Hash :
4928b7ca
Author :
Date :
2017-06-20T12:57:39
Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.
//
// RenderbufferD3d.h: Defines the RenderbufferD3D class which implements RenderbufferImpl.
#ifndef LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/renderer/RenderbufferImpl.h"
namespace rx
{
class EGLImageD3D;
class RendererD3D;
class RenderTargetD3D;
class SwapChainD3D;
class RenderbufferD3D : public RenderbufferImpl
{
public:
RenderbufferD3D(RendererD3D *renderer);
virtual ~RenderbufferD3D();
gl::Error setStorage(GLenum internalformat, size_t width, size_t height) override;
gl::Error setStorageMultisample(size_t samples,
GLenum internalformat,
size_t width,
size_t height) override;
gl::Error setStorageEGLImageTarget(egl::Image *image) override;
gl::Error getRenderTarget(const gl::Context *context, RenderTargetD3D **outRenderTarget);
gl::Error getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut) override;
private:
RendererD3D *mRenderer;
RenderTargetD3D *mRenderTarget;
EGLImageD3D *mImage;
};
}
#endif // LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_