// // Copyright 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/Context.h" #include "libANGLE/Image.h" #include "libANGLE/renderer/d3d/ContextD3D.h" #include "libANGLE/renderer/d3d/EGLImageD3D.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/RendererD3D.h" namespace rx { RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer) : RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr) {} RenderbufferD3D::~RenderbufferD3D() { SafeDelete(mRenderTarget); mImage = nullptr; } void RenderbufferD3D::onDestroy(const gl::Context *context) { SafeDelete(mRenderTarget); } angle::Result RenderbufferD3D::setStorage(const gl::Context *context, GLenum internalformat, GLsizei width, GLsizei height) { return setStorageMultisample(context, 0, internalformat, width, height, gl::MultisamplingMode::Regular); } angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, gl::MultisamplingMode mode) { // TODO: Correctly differentiate between normal multisampling and render to texture. In the // latter case, the renderbuffer must be automatically resolved when rendering is broken and // operations performed on it (such as blit, copy etc) should use the resolved image. // http://anglebug.com/3107. // If the renderbuffer parameters are queried, the calling function // will expect one of the valid renderbuffer formats for use in // glRenderbufferStorage, but we should create depth and stencil buffers // as DEPTH24_STENCIL8 GLenum creationFormat = internalformat; if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8) { creationFormat = GL_DEPTH24_STENCIL8_OES; } // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create // the specified storage. // Because ES 3.0 already knows the exact number of supported samples, it would already have // been validated and generated GL_INVALID_VALUE. const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat); ANGLE_CHECK_GL_ALLOC(GetImplAs(context), static_cast(samples) <= formatCaps.getMaxSamples()); RenderTargetD3D *newRT = nullptr; ANGLE_TRY( mRenderer->createRenderTarget(context, width, height, creationFormat, samples, &newRT)); SafeDelete(mRenderTarget); mImage = nullptr; mRenderTarget = newRT; return angle::Result::Continue; } angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context, egl::Image *image) { mImage = GetImplAs(image); SafeDelete(mRenderTarget); return angle::Result::Continue; } angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context, RenderTargetD3D **outRenderTarget) { if (mImage) { return mImage->getRenderTarget(context, outRenderTarget); } else { *outRenderTarget = mRenderTarget; return angle::Result::Continue; } } angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context, GLenum binding, const gl::ImageIndex &imageIndex, GLsizei samples, FramebufferAttachmentRenderTarget **rtOut) { return getRenderTarget(context, reinterpret_cast(rtOut)); } angle::Result RenderbufferD3D::initializeContents(const gl::Context *context, const gl::ImageIndex &imageIndex) { RenderTargetD3D *renderTarget = nullptr; ANGLE_TRY(getRenderTarget(context, &renderTarget)); return mRenderer->initRenderTarget(context, renderTarget); } } // namespace rx