RenderbufferD3D.cpp (4930B)
1 // 2 // Copyright 2014 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 // RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl 8 9 #include "libANGLE/renderer/d3d/RenderbufferD3D.h" 10 11 #include "libANGLE/Context.h" 12 #include "libANGLE/Image.h" 13 #include "libANGLE/renderer/d3d/ContextD3D.h" 14 #include "libANGLE/renderer/d3d/EGLImageD3D.h" 15 #include "libANGLE/renderer/d3d/RenderTargetD3D.h" 16 #include "libANGLE/renderer/d3d/RendererD3D.h" 17 18 namespace rx 19 { 20 RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer) 21 : RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr) 22 {} 23 24 RenderbufferD3D::~RenderbufferD3D() 25 { 26 SafeDelete(mRenderTarget); 27 mImage = nullptr; 28 } 29 30 void RenderbufferD3D::onDestroy(const gl::Context *context) 31 { 32 SafeDelete(mRenderTarget); 33 } 34 35 angle::Result RenderbufferD3D::setStorage(const gl::Context *context, 36 GLenum internalformat, 37 GLsizei width, 38 GLsizei height) 39 { 40 return setStorageMultisample(context, 0, internalformat, width, height, 41 gl::MultisamplingMode::Regular); 42 } 43 44 angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context, 45 GLsizei samples, 46 GLenum internalformat, 47 GLsizei width, 48 GLsizei height, 49 gl::MultisamplingMode mode) 50 { 51 // TODO: Correctly differentiate between normal multisampling and render to texture. In the 52 // latter case, the renderbuffer must be automatically resolved when rendering is broken and 53 // operations performed on it (such as blit, copy etc) should use the resolved image. 54 // http://anglebug.com/3107. 55 56 // If the renderbuffer parameters are queried, the calling function 57 // will expect one of the valid renderbuffer formats for use in 58 // glRenderbufferStorage, but we should create depth and stencil buffers 59 // as DEPTH24_STENCIL8 60 GLenum creationFormat = internalformat; 61 if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8) 62 { 63 creationFormat = GL_DEPTH24_STENCIL8_OES; 64 } 65 66 // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create 67 // the specified storage. 68 // Because ES 3.0 already knows the exact number of supported samples, it would already have 69 // been validated and generated GL_INVALID_VALUE. 70 const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat); 71 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), 72 static_cast<uint32_t>(samples) <= formatCaps.getMaxSamples()); 73 74 RenderTargetD3D *newRT = nullptr; 75 ANGLE_TRY( 76 mRenderer->createRenderTarget(context, width, height, creationFormat, samples, &newRT)); 77 78 SafeDelete(mRenderTarget); 79 mImage = nullptr; 80 mRenderTarget = newRT; 81 82 return angle::Result::Continue; 83 } 84 85 angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context, 86 egl::Image *image) 87 { 88 mImage = GetImplAs<EGLImageD3D>(image); 89 SafeDelete(mRenderTarget); 90 91 return angle::Result::Continue; 92 } 93 94 angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context, 95 RenderTargetD3D **outRenderTarget) 96 { 97 if (mImage) 98 { 99 return mImage->getRenderTarget(context, outRenderTarget); 100 } 101 else 102 { 103 *outRenderTarget = mRenderTarget; 104 return angle::Result::Continue; 105 } 106 } 107 108 angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context, 109 GLenum binding, 110 const gl::ImageIndex &imageIndex, 111 GLsizei samples, 112 FramebufferAttachmentRenderTarget **rtOut) 113 { 114 return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut)); 115 } 116 117 angle::Result RenderbufferD3D::initializeContents(const gl::Context *context, 118 GLenum binding, 119 const gl::ImageIndex &imageIndex) 120 { 121 RenderTargetD3D *renderTarget = nullptr; 122 ANGLE_TRY(getRenderTarget(context, &renderTarget)); 123 return mRenderer->initRenderTarget(context, renderTarget); 124 } 125 126 } // namespace rx