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 2015 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.
//
// TransformFeedbackGL.cpp: Implements the class methods for TransformFeedbackGL.
#include "libANGLE/renderer/gl/TransformFeedbackGL.h"
#include "common/debug.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
namespace rx
{
TransformFeedbackGL::TransformFeedbackGL(const gl::TransformFeedbackState &state,
const FunctionsGL *functions,
StateManagerGL *stateManager)
: TransformFeedbackImpl(state),
mFunctions(functions),
mStateManager(stateManager),
mTransformFeedbackID(0),
mIsActive(false),
mIsPaused(false)
{
mFunctions->genTransformFeedbacks(1, &mTransformFeedbackID);
}
TransformFeedbackGL::~TransformFeedbackGL()
{
mStateManager->deleteTransformFeedback(mTransformFeedbackID);
mTransformFeedbackID = 0;
}
void TransformFeedbackGL::begin(GLenum primitiveMode)
{
// Do not begin directly, StateManagerGL will handle beginning and resuming transform feedback.
}
void TransformFeedbackGL::end()
{
syncActiveState(false, GL_NONE);
}
void TransformFeedbackGL::pause()
{
syncPausedState(true);
}
void TransformFeedbackGL::resume()
{
// Do not resume directly, StateManagerGL will handle beginning and resuming transform feedback.
}
void TransformFeedbackGL::bindGenericBuffer(const gl::BindingPointer<gl::Buffer> &binding)
{
}
void TransformFeedbackGL::bindIndexedBuffer(size_t index,
const gl::OffsetBindingPointer<gl::Buffer> &binding)
{
// Directly bind buffer (not through the StateManager methods) because the buffer bindings are
// tracked per transform feedback object
mStateManager->bindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedbackID);
if (binding.get() != nullptr)
{
const BufferGL *bufferGL = GetImplAs<BufferGL>(binding.get());
if (binding.getSize() != 0)
{
mFunctions->bindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLuint>(index),
bufferGL->getBufferID(), binding.getOffset(),
binding.getSize());
}
else
{
mFunctions->bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLuint>(index),
bufferGL->getBufferID());
}
}
else
{
mFunctions->bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLuint>(index), 0);
}
}
GLuint TransformFeedbackGL::getTransformFeedbackID() const
{
return mTransformFeedbackID;
}
void TransformFeedbackGL::syncActiveState(bool active, GLenum primitiveMode) const
{
if (mIsActive != active)
{
mIsActive = active;
mIsPaused = false;
mStateManager->bindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedbackID);
if (mIsActive)
{
mFunctions->beginTransformFeedback(primitiveMode);
}
else
{
mFunctions->endTransformFeedback();
}
}
}
void TransformFeedbackGL::syncPausedState(bool paused) const
{
if (mIsActive && mIsPaused != paused)
{
mIsPaused = paused;
mStateManager->bindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedbackID);
if (mIsPaused)
{
mFunctions->pauseTransformFeedback();
}
else
{
mFunctions->resumeTransformFeedback();
}
}
}
}