1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // ContextImpl:
7*8975f5c5SAndroid Build Coastguard Worker // Implementation-specific functionality associated with a GL Context.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/ContextImpl.h"
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker #include "common/base/anglebase/no_destructor.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
14*8975f5c5SAndroid Build Coastguard Worker
15*8975f5c5SAndroid Build Coastguard Worker namespace rx
16*8975f5c5SAndroid Build Coastguard Worker {
ContextImpl(const gl::State & state,gl::ErrorSet * errorSet)17*8975f5c5SAndroid Build Coastguard Worker ContextImpl::ContextImpl(const gl::State &state, gl::ErrorSet *errorSet)
18*8975f5c5SAndroid Build Coastguard Worker : mState(state), mMemoryProgramCache(nullptr), mErrors(errorSet)
19*8975f5c5SAndroid Build Coastguard Worker {}
20*8975f5c5SAndroid Build Coastguard Worker
~ContextImpl()21*8975f5c5SAndroid Build Coastguard Worker ContextImpl::~ContextImpl() {}
22*8975f5c5SAndroid Build Coastguard Worker
invalidateTexture(gl::TextureType target)23*8975f5c5SAndroid Build Coastguard Worker void ContextImpl::invalidateTexture(gl::TextureType target)
24*8975f5c5SAndroid Build Coastguard Worker {
25*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
26*8975f5c5SAndroid Build Coastguard Worker }
27*8975f5c5SAndroid Build Coastguard Worker
startTiling(const gl::Context * context,const gl::Rectangle & area,GLbitfield preserveMask)28*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::startTiling(const gl::Context *context,
29*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle &area,
30*8975f5c5SAndroid Build Coastguard Worker GLbitfield preserveMask)
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
33*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Stop;
34*8975f5c5SAndroid Build Coastguard Worker }
35*8975f5c5SAndroid Build Coastguard Worker
endTiling(const gl::Context * context,GLbitfield preserveMask)36*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::endTiling(const gl::Context *context, GLbitfield preserveMask)
37*8975f5c5SAndroid Build Coastguard Worker {
38*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
39*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Stop;
40*8975f5c5SAndroid Build Coastguard Worker }
41*8975f5c5SAndroid Build Coastguard Worker
onUnMakeCurrent(const gl::Context * context)42*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::onUnMakeCurrent(const gl::Context *context)
43*8975f5c5SAndroid Build Coastguard Worker {
44*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
45*8975f5c5SAndroid Build Coastguard Worker }
46*8975f5c5SAndroid Build Coastguard Worker
handleNoopDrawEvent()47*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::handleNoopDrawEvent()
48*8975f5c5SAndroid Build Coastguard Worker {
49*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
50*8975f5c5SAndroid Build Coastguard Worker }
51*8975f5c5SAndroid Build Coastguard Worker
setMemoryProgramCache(gl::MemoryProgramCache * memoryProgramCache)52*8975f5c5SAndroid Build Coastguard Worker void ContextImpl::setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache)
53*8975f5c5SAndroid Build Coastguard Worker {
54*8975f5c5SAndroid Build Coastguard Worker mMemoryProgramCache = memoryProgramCache;
55*8975f5c5SAndroid Build Coastguard Worker }
56*8975f5c5SAndroid Build Coastguard Worker
handleError(GLenum errorCode,const char * message,const char * file,const char * function,unsigned int line)57*8975f5c5SAndroid Build Coastguard Worker void ContextImpl::handleError(GLenum errorCode,
58*8975f5c5SAndroid Build Coastguard Worker const char *message,
59*8975f5c5SAndroid Build Coastguard Worker const char *file,
60*8975f5c5SAndroid Build Coastguard Worker const char *function,
61*8975f5c5SAndroid Build Coastguard Worker unsigned int line)
62*8975f5c5SAndroid Build Coastguard Worker {
63*8975f5c5SAndroid Build Coastguard Worker std::stringstream errorStream;
64*8975f5c5SAndroid Build Coastguard Worker errorStream << "Internal error: " << gl::FmtHex(errorCode) << ": " << message;
65*8975f5c5SAndroid Build Coastguard Worker mErrors->handleError(errorCode, errorStream.str().c_str(), file, function, line);
66*8975f5c5SAndroid Build Coastguard Worker }
67*8975f5c5SAndroid Build Coastguard Worker
getContextPriority() const68*8975f5c5SAndroid Build Coastguard Worker egl::ContextPriority ContextImpl::getContextPriority() const
69*8975f5c5SAndroid Build Coastguard Worker {
70*8975f5c5SAndroid Build Coastguard Worker return egl::ContextPriority::Medium;
71*8975f5c5SAndroid Build Coastguard Worker }
72*8975f5c5SAndroid Build Coastguard Worker
releaseHighPowerGPU(gl::Context *)73*8975f5c5SAndroid Build Coastguard Worker egl::Error ContextImpl::releaseHighPowerGPU(gl::Context *)
74*8975f5c5SAndroid Build Coastguard Worker {
75*8975f5c5SAndroid Build Coastguard Worker return egl::NoError();
76*8975f5c5SAndroid Build Coastguard Worker }
77*8975f5c5SAndroid Build Coastguard Worker
reacquireHighPowerGPU(gl::Context *)78*8975f5c5SAndroid Build Coastguard Worker egl::Error ContextImpl::reacquireHighPowerGPU(gl::Context *)
79*8975f5c5SAndroid Build Coastguard Worker {
80*8975f5c5SAndroid Build Coastguard Worker return egl::NoError();
81*8975f5c5SAndroid Build Coastguard Worker }
82*8975f5c5SAndroid Build Coastguard Worker
acquireExternalContext(const gl::Context * context)83*8975f5c5SAndroid Build Coastguard Worker void ContextImpl::acquireExternalContext(const gl::Context *context) {}
84*8975f5c5SAndroid Build Coastguard Worker
releaseExternalContext(const gl::Context * context)85*8975f5c5SAndroid Build Coastguard Worker void ContextImpl::releaseExternalContext(const gl::Context *context) {}
86*8975f5c5SAndroid Build Coastguard Worker
acquireTextures(const gl::Context * context,const gl::TextureBarrierVector & textureBarriers)87*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::acquireTextures(const gl::Context *context,
88*8975f5c5SAndroid Build Coastguard Worker const gl::TextureBarrierVector &textureBarriers)
89*8975f5c5SAndroid Build Coastguard Worker {
90*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
91*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Stop;
92*8975f5c5SAndroid Build Coastguard Worker }
93*8975f5c5SAndroid Build Coastguard Worker
releaseTextures(const gl::Context * context,gl::TextureBarrierVector * textureBarriers)94*8975f5c5SAndroid Build Coastguard Worker angle::Result ContextImpl::releaseTextures(const gl::Context *context,
95*8975f5c5SAndroid Build Coastguard Worker gl::TextureBarrierVector *textureBarriers)
96*8975f5c5SAndroid Build Coastguard Worker {
97*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
98*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Stop;
99*8975f5c5SAndroid Build Coastguard Worker }
100*8975f5c5SAndroid Build Coastguard Worker
getPerfMonitorCounters()101*8975f5c5SAndroid Build Coastguard Worker const angle::PerfMonitorCounterGroups &ContextImpl::getPerfMonitorCounters()
102*8975f5c5SAndroid Build Coastguard Worker {
103*8975f5c5SAndroid Build Coastguard Worker static angle::base::NoDestructor<angle::PerfMonitorCounterGroups> sCounters;
104*8975f5c5SAndroid Build Coastguard Worker return *sCounters;
105*8975f5c5SAndroid Build Coastguard Worker }
106*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
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