1 //
2 // Copyright (c) 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 
10 #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
11 
12 #include "libANGLE/Image.h"
13 #include "libANGLE/renderer/d3d/EGLImageD3D.h"
14 #include "libANGLE/renderer/d3d/RendererD3D.h"
15 #include "libANGLE/renderer/d3d/RenderTargetD3D.h"
16 
17 namespace rx
18 {
RenderbufferD3D(RendererD3D * renderer)19 RenderbufferD3D::RenderbufferD3D(RendererD3D *renderer)
20     : mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
21 {
22 }
23 
~RenderbufferD3D()24 RenderbufferD3D::~RenderbufferD3D()
25 {
26     SafeDelete(mRenderTarget);
27     mImage = nullptr;
28 }
29 
onDestroy(const gl::Context * context)30 gl::Error RenderbufferD3D::onDestroy(const gl::Context *context)
31 {
32     deleteRenderTarget(context);
33     return gl::NoError();
34 }
35 
setStorage(const gl::Context * context,GLenum internalformat,size_t width,size_t height)36 gl::Error RenderbufferD3D::setStorage(const gl::Context *context,
37                                       GLenum internalformat,
38                                       size_t width,
39                                       size_t height)
40 {
41     return setStorageMultisample(context, 0, internalformat, width, height);
42 }
43 
setStorageMultisample(const gl::Context * context,size_t samples,GLenum internalformat,size_t width,size_t height)44 gl::Error RenderbufferD3D::setStorageMultisample(const gl::Context *context,
45                                                  size_t samples,
46                                                  GLenum internalformat,
47                                                  size_t width,
48                                                  size_t height)
49 {
50     // If the renderbuffer parameters are queried, the calling function
51     // will expect one of the valid renderbuffer formats for use in
52     // glRenderbufferStorage, but we should create depth and stencil buffers
53     // as DEPTH24_STENCIL8
54     GLenum creationFormat = internalformat;
55     if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
56     {
57         creationFormat = GL_DEPTH24_STENCIL8_OES;
58     }
59 
60     // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
61     // the specified storage.
62     // Because ES 3.0 already knows the exact number of supported samples, it would already have been
63     // validated and generated GL_INVALID_VALUE.
64     const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat);
65     if (samples > formatCaps.getMaxSamples())
66     {
67         return gl::OutOfMemory() << "Renderbuffer format does not support " << samples
68                                  << " samples, " << formatCaps.getMaxSamples()
69                                  << " is the maximum.";
70     }
71 
72     RenderTargetD3D *newRT = nullptr;
73     ANGLE_TRY(mRenderer->createRenderTarget(static_cast<int>(width), static_cast<int>(height),
74                                             creationFormat, static_cast<GLsizei>(samples), &newRT));
75 
76     deleteRenderTarget(context);
77     mImage        = nullptr;
78     mRenderTarget = newRT;
79 
80     return gl::NoError();
81 }
82 
setStorageEGLImageTarget(const gl::Context * context,egl::Image * image)83 gl::Error RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context, egl::Image *image)
84 {
85     mImage = GetImplAs<EGLImageD3D>(image);
86     deleteRenderTarget(context);
87 
88     return gl::NoError();
89 }
90 
getRenderTarget(const gl::Context * context,RenderTargetD3D ** outRenderTarget)91 gl::Error RenderbufferD3D::getRenderTarget(const gl::Context *context,
92                                            RenderTargetD3D **outRenderTarget)
93 {
94     if (mImage)
95     {
96         return mImage->getRenderTarget(context, outRenderTarget);
97     }
98     else
99     {
100         *outRenderTarget = mRenderTarget;
101         return gl::NoError();
102     }
103 }
104 
getAttachmentRenderTarget(const gl::Context * context,GLenum,const gl::ImageIndex &,FramebufferAttachmentRenderTarget ** rtOut)105 gl::Error RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
106                                                      GLenum /*binding*/,
107                                                      const gl::ImageIndex & /*imageIndex*/,
108                                                      FramebufferAttachmentRenderTarget **rtOut)
109 {
110     return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
111 }
112 
deleteRenderTarget(const gl::Context * context)113 void RenderbufferD3D::deleteRenderTarget(const gl::Context *context)
114 {
115     if (mRenderTarget)
116     {
117         mRenderTarget->signalDirty(context);
118         SafeDelete(mRenderTarget);
119     }
120 }
121 
initializeContents(const gl::Context * context,const gl::ImageIndex & imageIndex)122 gl::Error RenderbufferD3D::initializeContents(const gl::Context *context,
123                                               const gl::ImageIndex &imageIndex)
124 {
125     RenderTargetD3D *renderTarget = nullptr;
126     ANGLE_TRY(getRenderTarget(context, &renderTarget));
127     return mRenderer->initRenderTarget(renderTarget);
128 }
129 
130 }  // namespace rx
131