
{
return mRenderer->drawElementsInstanced(mState, mode, count, type, indices, instances,
indexRange);
}
gl::Error ContextGL::drawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->drawRangeElements(mState, mode, start, end, count, type, indices, indexRange);
}
void ContextGL::notifyDeviceLost()
{
mRenderer->notifyDeviceLost();
}
bool ContextGL::isDeviceLost() const
{
return mRenderer->isDeviceLost();
}
bool ContextGL::testDeviceLost()
{
return mRenderer->testDeviceLost();
}
bool ContextGL::testDeviceResettable()
{
return mRenderer->testDeviceResettable();
}
std::string ContextGL::getVendorString() const
{
return mRenderer->getVendorString();
}
std::string ContextGL::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void ContextGL::insertEventMarker(GLsizei length, const char *marker)
{
mRenderer->insertEventMarker(length, marker);
}
void ContextGL::pushGroupMarker(GLsizei length, const char *marker)
{
mRenderer->pushGroupMarker(length, marker);
}
void ContextGL::popGroupMarker()
{
mRenderer->popGroupMarker();
}
void ContextGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
mRenderer->getStateManager()->syncState(state, dirtyBits);
}
GLint ContextGL::getGPUDisjoint()
{
return mRenderer->getGPUDisjoint();
}
GLint64 ContextGL::getTimestamp()
{
return mRenderer->getTimestamp();
}
void ContextGL::onMakeCurrent(const gl::ContextState &data)
{
// Queries need to be paused/resumed on context switches
mRenderer->getStateManager()->onMakeCurrent(data);
}
const gl::Caps &ContextGL::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &ContextGL::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &ContextGL::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &ContextGL::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
const FunctionsGL *ContextGL::getFunctions() const
{
return mRenderer->getFunctions();
}
StateManagerGL *ContextGL::getStateManager()
{
return mRenderer->getStateManager();
}
const WorkaroundsGL &ContextGL::getWorkaroundsGL()
{
return mRenderer->getWorkarounds();
}
} // namespace rx