#include "libANGLE/renderer/gl/ClearMultiviewGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/Framebuffer.h"
namespace rx
{
ClearMultiviewGL::ClearMultiviewGL(const FunctionsGL *functions, StateManagerGL *stateManager)
: … { … }
ClearMultiviewGL::~ClearMultiviewGL()
{ … }
void ClearMultiviewGL::clearMultiviewFBO(const gl::FramebufferState &state,
const gl::Rectangle &scissorBase,
ClearCommandType clearCommandType,
GLbitfield mask,
GLenum buffer,
GLint drawbuffer,
const uint8_t *values,
GLfloat depth,
GLint stencil)
{ … }
void ClearMultiviewGL::clearLayeredFBO(const gl::FramebufferState &state,
ClearCommandType clearCommandType,
GLbitfield mask,
GLenum buffer,
GLint drawbuffer,
const uint8_t *values,
GLfloat depth,
GLint stencil)
{ … }
void ClearMultiviewGL::genericClear(ClearCommandType clearCommandType,
GLbitfield mask,
GLenum buffer,
GLint drawbuffer,
const uint8_t *values,
GLfloat depth,
GLint stencil)
{ … }
void ClearMultiviewGL::attachTextures(const gl::FramebufferState &state, int layer)
{ … }
void ClearMultiviewGL::detachTextures(const gl::FramebufferState &state)
{ … }
void ClearMultiviewGL::initializeResources()
{ … }
}