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The Tor Browser
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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