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//
// Copyright 2015 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.
//
// EGLImageD3D.cpp: Implements the rx::EGLImageD3D class, the D3D implementation of EGL images
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/AttributeMap.h"
#include "libANGLE/Context.h"
#include "libANGLE/Texture.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"
#include <EGL/eglext.h>
namespace rx
{
EGLImageD3D::EGLImageD3D(const egl::ImageState &state,
EGLenum target,
const egl::AttributeMap &attribs,
RendererD3D *renderer)
: ImageImpl(state), mRenderer(renderer), mRenderTarget(nullptr)
{
ASSERT(renderer != nullptr);
}
EGLImageD3D::~EGLImageD3D()
{
SafeDelete(mRenderTarget);
}
egl::Error EGLImageD3D::initialize(const egl::Display *display)
{
return egl::NoError();
}
angle::Result EGLImageD3D::orphan(const gl::Context *context, egl::ImageSibling *sibling)
{
if (sibling == mState.source)
{
ANGLE_TRY(copyToLocalRendertarget(context));
}
return angle::Result::Continue;
}
angle::Result EGLImageD3D::getRenderTarget(const gl::Context *context,
RenderTargetD3D **outRT) const
{
if (mState.source != nullptr)
{
ASSERT(!mRenderTarget);
FramebufferAttachmentRenderTarget *rt = nullptr;
ANGLE_TRY(
mState.source->getAttachmentRenderTarget(context, GL_NONE, mState.imageIndex, 0, &rt));
*outRT = static_cast<RenderTargetD3D *>(rt);
return angle::Result::Continue;
}
ASSERT(mRenderTarget);
*outRT = mRenderTarget;
return angle::Result::Continue;
}
angle::Result EGLImageD3D::copyToLocalRendertarget(const gl::Context *context)
{
ASSERT(mState.source != nullptr);
ASSERT(mRenderTarget == nullptr);
RenderTargetD3D *curRenderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, &curRenderTarget));
{
std::unique_lock lock(mState.targetsLock);
// Invalidate FBOs with this Image attached. Only currently applies to D3D11.
for (egl::ImageSibling *target : mState.targets)
{
target->onStateChange(angle::SubjectMessage::SubjectChanged);
}
}
return mRenderer->createRenderTargetCopy(context, curRenderTarget, &mRenderTarget);
}
} // namespace rx