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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/ContextImpl.h b/gfx/angle/checkout/src/libANGLE/renderer/ContextImpl.h
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+//
+// 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.
+//
+// ContextImpl:
+// Implementation-specific functionality associated with a GL Context.
+//
+
+#ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_
+#define LIBANGLE_RENDERER_CONTEXTIMPL_H_
+
+#include <vector>
+
+#include "common/angleutils.h"
+#include "libANGLE/State.h"
+#include "libANGLE/renderer/GLImplFactory.h"
+
+namespace gl
+{
+class ErrorSet;
+class MemoryProgramCache;
+class Path;
+class Semaphore;
+struct Workarounds;
+} // namespace gl
+
+namespace rx
+{
+class ContextImpl : public GLImplFactory
+{
+ public:
+ ContextImpl(const gl::State &state, gl::ErrorSet *errorSet);
+ ~ContextImpl() override;
+
+ virtual void onDestroy(const gl::Context *context) {}
+
+ virtual angle::Result initialize() = 0;
+
+ // Flush and finish.
+ virtual angle::Result flush(const gl::Context *context) = 0;
+ virtual angle::Result finish(const gl::Context *context) = 0;
+
+ // Drawing methods.
+ virtual angle::Result drawArrays(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLint first,
+ GLsizei count) = 0;
+ virtual angle::Result drawArraysInstanced(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instanceCount) = 0;
+ // Necessary for Vulkan since gl_InstanceIndex includes baseInstance
+ virtual angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instanceCount,
+ GLuint baseInstance) = 0;
+
+ virtual angle::Result drawElements(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices) = 0;
+ virtual angle::Result drawElementsBaseVertex(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices,
+ GLint baseVertex) = 0;
+ virtual angle::Result drawElementsInstanced(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices,
+ GLsizei instances) = 0;
+ virtual angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex) = 0;
+ virtual angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLuint baseInstance) = 0;
+ virtual angle::Result drawRangeElements(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices) = 0;
+ virtual angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ gl::DrawElementsType type,
+ const void *indices,
+ GLint baseVertex) = 0;
+
+ virtual angle::Result drawArraysIndirect(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const void *indirect) = 0;
+ virtual angle::Result drawElementsIndirect(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ gl::DrawElementsType type,
+ const void *indirect) = 0;
+
+ // MultiDraw* impl added as we need workaround for promoting dynamic attributes in D3D backend
+ virtual angle::Result multiDrawArrays(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ GLsizei drawcount) = 0;
+ virtual angle::Result multiDrawArraysIndirect(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride) = 0;
+ virtual angle::Result multiDrawArraysInstanced(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount) = 0;
+ virtual angle::Result multiDrawElements(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLsizei *counts,
+ gl::DrawElementsType type,
+ const GLvoid *const *indices,
+ GLsizei drawcount) = 0;
+ virtual angle::Result multiDrawElementsInstanced(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLsizei *counts,
+ gl::DrawElementsType type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount) = 0;
+ virtual angle::Result multiDrawElementsIndirect(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ gl::DrawElementsType type,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride) = 0;
+ virtual angle::Result multiDrawArraysInstancedBaseInstance(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ const GLuint *baseInstances,
+ GLsizei drawcount) = 0;
+ virtual angle::Result multiDrawElementsInstancedBaseVertexBaseInstance(
+ const gl::Context *context,
+ gl::PrimitiveMode mode,
+ const GLsizei *counts,
+ gl::DrawElementsType type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ const GLint *baseVertices,
+ const GLuint *baseInstances,
+ GLsizei drawcount) = 0;
+
+ // Device loss
+ virtual gl::GraphicsResetStatus getResetStatus() = 0;
+
+ // EXT_debug_marker
+ virtual angle::Result insertEventMarker(GLsizei length, const char *marker) = 0;
+ virtual angle::Result pushGroupMarker(GLsizei length, const char *marker) = 0;
+ virtual angle::Result popGroupMarker() = 0;
+
+ // KHR_debug
+ virtual angle::Result pushDebugGroup(const gl::Context *context,
+ GLenum source,
+ GLuint id,
+ const std::string &message) = 0;
+ virtual angle::Result popDebugGroup(const gl::Context *context) = 0;
+ virtual angle::Result handleNoopDrawEvent();
+
+ // KHR_parallel_shader_compile
+ virtual void setMaxShaderCompilerThreads(GLuint count) {}
+
+ // GL_ANGLE_texture_storage_external
+ virtual void invalidateTexture(gl::TextureType target);
+
+ // EXT_shader_framebuffer_fetch_non_coherent
+ virtual void framebufferFetchBarrier() {}
+
+ // KHR_blend_equation_advanced
+ virtual void blendBarrier() {}
+
+ // State sync with dirty bits.
