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kc3-lang/angle/src/libGLESv2/Renderbuffer.cpp

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  • Author : daniel@transgaming.com
    Date : 2010-08-24 19:20:36
    Hash : 1f135d86
    Message : Implements glRenderbufferMultisampleStorage TRAC #12714 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Shannon Woods git-svn-id: https://angleproject.googlecode.com/svn/trunk@390 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Renderbuffer.cpp
  • //
    // Copyright (c) 2002-2010 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.
    //
    
    // Renderbuffer.cpp: the gl::Renderbuffer class and its derived classes
    // Colorbuffer, Depthbuffer and Stencilbuffer. Implements GL renderbuffer
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
    
    #include "libGLESv2/Renderbuffer.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/utilities.h"
    
    namespace gl
    {
    unsigned int RenderbufferStorage::mCurrentSerial = 1;
    
    Renderbuffer::Renderbuffer(GLuint id, RenderbufferStorage *storage) : RefCountObject(id)
    {
        ASSERT(storage != NULL);
        mStorage = storage;
    }
    
    Renderbuffer::~Renderbuffer()
    {
        delete mStorage;
    }
    
    bool Renderbuffer::isColorbuffer() const
    {
        return mStorage->isColorbuffer();
    }
    
    bool Renderbuffer::isDepthbuffer() const
    {
        return mStorage->isDepthbuffer();
    }
    
    bool Renderbuffer::isStencilbuffer() const
    {
        return mStorage->isStencilbuffer();
    }
    
    IDirect3DSurface9 *Renderbuffer::getRenderTarget()
    {
        return mStorage->getRenderTarget();
    }
    
    IDirect3DSurface9 *Renderbuffer::getDepthStencil()
    {
        return mStorage->getDepthStencil();
    }
    
    int Renderbuffer::getWidth() const
    {
        return mStorage->getWidth();
    }
    
    int Renderbuffer::getHeight() const
    {
        return mStorage->getHeight();
    }
    
    GLenum Renderbuffer::getFormat() const
    {
        return mStorage->getFormat();
    }
    
    D3DFORMAT Renderbuffer::getD3DFormat() const
    {
        return mStorage->getD3DFormat();
    }
    
    unsigned int Renderbuffer::getSerial() const
    {
        return mStorage->getSerial();
    }
    
    void Renderbuffer::setStorage(RenderbufferStorage *newStorage)
    {
        ASSERT(newStorage != NULL);
    
        delete mStorage;
        mStorage = newStorage;
    }
    
    RenderbufferStorage::RenderbufferStorage()
    {
        mSerial = issueSerial();
    }
    
    RenderbufferStorage::~RenderbufferStorage()
    {
    }
    
    bool RenderbufferStorage::isColorbuffer() const
    {
        return false;
    }
    
    bool RenderbufferStorage::isDepthbuffer() const
    {
        return false;
    }
    
    bool RenderbufferStorage::isStencilbuffer() const
    {
        return false;
    }
    
    IDirect3DSurface9 *RenderbufferStorage::getRenderTarget()
    {
        return NULL;
    }
    
    IDirect3DSurface9 *RenderbufferStorage::getDepthStencil()
    {
        return NULL;
    }
    
    int RenderbufferStorage::getWidth() const
    {
        return mWidth;
    }
    
    int RenderbufferStorage::getHeight() const
    {
        return mHeight;
    }
    
    void RenderbufferStorage::setSize(int width, int height)
    {
        mWidth = width;
        mHeight = height;
    }
    
    GLenum RenderbufferStorage::getFormat() const
    {
        return mFormat;
    }
    
    D3DFORMAT RenderbufferStorage::getD3DFormat() const
    {
        return mD3DFormat;
    }
    
    GLsizei RenderbufferStorage::getSamples() const
    {
        return mSamples;
    }
    
    unsigned int RenderbufferStorage::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int RenderbufferStorage::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    Colorbuffer::Colorbuffer(IDirect3DSurface9 *renderTarget) : mRenderTarget(renderTarget)
    {
        if (renderTarget)
        {
            renderTarget->AddRef();
    
