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) 2002-2013 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.
//
// TextureStorage.h: Defines the abstract rx::TextureStorage class.
#ifndef LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_
#define LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_
#include "libANGLE/Error.h"
#include "common/debug.h"
#include "libANGLE/Error.h"
#include <GLES2/gl2.h>
#include <stdint.h>
namespace gl
{
class Context;
struct ImageIndex;
struct Box;
struct PixelUnpackState;
} // namespace gl
namespace rx
{
class SwapChainD3D;
class RenderTargetD3D;
class ImageD3D;
class TextureStorage : angle::NonCopyable
{
public:
TextureStorage() {}
virtual gl::Error onDestroy(const gl::Context *context)
{
delete this;
return gl::NoError();
}
virtual int getTopLevel() const = 0;
virtual bool isRenderTarget() const = 0;
virtual bool isManaged() const = 0;
virtual bool supportsNativeMipmapFunction() const = 0;
virtual int getLevelCount() const = 0;
virtual gl::Error getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
RenderTargetD3D **outRT) = 0;
virtual gl::Error generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex) = 0;
virtual gl::Error copyToStorage(const gl::Context *context, TextureStorage *destStorage) = 0;
virtual gl::Error setData(const gl::Context *context,
const gl::ImageIndex &index,
ImageD3D *image,
const gl::Box *destBox,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixelData) = 0;
// This is a no-op for most implementations of TextureStorage. Some (e.g. TextureStorage11_2D) might override it.
virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
return gl::NoError();
}
protected:
virtual ~TextureStorage() {}
};
using TexStoragePointer = angle::UniqueObjectPointer<TextureStorage, gl::Context>;
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_