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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