Commit f3edc51b authored by gman@google.com's avatar gman@google.com

Make more stuff private in renderer

Review URL: http://codereview.chromium.org/199066

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@25805 0039d316-1c4b-4281-b951-d872f2087c98
parent 672606d6
......@@ -99,12 +99,12 @@ bool Renderer::IsForceSoftwareRenderer() {
}
Renderer::Renderer(ServiceLocator* service_locator)
: current_render_surface_(NULL),
current_depth_surface_(NULL),
current_render_surface_is_back_buffer_(true),
service_locator_(service_locator),
: service_locator_(service_locator),
service_(service_locator, this),
features_(service_locator),
current_render_surface_(NULL),
current_depth_surface_(NULL),
current_render_surface_is_back_buffer_(true),
viewport_(0.0f, 0.0f, 1.0f, 1.0f),
depth_range_(0.0f, 1.0f),
write_mask_(0xf),
......@@ -251,9 +251,8 @@ void Renderer::SetClientSize(int width, int height) {
bool Renderer::StartRendering() {
DCHECK_GE(start_depth_, 0);
++start_depth_;
bool result = true;
if (start_depth_ == 1) {
if (start_depth_ == 0) {
++render_frame_count_;
rendering_ = true;
transforms_culled_ = 0;
......@@ -277,6 +276,9 @@ bool Renderer::StartRendering() {
}
}
}
if (result) {
++start_depth_;
}
return result;
}
......@@ -308,6 +310,9 @@ void Renderer::FinishRendering() {
if (start_depth_ == 0) {
ApplyDirtyStates();
PlatformSpecificFinishRendering();
// Don't hold pointers to these when we are finished rendering.
current_render_surface_ = NULL;
current_depth_surface_ = NULL;
rendering_ = false;
}
}
......
......@@ -629,36 +629,10 @@ class Renderer {
// Sets the client's size. Derived classes must call this on Init and Resize.
void SetClientSize(int width, int height);
// The current render surfaces. NULL = no surface.
const RenderSurface* current_render_surface_;
const RenderDepthStencilSurface* current_depth_surface_;
bool current_render_surface_is_back_buffer_;
Sampler::Ref error_sampler_; // sampler used when one is missing.
Texture::Ref error_texture_; // texture used when one is missing.
Texture::Ref fallback_error_texture_; // texture used when error_texture is
// null.
ParamObject::Ref error_object_; // holds params used for missing textures.
ParamSampler::Ref error_param_sampler_; // A Param for the error sampler.
// Map of State Handlers.
StateHandlerMap state_handler_map_;
// Stack of state params
ParamVectorArray state_param_stacks_;
// Stack of state objects.
StateArray state_stack_;
// State object holding the default state settings.
State::Ref default_state_;
// A State object holding the settings required to be able to clear the
// back buffer.
State::Ref clear_back_buffer_state_;
// Lost Resources Callbacks.
LostResourcesCallbackManager lost_resources_callback_manager_;
// Calls any registered lost resources callback.
void CallLostResourcesCallback() const {
lost_resources_callback_manager_.Run();
}
int dest_x_offset() const {
return dest_x_offset_;
......@@ -693,6 +667,37 @@ class Renderer {
ServiceImplementation<Renderer> service_;
ServiceDependency<Features> features_;
// The current render surfaces. NULL = no surface.
const RenderSurface* current_render_surface_;
const RenderDepthStencilSurface* current_depth_surface_;
bool current_render_surface_is_back_buffer_;
Sampler::Ref error_sampler_; // sampler used when one is missing.
Texture::Ref error_texture_; // texture used when one is missing.
Texture::Ref fallback_error_texture_; // texture used when error_texture is
// null.
ParamObject::Ref error_object_; // holds params used for missing textures.
ParamSampler::Ref error_param_sampler_; // A Param for the error sampler.
// Map of State Handlers.
StateHandlerMap state_handler_map_;
// Stack of state params
ParamVectorArray state_param_stacks_;
// Stack of state objects.
StateArray state_stack_;
// State object holding the default state settings.
State::Ref default_state_;
// A State object holding the settings required to be able to clear the
// back buffer.
State::Ref clear_back_buffer_state_;
// Lost Resources Callbacks.
LostResourcesCallbackManager lost_resources_callback_manager_;
// Current viewport setting.
Float4 viewport_;
......
......@@ -1266,7 +1266,7 @@ void RendererD3D9::TestLostDevice() {
// Direct3d tells us it is possible to reset the device now..
// So let's attempt a reset!
if (ResetDevice()) {
lost_resources_callback_manager_.Run();
CallLostResourcesCallback();
}
}
}
......
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