            D3DSURFACE_DESC description;
            renderTarget->GetDesc(&description);
    
            setSize(description.Width, description.Height);
            mD3DFormat = description.Format;
            mSamples = es2dx::GetSamplesFromMultisampleType(description.MultiSampleType);
        }
        else
        {
            mD3DFormat = D3DFMT_UNKNOWN;
            mSamples = 0;
        }
    }
    
    Colorbuffer::Colorbuffer(int width, int height, GLenum format, GLsizei samples)
    {
        IDirect3DDevice9 *device = getDevice();
    
        mRenderTarget = NULL;
        D3DFORMAT requestedFormat = es2dx::ConvertRenderbufferFormat(format);
        int supportedSamples = getContext()->getNearestSupportedSamples(requestedFormat, samples);
    
        if (supportedSamples == -1)
        {
            error(GL_OUT_OF_MEMORY);
    
            return;
        }
    
        if (width > 0 && height > 0)
        {
            HRESULT result = device->CreateRenderTarget(width, height, requestedFormat, 
                                                        es2dx::GetMultisampleTypeFromSamples(supportedSamples), 0, FALSE, &mRenderTarget, NULL);
    
            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
            {
                error(GL_OUT_OF_MEMORY);
    
                return;
            }
    
            ASSERT(SUCCEEDED(result));
        }
    
        if (mRenderTarget)
        {
            setSize(width, height);
            mFormat = format;
            mD3DFormat = requestedFormat;
            mSamples = supportedSamples;
        }
        else
        {
            setSize(0, 0);
            mFormat = GL_RGBA4;
            mD3DFormat = D3DFMT_UNKNOWN;
            mSamples = 0;
        }
    }
    
    Colorbuffer::~Colorbuffer()
    {
        if (mRenderTarget)
        {
            mRenderTarget->Release();
        }
    }
    
    bool Colorbuffer::isColorbuffer() const
    {
        return true;
    }
    
    GLuint Colorbuffer::getRedSize() const
    {
        if (mRenderTarget)
        {
            D3DSURFACE_DESC description;
            mRenderTarget->GetDesc(&description);
    
            return es2dx::GetRedSize(description.Format);
        }
    
        return 0;
    }
    
    GLuint Colorbuffer::getGreenSize() const
    {
        if (mRenderTarget)
        {
            D3DSURFACE_DESC description;
            mRenderTarget->GetDesc(&description);
    
            return es2dx::GetGreenSize(description.Format);
        }
    
        return 0;
    }
    
    GLuint Colorbuffer::getBlueSize() const
    {
        if (mRenderTarget)
        {
            D3DSURFACE_DESC description;
            mRenderTarget->GetDesc(&description);
    
            return es2dx::GetBlueSize(description.Format);
        }
    
        return 0;
    }
    
    GLuint Colorbuffer::getAlphaSize() const
    {
        if (mRenderTarget)
        {
            D3DSURFACE_DESC description;
            mRenderTarget->GetDesc(&description);
    
            return es2dx::GetAlphaSize(description.Format);
        }
    
        return 0;
    }
    
    IDirect3DSurface9 *Colorbuffer::getRenderTarget()
    {
        return mRenderTarget;
    }
    
    DepthStencilbuffer::DepthStencilbuffer(IDirect3DSurface9 *depthStencil) : mDepthStencil(depthStencil)
    {
        if (depthStencil)
        {
            depthStencil->AddRef();
    
            D3DSURFACE_DESC description;
            depthStencil->GetDesc(&description);
    
            setSize(description.Width, description.Height);
            mFormat = (description.Format == D3DFMT_D16 ? GL_DEPTH_COMPONENT16 : GL_DEPTH24_STENCIL8_OES);
            mSamples = es2dx::GetSamplesFromMultisampleType(description.MultiSampleType); 
            mD3DFormat = description.Format;
        }
        else
        {
            mD3DFormat = D3DFMT_UNKNOWN; 
            mSamples = 0;
        }
    }
    
