1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Image.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/ContextD3D.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/EGLImageD3D.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/RenderTargetD3D.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/RendererD3D.h"
17*8975f5c5SAndroid Build Coastguard Worker
18*8975f5c5SAndroid Build Coastguard Worker namespace rx
19*8975f5c5SAndroid Build Coastguard Worker {
RenderbufferD3D(const gl::RenderbufferState & state,RendererD3D * renderer)20*8975f5c5SAndroid Build Coastguard Worker RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer)
21*8975f5c5SAndroid Build Coastguard Worker : RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
22*8975f5c5SAndroid Build Coastguard Worker {}
23*8975f5c5SAndroid Build Coastguard Worker
~RenderbufferD3D()24*8975f5c5SAndroid Build Coastguard Worker RenderbufferD3D::~RenderbufferD3D()
25*8975f5c5SAndroid Build Coastguard Worker {
26*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mRenderTarget);
27*8975f5c5SAndroid Build Coastguard Worker mImage = nullptr;
28*8975f5c5SAndroid Build Coastguard Worker }
29*8975f5c5SAndroid Build Coastguard Worker
onDestroy(const gl::Context * context)30*8975f5c5SAndroid Build Coastguard Worker void RenderbufferD3D::onDestroy(const gl::Context *context)
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mRenderTarget);
33*8975f5c5SAndroid Build Coastguard Worker }
34*8975f5c5SAndroid Build Coastguard Worker
setStorage(const gl::Context * context,GLenum internalformat,GLsizei width,GLsizei height)35*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::setStorage(const gl::Context *context,
36*8975f5c5SAndroid Build Coastguard Worker GLenum internalformat,
37*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
38*8975f5c5SAndroid Build Coastguard Worker GLsizei height)
39*8975f5c5SAndroid Build Coastguard Worker {
40*8975f5c5SAndroid Build Coastguard Worker return setStorageMultisample(context, 0, internalformat, width, height,
41*8975f5c5SAndroid Build Coastguard Worker gl::MultisamplingMode::Regular);
42*8975f5c5SAndroid Build Coastguard Worker }
43*8975f5c5SAndroid Build Coastguard Worker
setStorageMultisample(const gl::Context * context,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,gl::MultisamplingMode mode)44*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context,
45*8975f5c5SAndroid Build Coastguard Worker GLsizei samples,
46*8975f5c5SAndroid Build Coastguard Worker GLenum internalformat,
47*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
48*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
49*8975f5c5SAndroid Build Coastguard Worker gl::MultisamplingMode mode)
50*8975f5c5SAndroid Build Coastguard Worker {
51*8975f5c5SAndroid Build Coastguard Worker // TODO: Correctly differentiate between normal multisampling and render to texture. In the
52*8975f5c5SAndroid Build Coastguard Worker // latter case, the renderbuffer must be automatically resolved when rendering is broken and
53*8975f5c5SAndroid Build Coastguard Worker // operations performed on it (such as blit, copy etc) should use the resolved image.
54*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42261786.
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker // If the renderbuffer parameters are queried, the calling function
57*8975f5c5SAndroid Build Coastguard Worker // will expect one of the valid renderbuffer formats for use in
58*8975f5c5SAndroid Build Coastguard Worker // glRenderbufferStorage, but we should create depth and stencil buffers
59*8975f5c5SAndroid Build Coastguard Worker // as DEPTH24_STENCIL8
60*8975f5c5SAndroid Build Coastguard Worker GLenum creationFormat = internalformat;
61*8975f5c5SAndroid Build Coastguard Worker if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
62*8975f5c5SAndroid Build Coastguard Worker {
63*8975f5c5SAndroid Build Coastguard Worker creationFormat = GL_DEPTH24_STENCIL8_OES;
64*8975f5c5SAndroid Build Coastguard Worker }
65*8975f5c5SAndroid Build Coastguard Worker
66*8975f5c5SAndroid Build Coastguard Worker // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
67*8975f5c5SAndroid Build Coastguard Worker // the specified storage.
68*8975f5c5SAndroid Build Coastguard Worker // Because ES 3.0 already knows the exact number of supported samples, it would already have
69*8975f5c5SAndroid Build Coastguard Worker // been validated and generated GL_INVALID_VALUE.
