Use rx::ImplFactory in Framebuffer init.
BUG=angleproject:942
Change-Id: Idf14a4e42148b379b64b129ab649a9222cf1fb52
Reviewed-on: https://chromium-review.googlesource.com/258902
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/Framebuffer.cpp b/src/libANGLE/Framebuffer.cpp
index 31afbec..fb7a2de 100644
--- a/src/libANGLE/Framebuffer.cpp
+++ b/src/libANGLE/Framebuffer.cpp
@@ -14,7 +14,7 @@
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/renderer/FramebufferImpl.h"
-#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/renderer/ImplFactory.h"
#include "libANGLE/renderer/RenderbufferImpl.h"
#include "libANGLE/renderer/Workarounds.h"
@@ -80,9 +80,9 @@
return (mDepthAttachment != nullptr ? mDepthAttachment : mStencilAttachment);
}
-Framebuffer::Framebuffer(const Caps &caps, rx::Renderer *renderer, GLuint id)
+Framebuffer::Framebuffer(const Caps &caps, rx::ImplFactory *factory, GLuint id)
: mData(caps),
- mImpl(renderer->createFramebuffer(mData)),
+ mImpl(factory->createFramebuffer(mData)),
mId(id)
{
ASSERT(mImpl != nullptr);
@@ -622,12 +622,12 @@
}
}
-DefaultFramebuffer::DefaultFramebuffer(const Caps &caps, rx::Renderer *renderer, egl::Surface *surface)
- : Framebuffer(caps, renderer, 0)
+DefaultFramebuffer::DefaultFramebuffer(const Caps &caps, rx::ImplFactory *factory, egl::Surface *surface)
+ : Framebuffer(caps, factory, 0)
{
- rx::DefaultAttachmentImpl *colorAttachment = renderer->createDefaultAttachment(GL_BACK, surface);
- rx::DefaultAttachmentImpl *depthAttachment = renderer->createDefaultAttachment(GL_DEPTH, surface);
- rx::DefaultAttachmentImpl *stencilAttachment = renderer->createDefaultAttachment(GL_STENCIL, surface);
+ rx::DefaultAttachmentImpl *colorAttachment = factory->createDefaultAttachment(GL_BACK, surface);
+ rx::DefaultAttachmentImpl *depthAttachment = factory->createDefaultAttachment(GL_DEPTH, surface);
+ rx::DefaultAttachmentImpl *stencilAttachment = factory->createDefaultAttachment(GL_STENCIL, surface);
ASSERT(colorAttachment);
setAttachment(GL_BACK, new DefaultAttachment(GL_BACK, colorAttachment));