    DepthStencilbuffer::DepthStencilbuffer(int width, int height, GLsizei samples)
    {
        IDirect3DDevice9 *device = getDevice();
    
        mDepthStencil = NULL;
        
        int supportedSamples = getContext()->getNearestSupportedSamples(D3DFMT_D24S8, samples);
    
        if (supportedSamples == -1)
        {
            error(GL_OUT_OF_MEMORY);
    
            return;
        }
    
        HRESULT result = device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, es2dx::GetMultisampleTypeFromSamples(supportedSamples),
                                                           0, FALSE, &mDepthStencil, 0);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            error(GL_OUT_OF_MEMORY);
    
            return;
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (mDepthStencil)
        {
            setSize(width, height);
            mFormat = GL_DEPTH24_STENCIL8_OES;
            mD3DFormat = D3DFMT_D24S8;
            mSamples = supportedSamples;
        }
        else
        {
            setSize(0, 0);
            mFormat = GL_RGBA4; //default format
            mD3DFormat = D3DFMT_UNKNOWN;
            mSamples = 0;
        }
    }
    
    DepthStencilbuffer::~DepthStencilbuffer()
    {
        if (mDepthStencil)
        {
            mDepthStencil->Release();
        }
    }
    
    bool DepthStencilbuffer::isDepthbuffer() const
    {
        return true;
    }
    
    bool DepthStencilbuffer::isStencilbuffer() const
    {
        return true;
    }
    
    GLuint DepthStencilbuffer::getDepthSize() const
    {
        if (mDepthStencil)
        {
            D3DSURFACE_DESC description;
            mDepthStencil->GetDesc(&description);
    
            return es2dx::GetDepthSize(description.Format);
        }
    
        return 0;
    }
    
    GLuint DepthStencilbuffer::getStencilSize() const
    {
        if (mDepthStencil)
        {
            D3DSURFACE_DESC description;
            mDepthStencil->GetDesc(&description);
    
            return es2dx::GetStencilSize(description.Format);
        }
    
        return 0;
    }
    
    IDirect3DSurface9 *DepthStencilbuffer::getDepthStencil()
    {
        return mDepthStencil;
    }
    
    Depthbuffer::Depthbuffer(IDirect3DSurface9 *depthStencil) : DepthStencilbuffer(depthStencil)
    {
        if (depthStencil)
        {
            mFormat = GL_DEPTH_COMPONENT16; // If the renderbuffer parameters are queried, the calling function
                                            // will expect one of the valid renderbuffer formats for use in 
                                            // glRenderbufferStorage
        }
    }
    
    Depthbuffer::Depthbuffer(int width, int height, GLsizei samples) : DepthStencilbuffer(width, height, samples)
    {
        if (getDepthStencil())
        {
            mFormat = GL_DEPTH_COMPONENT16; // If the renderbuffer parameters are queried, the calling function
                                            // will expect one of the valid renderbuffer formats for use in 
                                            // glRenderbufferStorage
        }
    }
    
    Depthbuffer::~Depthbuffer()
    {
    }
    
    bool Depthbuffer::isDepthbuffer() const
    {
        return true;
    }
    
    bool Depthbuffer::isStencilbuffer() const
    {
        return false;
    }
    
    Stencilbuffer::Stencilbuffer(IDirect3DSurface9 *depthStencil) : DepthStencilbuffer(depthStencil)
    {
        if (depthStencil)
        {
            mFormat = GL_STENCIL_INDEX8; // If the renderbuffer parameters are queried, the calling function
                                         // will expect one of the valid renderbuffer formats for use in 
                                         // glRenderbufferStorage
        }
        else
        {
            mFormat = GL_RGBA4; //default format
        }
    }
    
    Stencilbuffer::Stencilbuffer(int width, int height, GLsizei samples) : DepthStencilbuffer(width, height, samples)
    {
        if (getDepthStencil())
        {
            mFormat = GL_STENCIL_INDEX8; // If the renderbuffer parameters are queried, the calling function
                                         // will expect one of the valid renderbuffer formats for use in 
                                         // glRenderbufferStorage
        }
    }
    
    Stencilbuffer::~Stencilbuffer()
    {
    }
    
    bool Stencilbuffer::isDepthbuffer() const
    {
        return false;
    }
    
    bool Stencilbuffer::isStencilbuffer() const
    {
        return true;
    }
    }