70*8975f5c5SAndroid Build Coastguard Worker const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat);
71*8975f5c5SAndroid Build Coastguard Worker ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context),
72*8975f5c5SAndroid Build Coastguard Worker static_cast<uint32_t>(samples) <= formatCaps.getMaxSamples());
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker RenderTargetD3D *newRT = nullptr;
75*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(
76*8975f5c5SAndroid Build Coastguard Worker mRenderer->createRenderTarget(context, width, height, creationFormat, samples, &newRT));
77*8975f5c5SAndroid Build Coastguard Worker
78*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mRenderTarget);
79*8975f5c5SAndroid Build Coastguard Worker mImage = nullptr;
80*8975f5c5SAndroid Build Coastguard Worker mRenderTarget = newRT;
81*8975f5c5SAndroid Build Coastguard Worker
82*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
83*8975f5c5SAndroid Build Coastguard Worker }
84*8975f5c5SAndroid Build Coastguard Worker
setStorageEGLImageTarget(const gl::Context * context,egl::Image * image)85*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context,
86*8975f5c5SAndroid Build Coastguard Worker egl::Image *image)
87*8975f5c5SAndroid Build Coastguard Worker {
88*8975f5c5SAndroid Build Coastguard Worker mImage = GetImplAs<EGLImageD3D>(image);
89*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mRenderTarget);
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
92*8975f5c5SAndroid Build Coastguard Worker }
93*8975f5c5SAndroid Build Coastguard Worker
getRenderTarget(const gl::Context * context,RenderTargetD3D ** outRenderTarget)94*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context,
95*8975f5c5SAndroid Build Coastguard Worker RenderTargetD3D **outRenderTarget)
96*8975f5c5SAndroid Build Coastguard Worker {
97*8975f5c5SAndroid Build Coastguard Worker if (mImage)
98*8975f5c5SAndroid Build Coastguard Worker {
99*8975f5c5SAndroid Build Coastguard Worker return mImage->getRenderTarget(context, outRenderTarget);
100*8975f5c5SAndroid Build Coastguard Worker }
101*8975f5c5SAndroid Build Coastguard Worker else
102*8975f5c5SAndroid Build Coastguard Worker {
103*8975f5c5SAndroid Build Coastguard Worker *outRenderTarget = mRenderTarget;
104*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
105*8975f5c5SAndroid Build Coastguard Worker }
106*8975f5c5SAndroid Build Coastguard Worker }
107*8975f5c5SAndroid Build Coastguard Worker
getAttachmentRenderTarget(const gl::Context * context,GLenum binding,const gl::ImageIndex & imageIndex,GLsizei samples,FramebufferAttachmentRenderTarget ** rtOut)108*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
109*8975f5c5SAndroid Build Coastguard Worker GLenum binding,
110*8975f5c5SAndroid Build Coastguard Worker const gl::ImageIndex &imageIndex,
111*8975f5c5SAndroid Build Coastguard Worker GLsizei samples,
112*8975f5c5SAndroid Build Coastguard Worker FramebufferAttachmentRenderTarget **rtOut)
113*8975f5c5SAndroid Build Coastguard Worker {
114*8975f5c5SAndroid Build Coastguard Worker return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
115*8975f5c5SAndroid Build Coastguard Worker }
116*8975f5c5SAndroid Build Coastguard Worker
initializeContents(const gl::Context * context,GLenum binding,const gl::ImageIndex & imageIndex)117*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderbufferD3D::initializeContents(const gl::Context *context,
118*8975f5c5SAndroid Build Coastguard Worker GLenum binding,
119*8975f5c5SAndroid Build Coastguard Worker const gl::ImageIndex &imageIndex)
120*8975f5c5SAndroid Build Coastguard Worker {
121*8975f5c5SAndroid Build Coastguard Worker RenderTargetD3D *renderTarget = nullptr;
122*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(getRenderTarget(context, &renderTarget));
123*8975f5c5SAndroid Build Coastguard Worker return mRenderer->initRenderTarget(context, renderTarget);
124*8975f5c5SAndroid Build Coastguard Worker }
125*8975f5c5SAndroid Build Coastguard Worker
126*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
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