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.
//
// FramebufferVk.h:
// Defines the class interface for FramebufferVk, implementing FramebufferImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
#define LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/vulkan/renderervk_utils.h"
namespace rx
{
class RenderTargetVk;
class WindowSurfaceVk;
class FramebufferVk : public FramebufferImpl, public ResourceVk
{
public:
// Factory methods so we don't have to use constructors with overloads.
static FramebufferVk *CreateUserFBO(const gl::FramebufferState &state);
// The passed-in SurfaceVK must be destroyed after this FBO is destroyed. Our Surface code is
// ref-counted on the number of 'current' contexts, so we shouldn't get any dangling surface
// references. See Surface::setIsCurrent(bool).
static FramebufferVk *CreateDefaultFBO(const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer);
~FramebufferVk() override;
void destroy(const gl::Context *context) override;
void destroyDefault(const egl::Display *display) override;
gl::Error discard(const gl::Context *context, size_t count, const GLenum *attachments) override;
gl::Error invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
gl::Error invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) override;
gl::Error clear(const gl::Context *context, GLbitfield mask) override;
gl::Error clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
gl::Error clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
gl::Error clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
gl::Error clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
GLenum getImplementationColorReadFormat(const gl::Context *context) const override;
GLenum getImplementationColorReadType(const gl::Context *context) const override;
gl::Error readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) const override;
gl::Error blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
bool checkStatus() const override;
void syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits) override;
gl::Error getSamplePosition(size_t index, GLfloat *xy) const override;
gl::Error beginRenderPass(const gl::Context *context,
VkDevice device,
vk::CommandBuffer *commandBuffer,
Serial queueSerial,
const gl::State &glState);
gl::ErrorOrResult<vk::RenderPass *> getRenderPass(const gl::Context *context, VkDevice device);
private:
FramebufferVk(const gl::FramebufferState &state);
FramebufferVk(const gl::FramebufferState &state, WindowSurfaceVk *backbuffer);
gl::ErrorOrResult<vk::Framebuffer *> getFramebuffer(const gl::Context *context,
VkDevice device);
WindowSurfaceVk *mBackbuffer;
vk::RenderPass mRenderPass;
vk::Framebuffer mFramebuffer;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_