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//
// Copyright 2014 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.
//
// RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/Context.h"
#include "libANGLE/Image.h"
#include "libANGLE/renderer/d3d/ContextD3D.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace rx
{
RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer)
: RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
{}
RenderbufferD3D::~RenderbufferD3D()
{
SafeDelete(mRenderTarget);
mImage = nullptr;
}
void RenderbufferD3D::onDestroy(const gl::Context *context)
{
SafeDelete(mRenderTarget);
}
angle::Result RenderbufferD3D::setStorage(const gl::Context *context,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return setStorageMultisample(context, 0, internalformat, width, height,
gl::MultisamplingMode::Regular);
}
angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
gl::MultisamplingMode mode)
{
// TODO: Correctly differentiate between normal multisampling and render to texture. In the
// latter case, the renderbuffer must be automatically resolved when rendering is broken and
// operations performed on it (such as blit, copy etc) should use the resolved image.
// If the renderbuffer parameters are queried, the calling function
// will expect one of the valid renderbuffer formats for use in
// glRenderbufferStorage, but we should create depth and stencil buffers
// as DEPTH24_STENCIL8
GLenum creationFormat = internalformat;
if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
{
creationFormat = GL_DEPTH24_STENCIL8_OES;
}
// ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
// the specified storage.
// Because ES 3.0 already knows the exact number of supported samples, it would already have
// been validated and generated GL_INVALID_VALUE.
const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat);
ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context),
static_cast<uint32_t>(samples) <= formatCaps.getMaxSamples());
RenderTargetD3D *newRT = nullptr;
ANGLE_TRY(
mRenderer->createRenderTarget(context, width, height, creationFormat, samples, &newRT));
SafeDelete(mRenderTarget);
mImage = nullptr;
mRenderTarget = newRT;
return angle::Result::Continue;
}
angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context,
egl::Image *image)
{
mImage = GetImplAs<EGLImageD3D>(image);
SafeDelete(mRenderTarget);
return angle::Result::Continue;
}
angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context,
RenderTargetD3D **outRenderTarget)
{
if (mImage)
{
return mImage->getRenderTarget(context, outRenderTarget);
}
else
{
*outRenderTarget = mRenderTarget;
return angle::Result::Continue;
}
}
angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut)
{
return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
}
angle::Result RenderbufferD3D::initializeContents(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex)
{
RenderTargetD3D *renderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, &renderTarget));
return mRenderer->initRenderTarget(context, renderTarget);
}
} // namespace rx