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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp | 370 |
1 files changed, 370 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp b/gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp new file mode 100755 index 000000000..8e378a4be --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/gl/ContextGL.cpp @@ -0,0 +1,370 @@ +// +// 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. +// +// ContextGL: +// OpenGL-specific functionality associated with a GL Context. +// + +#include "libANGLE/renderer/gl/ContextGL.h" + +#include "libANGLE/renderer/gl/BufferGL.h" +#include "libANGLE/renderer/gl/CompilerGL.h" +#include "libANGLE/renderer/gl/FenceNVGL.h" +#include "libANGLE/renderer/gl/FenceSyncGL.h" +#include "libANGLE/renderer/gl/FunctionsGL.h" +#include "libANGLE/renderer/gl/FramebufferGL.h" +#include "libANGLE/renderer/gl/PathGL.h" +#include "libANGLE/renderer/gl/ProgramGL.h" +#include "libANGLE/renderer/gl/QueryGL.h" +#include "libANGLE/renderer/gl/RenderbufferGL.h" +#include "libANGLE/renderer/gl/RendererGL.h" +#include "libANGLE/renderer/gl/SamplerGL.h" +#include "libANGLE/renderer/gl/ShaderGL.h" +#include "libANGLE/renderer/gl/StateManagerGL.h" +#include "libANGLE/renderer/gl/TextureGL.h" +#include "libANGLE/renderer/gl/TransformFeedbackGL.h" +#include "libANGLE/renderer/gl/VertexArrayGL.h" + +namespace rx +{ + +ContextGL::ContextGL(const gl::ContextState &state, RendererGL *renderer) + : ContextImpl(state), mRenderer(renderer) +{ +} + +ContextGL::~ContextGL() +{ +} + +gl::Error ContextGL::initialize() +{ + return gl::NoError(); +} + +CompilerImpl *ContextGL::createCompiler() +{ + return new CompilerGL(getFunctions()); +} + +ShaderImpl *ContextGL::createShader(const gl::ShaderState &data) +{ + return new ShaderGL(data, getFunctions(), getWorkaroundsGL()); +} + +ProgramImpl *ContextGL::createProgram(const gl::ProgramState &data) +{ + return new ProgramGL(data, getFunctions(), getWorkaroundsGL(), getStateManager(), + getExtensions().pathRendering); +} + +FramebufferImpl *ContextGL::createFramebuffer(const gl::FramebufferState &data) +{ + return new FramebufferGL(data, getFunctions(), getStateManager(), getWorkaroundsGL(), + mRenderer->getBlitter(), false); +} + +TextureImpl *ContextGL::createTexture(const gl::TextureState &state) +{ + return new TextureGL(state, getFunctions(), getWorkaroundsGL(), getStateManager(), + mRenderer->getBlitter()); +} + +RenderbufferImpl *ContextGL::createRenderbuffer() +{ + return new RenderbufferGL(getFunctions(), getWorkaroundsGL(), getStateManager(), + getNativeTextureCaps()); +} + +BufferImpl *ContextGL::createBuffer(const gl::BufferState &state) +{ + return new BufferGL(state, getFunctions(), getStateManager()); +} + +VertexArrayImpl *ContextGL::createVertexArray(const gl::VertexArrayState &data) +{ + return new VertexArrayGL(data, getFunctions(), getStateManager()); +} + +QueryImpl *ContextGL::createQuery(GLenum type) +{ + return new QueryGL(type, getFunctions(), getStateManager()); +} + +FenceNVImpl *ContextGL::createFenceNV() +{ + return new FenceNVGL(getFunctions()); +} + +FenceSyncImpl *ContextGL::createFenceSync() +{ + return new FenceSyncGL(getFunctions()); +} + +TransformFeedbackImpl *ContextGL::createTransformFeedback(const gl::TransformFeedbackState &state) +{ + return new TransformFeedbackGL(state, getFunctions(), getStateManager()); +} + +SamplerImpl *ContextGL::createSampler() +{ + return new SamplerGL(getFunctions(), getStateManager()); +} + +std::vector<PathImpl *> ContextGL::createPaths(GLsizei range) +{ + const FunctionsGL *funcs = getFunctions(); + + std::vector<PathImpl *> ret; + ret.reserve(range); + + const GLuint first = funcs->genPathsNV(range); + if (first == 0) + return ret; + + for (GLsizei i = 0; i < range; ++i) + { + const auto id = first + i; + ret.push_back(new PathGL(funcs, id)); + } + + return ret; +} + +gl::Error ContextGL::flush() +{ + return mRenderer->flush(); +} + +gl::Error ContextGL::finish() +{ + return mRenderer->finish(); +} + +gl::Error ContextGL::drawArrays(GLenum mode, GLint first, GLsizei count) +{ + return mRenderer->drawArrays(mState, mode, first, count); +} + +gl::Error ContextGL::drawArraysInstanced(GLenum mode, + GLint first, + GLsizei count, + GLsizei instanceCount) +{ + return mRenderer->drawArraysInstanced(mState, mode, first, count, instanceCount); +} + +gl::Error ContextGL::drawElements(GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + const gl::IndexRange &indexRange) +{ + return mRenderer->drawElements(mState, mode, count, type, indices, indexRange); +} + +gl::Error ContextGL::drawElementsInstanced(GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances, + const gl::IndexRange &indexRange) +{ + return mRenderer->drawElementsInstanced(mState, mode, count, type, indices, instances, + indexRange); +} + +gl::Error ContextGL::drawRangeElements(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const GLvoid *indices, + const gl::IndexRange &indexRange) +{ + return mRenderer->drawRangeElements(mState, mode, start, end, count, type, indices, indexRange); +} + +void ContextGL::stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask) +{ + mRenderer->stencilFillPath(mState, path, fillMode, mask); +} + +void ContextGL::stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask) +{ + mRenderer->stencilStrokePath(mState, path, reference, mask); +} + +void ContextGL::coverFillPath(const gl::Path *path, GLenum coverMode) +{ + mRenderer->coverFillPath(mState, path, coverMode); +} + +void ContextGL::coverStrokePath(const gl::Path *path, GLenum coverMode) +{ + mRenderer->coverStrokePath(mState, path, coverMode); +} + +void ContextGL::stencilThenCoverFillPath(const gl::Path *path, + GLenum fillMode, + GLuint mask, + GLenum coverMode) +{ + mRenderer->stencilThenCoverFillPath(mState, path, fillMode, mask, coverMode); +} + +void ContextGL::stencilThenCoverStrokePath(const gl::Path *path, + GLint reference, + GLuint mask, + GLenum coverMode) +{ + mRenderer->stencilThenCoverStrokePath(mState, path, reference, mask, coverMode); +} + +void ContextGL::coverFillPathInstanced(const std::vector<gl::Path *> &paths, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->coverFillPathInstanced(mState, paths, coverMode, transformType, transformValues); +} + +void ContextGL::coverStrokePathInstanced(const std::vector<gl::Path *> &paths, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->coverStrokePathInstanced(mState, paths, coverMode, transformType, transformValues); +} + +void ContextGL::stencilFillPathInstanced(const std::vector<gl::Path *> &paths, + GLenum fillMode, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->stencilFillPathInstanced(mState, paths, fillMode, mask, transformType, + transformValues); +} + +void ContextGL::stencilStrokePathInstanced(const std::vector<gl::Path *> &paths, + GLint reference, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->stencilStrokePathInstanced(mState, paths, reference, mask, transformType, + transformValues); +} + +void ContextGL::stencilThenCoverFillPathInstanced(const std::vector<gl::Path *> &paths, + GLenum coverMode, + GLenum fillMode, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->stencilThenCoverFillPathInstanced(mState, paths, coverMode, fillMode, mask, + transformType, transformValues); +} + +void ContextGL::stencilThenCoverStrokePathInstanced(const std::vector<gl::Path *> &paths, + GLenum coverMode, + GLint reference, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) +{ + mRenderer->stencilThenCoverStrokePathInstanced(mState, paths, coverMode, reference, mask, + transformType, transformValues); +} + +GLenum ContextGL::getResetStatus() +{ + return mRenderer->getResetStatus(); +} + +std::string ContextGL::getVendorString() const +{ + return mRenderer->getVendorString(); +} + +std::string ContextGL::getRendererDescription() const +{ + return mRenderer->getRendererDescription(); +} + +void ContextGL::insertEventMarker(GLsizei length, const char *marker) +{ + mRenderer->insertEventMarker(length, marker); +} + +void ContextGL::pushGroupMarker(GLsizei length, const char *marker) +{ + mRenderer->pushGroupMarker(length, marker); +} + +void ContextGL::popGroupMarker() +{ + mRenderer->popGroupMarker(); +} + +void ContextGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits) +{ + mRenderer->getStateManager()->syncState(state, dirtyBits); +} + +GLint ContextGL::getGPUDisjoint() +{ + return mRenderer->getGPUDisjoint(); +} + +GLint64 ContextGL::getTimestamp() +{ + return mRenderer->getTimestamp(); +} + +void ContextGL::onMakeCurrent(const gl::ContextState &data) +{ + // Queries need to be paused/resumed on context switches + mRenderer->getStateManager()->onMakeCurrent(data); +} + +const gl::Caps &ContextGL::getNativeCaps() const +{ + return mRenderer->getNativeCaps(); +} + +const gl::TextureCapsMap &ContextGL::getNativeTextureCaps() const +{ + return mRenderer->getNativeTextureCaps(); +} + +const gl::Extensions &ContextGL::getNativeExtensions() const +{ + return mRenderer->getNativeExtensions(); +} + +const gl::Limitations &ContextGL::getNativeLimitations() const +{ + return mRenderer->getNativeLimitations(); +} + +const FunctionsGL *ContextGL::getFunctions() const +{ + return mRenderer->getFunctions(); +} + +StateManagerGL *ContextGL::getStateManager() +{ + return mRenderer->getStateManager(); +} + +const WorkaroundsGL &ContextGL::getWorkaroundsGL() +{ + return mRenderer->getWorkarounds(); +} + +} // namespace rx |