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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::Serial generateSerial() { return mSerialFactory.generate(); }
private:
rx::SerialFactory mSerialFactory;
};
inline GLImplFactory::GLImplFactory() = default;
inline GLImplFactory::~GLImplFactory() = default;
} // namespace rx
#endif // LIBANGLE_RENDERER_GLIMPLFACTORY_H_