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 {
RenderbufferD3D(const gl::RenderbufferState & state,RendererD3D * renderer)20 RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer)
21 : RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
22 {}
23
~RenderbufferD3D()24 RenderbufferD3D::~RenderbufferD3D()
25 {
26 SafeDelete(mRenderTarget);
27 mImage = nullptr;
28 }
29
onDestroy(const gl::Context * context)30 void RenderbufferD3D::onDestroy(const gl::Context *context)
31 {
32 SafeDelete(mRenderTarget);
33 }
34
setStorage(const gl::Context * context,GLenum internalformat,size_t width,size_t height)35 angle::Result RenderbufferD3D::setStorage(const gl::Context *context,
36 GLenum internalformat,
37 size_t width,
38 size_t height)
39 {
40 return setStorageMultisample(context, 0, internalformat, width, height);
41 }
42
setStorageMultisample(const gl::Context * context,size_t samples,GLenum internalformat,size_t width,size_t height)43 angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context,
44 size_t samples,
45 GLenum internalformat,
46 size_t width,
47 size_t height)
48 {
49 // If the renderbuffer parameters are queried, the calling function
50 // will expect one of the valid renderbuffer formats for use in
51 // glRenderbufferStorage, but we should create depth and stencil buffers
52 // as DEPTH24_STENCIL8
53 GLenum creationFormat = internalformat;
54 if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
55 {
56 creationFormat = GL_DEPTH24_STENCIL8_OES;
57 }
58
59 // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
60 // the specified storage.
61 // Because ES 3.0 already knows the exact number of supported samples, it would already have
62 // been validated and generated GL_INVALID_VALUE.
63 const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat);
64 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), samples <= formatCaps.getMaxSamples());
65
66 RenderTargetD3D *newRT = nullptr;
67 ANGLE_TRY(mRenderer->createRenderTarget(context, static_cast<int>(width),
68 static_cast<int>(height), creationFormat,
69 static_cast<GLsizei>(samples), &newRT));
70
71 SafeDelete(mRenderTarget);
72 mImage = nullptr;
73 mRenderTarget = newRT;
74
75 return angle::Result::Continue;
76 }
77
setStorageEGLImageTarget(const gl::Context * context,egl::Image * image)78 angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context,
79 egl::Image *image)
80 {
81 mImage = GetImplAs<EGLImageD3D>(image);
82 SafeDelete(mRenderTarget);
83
84 return angle::Result::Continue;
85 }
86
getRenderTarget(const gl::Context * context,RenderTargetD3D ** outRenderTarget)87 angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context,
88 RenderTargetD3D **outRenderTarget)
89 {
90 if (mImage)
91 {
92 return mImage->getRenderTarget(context, outRenderTarget);
93 }
94 else
95 {
96 *outRenderTarget = mRenderTarget;
97 return angle::Result::Continue;
98 }
99 }
100
getAttachmentRenderTarget(const gl::Context * context,GLenum binding,const gl::ImageIndex & imageIndex,GLsizei samples,FramebufferAttachmentRenderTarget ** rtOut)101 angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
102 GLenum binding,
103 const gl::ImageIndex &imageIndex,
104 GLsizei samples,
105 FramebufferAttachmentRenderTarget **rtOut)
106 {
107 return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
108 }
109
initializeContents(const gl::Context * context,const gl::ImageIndex & imageIndex)110 angle::Result RenderbufferD3D::initializeContents(const gl::Context *context,
111 const gl::ImageIndex &imageIndex)
112 {
113 RenderTargetD3D *renderTarget = nullptr;
114 ANGLE_TRY(getRenderTarget(context, &renderTarget));
115 return mRenderer->initRenderTarget(context, renderTarget);
116 }
117
118 } // namespace rx
119