+ virtual angle::Result syncState(const gl::Context *context,
+ const gl::State::DirtyBits &dirtyBits,
+ const gl::State::DirtyBits &bitMask,
+ gl::Command command) = 0;
+
+ // Disjoint timer queries
+ virtual GLint getGPUDisjoint() = 0;
+ virtual GLint64 getTimestamp() = 0;
+
+ // Context switching
+ virtual angle::Result onMakeCurrent(const gl::Context *context) = 0;
+ virtual angle::Result onUnMakeCurrent(const gl::Context *context);
+
+ // Native capabilities, unmodified by gl::Context.
+ virtual gl::Caps getNativeCaps() const = 0;
+ virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0;
+ virtual const gl::Extensions &getNativeExtensions() const = 0;
+ virtual const gl::Limitations &getNativeLimitations() const = 0;
+ virtual ShPixelLocalStorageType getNativePixelLocalStorageType() const = 0;
+
+ virtual angle::Result dispatchCompute(const gl::Context *context,
+ GLuint numGroupsX,
+ GLuint numGroupsY,
+ GLuint numGroupsZ) = 0;
+ virtual angle::Result dispatchComputeIndirect(const gl::Context *context,
+ GLintptr indirect) = 0;
+
+ virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0;
+ virtual angle::Result memoryBarrierByRegion(const gl::Context *context,
+ GLbitfield barriers) = 0;
+
+ const gl::State &getState() const { return mState; }
+ int getClientMajorVersion() const { return mState.getClientMajorVersion(); }
+ int getClientMinorVersion() const { return mState.getClientMinorVersion(); }
+ const gl::Caps &getCaps() const { return mState.getCaps(); }
+ const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
+ const gl::Extensions &getExtensions() const { return mState.getExtensions(); }
+ const gl::Limitations &getLimitations() const { return mState.getLimitations(); }
+
+ // A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call,
+ // based on the current render states. We store a mutable pointer to the program cache so
+ // on draw calls we can store the refreshed shaders in the cache.
+ void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache);
+
+ void handleError(GLenum errorCode,
+ const char *message,
+ const char *file,
+ const char *function,
+ unsigned int line);
+
+ virtual egl::ContextPriority getContextPriority() const;
+
+ // EGL_ANGLE_power_preference implementation.
+ virtual egl::Error releaseHighPowerGPU(gl::Context *context);
+ virtual egl::Error reacquireHighPowerGPU(gl::Context *context);
+
+ // GL_ANGLE_vulkan_image
+ virtual angle::Result acquireTextures(const gl::Context *context,
+ const gl::TextureBarrierVector &textureBarriers);
+ virtual angle::Result releaseTextures(const gl::Context *context,
+ gl::TextureBarrierVector *textureBarriers);
+
+ // AMD_performance_monitor
+ virtual const angle::PerfMonitorCounterGroups &getPerfMonitorCounters();
+
+ protected:
+ const gl::State &mState;
+ gl::MemoryProgramCache *mMemoryProgramCache;
+ gl::ErrorSet *mErrors;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_