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82 lines
2.6 KiB
82 lines
2.6 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "State.h" |
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#include <algorithm> |
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#include "Magnum/Context.h" |
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#include "Magnum/Extensions.h" |
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#include "BufferState.h" |
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#include "DebugState.h" |
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#include "FramebufferState.h" |
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#include "MeshState.h" |
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#include "RendererState.h" |
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#include "ShaderState.h" |
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#include "ShaderProgramState.h" |
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#include "TextureState.h" |
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namespace Magnum { namespace Implementation { |
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State::State(Context& context) { |
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/* List of extensions used in current context. Guesstimate count to avoid |
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unnecessary reallocations. */ |
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std::vector<std::string> extensions; |
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#ifndef MAGNUM_TARGET_GLES |
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extensions.reserve(32); |
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#else |
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extensions.reserve(8); |
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#endif |
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buffer = new BufferState; |
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debug = new DebugState(context, extensions); |
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framebuffer = new FramebufferState; |
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mesh = new MeshState; |
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renderer = new RendererState; |
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shader = new ShaderState; |
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shaderProgram = new ShaderProgramState; |
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texture = new TextureState; |
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/* Sort the features and remove duplicates */ |
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std::sort(extensions.begin(), extensions.end()); |
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extensions.erase(std::unique(extensions.begin(), extensions.end()), extensions.end()); |
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Debug() << "Using optional features:"; |
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for(const auto& ext: extensions) Debug() << " " << ext; |
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} |
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State::~State() { |
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delete texture; |
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delete shaderProgram; |
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delete shader; |
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delete renderer; |
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delete mesh; |
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delete framebuffer; |
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delete debug; |
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delete buffer; |
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} |
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}}
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