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,GLsizei width,GLsizei height)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
setStorageMultisample(const gl::Context * context,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,gl::MultisamplingMode mode)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
setStorageEGLImageTarget(const gl::Context * context,egl::Image * image)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
getRenderTarget(const gl::Context * context,RenderTargetD3D ** outRenderTarget)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
getAttachmentRenderTarget(const gl::Context * context,GLenum binding,const gl::ImageIndex & imageIndex,GLsizei samples,FramebufferAttachmentRenderTarget ** rtOut)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
initializeContents(const gl::Context * context,const gl::ImageIndex & imageIndex)117 angle::Result RenderbufferD3D::initializeContents(const gl::Context *context,
118 const gl::ImageIndex &imageIndex)
119 {
120 RenderTargetD3D *renderTarget = nullptr;
121 ANGLE_TRY(getRenderTarget(context, &renderTarget));
122 return mRenderer->initRenderTarget(context, renderTarget);
123 }
124
125 } // namespace rx
126