Hash :
aa7203ef
Author :
Date :
2017-05-03T23:32:29
Inherit privately from angle::NonCopyable.
Make all inheritance from angle::NonCopyable private so the compiler
complains about this (admittedly unlikely) code:
class Foo: angle::NonCopyable {
virtual ~Foo() { ... }
};
angle::NonCopyable *p = new Foo;
delete p;
In the above code ~Foo() is not called, only ~NonCopyable(), because the
latter is not virtual. Making it virtual would add overhead to all derived
classes which don't already have a virtual method.
Also tighten access in NonCopyable, because we can.
BUG=angleproject:2026
Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0
Reviewed-on: https://chromium-review.googlesource.com/495352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
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//
// Copyright (c) 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.
//
// Clear11.h: Framebuffer clear utility class.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#include <map>
#include <vector>
#include "libANGLE/angletypes.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
class Renderer11;
class RenderTarget11;
struct ClearParameters;
template <typename T>
struct RtvDsvClearInfo
{
T r, g, b, a;
float z;
float c1padding[3];
};
class Clear11 : angle::NonCopyable
{
public:
explicit Clear11(Renderer11 *renderer);
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
gl::Error clearFramebuffer(const ClearParameters &clearParams,
const gl::FramebufferState &fboData);
private:
class ShaderManager final : angle::NonCopyable
{
public:
ShaderManager();
~ShaderManager();
void getShadersAndLayout(ID3D11Device *device,
D3D_FEATURE_LEVEL featureLevel,
const INT clearType,
ID3D11InputLayout **il,
ID3D11VertexShader **vs,
ID3D11PixelShader **ps);
private:
angle::ComPtr<ID3D11InputLayout> mIl9;
d3d11::LazyShader<ID3D11VertexShader> mVs9;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
d3d11::LazyShader<ID3D11VertexShader> mVs;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat;
d3d11::LazyShader<ID3D11PixelShader> mPsUInt;
d3d11::LazyShader<ID3D11PixelShader> mPsSInt;
};
Renderer11 *mRenderer;
// States
angle::ComPtr<ID3D11RasterizerState> mScissorEnabledRasterizerState;
angle::ComPtr<ID3D11RasterizerState> mScissorDisabledRasterizerState;
gl::DepthStencilState mDepthStencilStateKey;
d3d11::BlendStateKey mBlendStateKey;
// Shaders and shader resources
ShaderManager mShaderManager;
angle::ComPtr<ID3D11Buffer> mConstantBuffer;
angle::ComPtr<ID3D11Buffer> mVertexBuffer;
// Buffer data and draw parameters
RtvDsvClearInfo<float> mShaderData;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_