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kc3-lang/angle/src/libANGLE/Sampler.cpp

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  • Author : Jamie Madill
    Date : 2019-09-21 14:10:35
    Hash : f703443b
    Message : Use Resource IDs in RefCountObject. This lets us use strongly typed IDs pretty much everywhere. Only one or two additional places still use GLuint IDs. Mostly for external queries and for Framebuffer Attachments. With some clever type reflection helpers lets us define a single template function for handling operator== and != for resource IDs. Refactor in preparation for more Capture/Replay work. Bug: angleproject:3611 Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/Sampler.cpp
  • //
    // Copyright 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.
    //
    
    // Sampler.cpp : Implements the Sampler class, which represents a GLES 3
    // sampler object. Sampler objects store some state needed to sample textures.
    
    #include "libANGLE/Sampler.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/SamplerImpl.h"
    
    namespace gl
    {
    
    Sampler::Sampler(rx::GLImplFactory *factory, SamplerID id)
        : RefCountObject(id), mState(), mDirty(true), mSampler(factory->createSampler(mState)), mLabel()
    {}
    
    Sampler::~Sampler()
    {
        SafeDelete(mSampler);
    }
    
    void Sampler::onDestroy(const Context *context)
    {
        if (mSampler)
        {
            mSampler->onDestroy(context);
        }
    }
    
    void Sampler::setLabel(const Context *context, const std::string &label)
    {
        mLabel = label;
    }
    
    const std::string &Sampler::getLabel() const
    {
        return mLabel;
    }
    
    void Sampler::setMinFilter(const Context *context, GLenum minFilter)
    {
        mState.setMinFilter(minFilter);
        signalDirtyState();
    }
    
    GLenum Sampler::getMinFilter() const
    {
        return mState.getMinFilter();
    }
    
    void Sampler::setMagFilter(const Context *context, GLenum magFilter)
    {
        mState.setMagFilter(magFilter);
        signalDirtyState();
    }
    
    GLenum Sampler::getMagFilter() const
    {
        return mState.getMagFilter();
    }
    
    void Sampler::setWrapS(const Context *context, GLenum wrapS)
    {
        mState.setWrapS(wrapS);
        signalDirtyState();
    }
    
    GLenum Sampler::getWrapS() const
    {
        return mState.getWrapS();
    }
    
    void Sampler::setWrapT(const Context *context, GLenum wrapT)
    {
        mState.setWrapT(wrapT);
        signalDirtyState();
    }
    
    GLenum Sampler::getWrapT() const
    {
        return mState.getWrapT();
    }
    
    void Sampler::setWrapR(const Context *context, GLenum wrapR)
    {
        mState.setWrapR(wrapR);
        signalDirtyState();
    }
    
    GLenum Sampler::getWrapR() const
    {
        return mState.getWrapR();
    }
    
    void Sampler::setMaxAnisotropy(const Context *context, float maxAnisotropy)
    {
        mState.setMaxAnisotropy(maxAnisotropy);
        signalDirtyState();
    }
    
    float Sampler::getMaxAnisotropy() const
    {
        return mState.getMaxAnisotropy();
    }
    
    void Sampler::setMinLod(const Context *context, GLfloat minLod)
    {
        mState.setMinLod(minLod);
        signalDirtyState();
    }
    
    GLfloat Sampler::getMinLod() const
    {
        return mState.getMinLod();
    }
    
    void Sampler::setMaxLod(const Context *context, GLfloat maxLod)
    {
        mState.setMaxLod(maxLod);
        signalDirtyState();
    }
    
    GLfloat Sampler::getMaxLod() const
    {
        return mState.getMaxLod();
    }
    
    void Sampler::setCompareMode(const Context *context, GLenum compareMode)
    {
        mState.setCompareMode(compareMode);
        signalDirtyState();
    }
    
    GLenum Sampler::getCompareMode() const
    {
        return mState.getCompareMode();
    }
    
    void Sampler::setCompareFunc(const Context *context, GLenum compareFunc)
    {
        mState.setCompareFunc(compareFunc);
        signalDirtyState();
    }
    
    GLenum Sampler::getCompareFunc() const
    {
        return mState.getCompareFunc();
    }
    
    void Sampler::setSRGBDecode(const Context *context, GLenum sRGBDecode)
    {
        mState.setSRGBDecode(sRGBDecode);
        signalDirtyState();
    }
    
    GLenum Sampler::getSRGBDecode() const
    {
        return mState.getSRGBDecode();
    }
    
    void Sampler::setBorderColor(const Context *context, const ColorGeneric &color)
    {
        mState.setBorderColor(color);
        signalDirtyState();
    }
    
    const ColorGeneric &Sampler::getBorderColor() const
    {
        return mState.getBorderColor();
    }
    
    const SamplerState &Sampler::getSamplerState() const
    {
        return mState;
    }
    
    rx::SamplerImpl *Sampler::getImplementation() const
    {
        return mSampler;
    }
    
    angle::Result Sampler::syncState(const Context *context)
    {
        ASSERT(isDirty());
        angle::Result result = mSampler->syncState(context, mDirty);
        mDirty               = result != angle::Result::Continue;
        return result;
    }
    
    void Sampler::signalDirtyState()
    {
        mDirty = true;
        onStateChange(angle::SubjectMessage::DirtyBitsFlagged);
    }
    
    }  // namespace gl