Hash :
b19d17b8
Author :
Date :
2022-12-09T14:38:08
Vulkan: Split Serial class into UniqueSerial and Serial This CL splits Serial class into two classes: UniqueSerial and Serial. UniqueSerial supports the object unique serial usage where there is == and != operator but no > or < comparison. UniqueSerial can have invalid value, but Serial will not have invalid value (in next CL). The main reason is for next CL we can further optimize out the invalid value check in the QueueSerial comparison. Bug: b/262047600 Change-Id: Ieaed2a0d5546b012a6d63aa18b6006595e4aee1b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4093557 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// Copyright 2015 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.
//
// GLImplFactory.h:
// Factory interface for OpenGL ES Impl objects.
//
#ifndef LIBANGLE_RENDERER_GLIMPLFACTORY_H_
#define LIBANGLE_RENDERER_GLIMPLFACTORY_H_
#include <vector>
#include "angle_gl.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/Overlay.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramPipeline.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Shader.h"
#include "libANGLE/Texture.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/renderer/serial_utils.h"
namespace gl
{
class State;
} // namespace gl
namespace rx
{
class BufferImpl;
class CompilerImpl;
class ContextImpl;
class FenceNVImpl;
class SyncImpl;
class FramebufferImpl;
class MemoryObjectImpl;
class OverlayImpl;
class PathImpl;
class ProgramImpl;
class ProgramPipelineImpl;
class QueryImpl;
class RenderbufferImpl;
class SamplerImpl;
class SemaphoreImpl;
class ShaderImpl;
class TextureImpl;
class TransformFeedbackImpl;
class VertexArrayImpl;
class GLImplFactory : angle::NonCopyable
{
public:
GLImplFactory();
virtual ~GLImplFactory();
// Shader creation
virtual CompilerImpl *createCompiler() = 0;
virtual ShaderImpl *createShader(const gl::ShaderState &data) = 0;
virtual ProgramImpl *createProgram(const gl::ProgramState &data) = 0;
// Framebuffer creation
virtual FramebufferImpl *createFramebuffer(const gl::FramebufferState &data) = 0;
// Texture creation
virtual TextureImpl *createTexture(const gl::TextureState &state) = 0;
// Renderbuffer creation
virtual RenderbufferImpl *createRenderbuffer(const gl::RenderbufferState &state) = 0;
// Buffer creation
virtual BufferImpl *createBuffer(const gl::BufferState &state) = 0;
// Vertex Array creation
virtual VertexArrayImpl *createVertexArray(const gl::VertexArrayState &data) = 0;
// Query and Fence creation
virtual QueryImpl *createQuery(gl::QueryType type) = 0;
virtual FenceNVImpl *createFenceNV() = 0;
virtual SyncImpl *createSync() = 0;
// Transform Feedback creation
virtual TransformFeedbackImpl *createTransformFeedback(
const gl::TransformFeedbackState &state) = 0;
// Sampler object creation
virtual SamplerImpl *createSampler(const gl::SamplerState &state) = 0;
// Program Pipeline object creation
virtual ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) = 0;
// Memory object creation
virtual MemoryObjectImpl *createMemoryObject() = 0;
// Semaphore creation
virtual SemaphoreImpl *createSemaphore() = 0;
// Overlay creation
virtual OverlayImpl *createOverlay(const gl::OverlayState &state) = 0;
rx::UniqueSerial generateSerial() { return mSerialFactory.generate(); }
private:
rx::UniqueSerialFactory mSerialFactory;
};
inline GLImplFactory::GLImplFactory() = default;
inline GLImplFactory::~GLImplFactory() = default;
} // namespace rx
#endif // LIBANGLE_RENDERER_GLIMPLFACTORY_H_