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 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.
//
// FramebufferNULL.cpp:
// Implements the class methods for FramebufferNULL.
//
#include "libANGLE/renderer/null/FramebufferNULL.h"
#include "libANGLE/formatutils.h"
#include "common/debug.h"
namespace rx
{
FramebufferNULL::FramebufferNULL(const gl::FramebufferState &state) : FramebufferImpl(state)
{
}
FramebufferNULL::~FramebufferNULL()
{
}
gl::Error FramebufferNULL::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
return gl::NoError();
}
gl::Error FramebufferNULL::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
return gl::NoError();
}
gl::Error FramebufferNULL::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
return gl::NoError();
}
gl::Error FramebufferNULL::clear(const gl::Context *context, GLbitfield mask)
{
return gl::NoError();
}
gl::Error FramebufferNULL::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
return gl::NoError();
}
gl::Error FramebufferNULL::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
return gl::NoError();
}
gl::Error FramebufferNULL::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
return gl::NoError();
}
gl::Error FramebufferNULL::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
return gl::NoError();
}
GLenum FramebufferNULL::getImplementationColorReadFormat(const gl::Context *context) const
{
const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
if (readAttachment == nullptr)
{
return GL_NONE;
}
const gl::Format &format = readAttachment->getFormat();
ASSERT(format.info != nullptr);
return format.info->getReadPixelsFormat();
}
GLenum FramebufferNULL::getImplementationColorReadType(const gl::Context *context) const
{
const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
if (readAttachment == nullptr)
{
return GL_NONE;
}
const gl::Format &format = readAttachment->getFormat();
ASSERT(format.info != nullptr);
return format.info->getReadPixelsType();
}
gl::Error FramebufferNULL::readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) const
{
return gl::NoError();
}
gl::Error FramebufferNULL::blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
return gl::NoError();
}
bool FramebufferNULL::checkStatus() const
{
return true;
}
void FramebufferNULL::syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
}
gl::Error FramebufferNULL::getSamplePosition(size_t index, GLfloat *xy) const
{
return gl::NoError();
}
} // namespace rx