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kc3-lang/angle/src/libANGLE/renderer/gl/SamplerGL.cpp

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  • Author : Jamie Madill
    Date : 2017-09-09 23:32:46
    Hash : 06ef36b9
    Message : Add top-level state sync for Samplers. This also reformats the Sampler class to use a shared state struct with the implementation. It removes the call to sync the sampler state from the StateManagerGL::setGenericShaderState method, since it should all be handled at the front-end now. Also rename 'syncImplState' to 'syncState' methods. BUG=angleproject:1387 Change-Id: I5f0219b719aee99aaaa486ec188b2af0c9128e6a Reviewed-on: https://chromium-review.googlesource.com/648054 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/gl/SamplerGL.cpp
  • //
    // Copyright 2014 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.
    //
    
    // SamplerGL.cpp: Defines the rx::SamplerGL class, an implementation of SamplerImpl.
    
    #include "libANGLE/renderer/gl/SamplerGL.h"
    
    #include "libANGLE/renderer/gl/FunctionsGL.h"
    #include "libANGLE/renderer/gl/StateManagerGL.h"
    
    namespace
    {
    
    template <typename T>
    static inline void SyncSamplerStateMember(const rx::FunctionsGL *functions,
                                              GLuint sampler,
                                              const gl::SamplerState &newState,
                                              gl::SamplerState &curState,
                                              GLenum name,
                                              T(gl::SamplerState::*samplerMember))
    {
        if (curState.*samplerMember != newState.*samplerMember)
        {
            curState.*samplerMember = newState.*samplerMember;
            functions->samplerParameterf(sampler, name, static_cast<GLfloat>(curState.*samplerMember));
        }
    }
    }
    
    namespace rx
    {
    
    SamplerGL::SamplerGL(const gl::SamplerState &state,
                         const FunctionsGL *functions,
                         StateManagerGL *stateManager)
        : SamplerImpl(state),
          mFunctions(functions),
          mStateManager(stateManager),
          mAppliedSamplerState(),
          mSamplerID(0)
    {
        mFunctions->genSamplers(1, &mSamplerID);
    }
    
    SamplerGL::~SamplerGL()
    {
        mStateManager->deleteSampler(mSamplerID);
        mSamplerID = 0;
    }
    
    void SamplerGL::syncState(const gl::Context *context)
    {
        // clang-format off
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_MIN_FILTER, &gl::SamplerState::minFilter);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_MAG_FILTER, &gl::SamplerState::magFilter);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_WRAP_S, &gl::SamplerState::wrapS);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_WRAP_T, &gl::SamplerState::wrapT);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_WRAP_R, &gl::SamplerState::wrapR);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl::SamplerState::maxAnisotropy);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_MIN_LOD, &gl::SamplerState::minLod);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_MAX_LOD, &gl::SamplerState::maxLod);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_COMPARE_MODE, &gl::SamplerState::compareMode);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_COMPARE_FUNC, &gl::SamplerState::compareFunc);
        SyncSamplerStateMember(mFunctions, mSamplerID, mState, mAppliedSamplerState, GL_TEXTURE_SRGB_DECODE_EXT, &gl::SamplerState::sRGBDecode);
        // clang-format on
    }
    
    GLuint SamplerGL::getSamplerID() const
    {
        return mSamplerID;
    }
    }