Edit

kc3-lang/angle/src/libANGLE/FramebufferAttachment.cpp

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2017-04-05 11:22:18
    Hash : 4fd95d54
    Message : Stop using FramebufferAttachment::Target. Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful for many operations. Simplify this to just passing the mip/layer. This allows us to stop using this internal struct in other classes. BUG=angleproject:1635 Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453 Reviewed-on: https://chromium-review.googlesource.com/469152 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/FramebufferAttachment.cpp
  • //
    // Copyright (c) 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.
    //
    
    // FramebufferAttachment.cpp: the gl::FramebufferAttachment class and its derived classes
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
    
    #include "libANGLE/FramebufferAttachment.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Config.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/FramebufferImpl.h"
    #include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
    
    namespace gl
    {
    
    ////// FramebufferAttachment::Target Implementation //////
    
    FramebufferAttachment::Target::Target()
        : mBinding(GL_NONE),
          mTextureIndex(ImageIndex::MakeInvalid())
    {
    }
    
    FramebufferAttachment::Target::Target(GLenum binding, const ImageIndex &imageIndex)
        : mBinding(binding),
          mTextureIndex(imageIndex)
    {
    }
    
    FramebufferAttachment::Target::Target(const Target &other)
        : mBinding(other.mBinding),
          mTextureIndex(other.mTextureIndex)
    {
    }
    
    FramebufferAttachment::Target &FramebufferAttachment::Target::operator=(const Target &other)
    {
        this->mBinding = other.mBinding;
        this->mTextureIndex = other.mTextureIndex;
        return *this;
    }
    
    ////// FramebufferAttachment Implementation //////
    
    FramebufferAttachment::FramebufferAttachment()
        : mType(GL_NONE), mResource(nullptr)
    {
    }
    
    FramebufferAttachment::FramebufferAttachment(GLenum type,
                                                 GLenum binding,
                                                 const ImageIndex &textureIndex,
                                                 FramebufferAttachmentObject *resource)
        : mResource(nullptr)
    {
        attach(type, binding, textureIndex, resource);
    }
    
    FramebufferAttachment::FramebufferAttachment(const FramebufferAttachment &other)
        : mResource(nullptr)
    {
        attach(other.mType, other.mTarget.binding(), other.mTarget.textureIndex(), other.mResource);
    }
    
    FramebufferAttachment &FramebufferAttachment::operator=(const FramebufferAttachment &other)
    {
        attach(other.mType, other.mTarget.binding(), other.mTarget.textureIndex(), other.mResource);
        return *this;
    }
    
    FramebufferAttachment::~FramebufferAttachment()
    {
        detach();
    }
    
    void FramebufferAttachment::detach()
    {
        mType = GL_NONE;
        if (mResource != nullptr)
        {
            mResource->onDetach();
            mResource = nullptr;
        }
    
        // not technically necessary, could omit for performance
        mTarget = Target();
    }
    
    void FramebufferAttachment::attach(GLenum type,
                                       GLenum binding,
                                       const ImageIndex &textureIndex,
                                       FramebufferAttachmentObject *resource)
    {
        if (resource == nullptr)
        {
            detach();
            return;
        }
    
        mType = type;
        mTarget = Target(binding, textureIndex);
        resource->onAttach();
    
        if (mResource != nullptr)
        {
            mResource->onDetach();
        }
    
        mResource = resource;
    }
    
    GLuint FramebufferAttachment::getRedSize() const
    {
        return getFormat().info->redBits;
    }
    
    GLuint FramebufferAttachment::getGreenSize() const
    {
        return getFormat().info->greenBits;
    }
    
    GLuint FramebufferAttachment::getBlueSize() const
    {
        return getFormat().info->blueBits;
    }
    
    GLuint FramebufferAttachment::getAlphaSize() const
    {
        return getFormat().info->alphaBits;
    }
    
    GLuint FramebufferAttachment::getDepthSize() const
    {
        return getFormat().info->depthBits;
    }
    
    GLuint FramebufferAttachment::getStencilSize() const
    {
        return getFormat().info->stencilBits;
    }
    
    GLenum FramebufferAttachment::getComponentType() const
    {
        return getFormat().info->componentType;
    }
    
    GLenum FramebufferAttachment::getColorEncoding() const
    {
        return getFormat().info->colorEncoding;
    }
    
    GLuint FramebufferAttachment::id() const
    {
        return mResource->getId();
    }
    
    const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
    {
        ASSERT(type() == GL_TEXTURE);
        return mTarget.textureIndex();
    }
    
    GLenum FramebufferAttachment::cubeMapFace() const
    {
        ASSERT(mType == GL_TEXTURE);
    
        const auto &index = mTarget.textureIndex();
        return IsCubeMapTextureTarget(index.type) ? index.type : GL_NONE;
    }
    
    GLint FramebufferAttachment::mipLevel() const
    {
        ASSERT(type() == GL_TEXTURE);
        return mTarget.textureIndex().mipIndex;
    }
    
    GLint FramebufferAttachment::layer() const
    {
        ASSERT(mType == GL_TEXTURE);
    
        const auto &index = mTarget.textureIndex();
    
        if (index.type == GL_TEXTURE_2D_ARRAY || index.type == GL_TEXTURE_3D)
        {
            return index.layerIndex;
        }
        return 0;
    }
    
    Texture *FramebufferAttachment::getTexture() const
    {
        return rx::GetAs<Texture>(mResource);
    }
    
    Renderbuffer *FramebufferAttachment::getRenderbuffer() const
    {
        return rx::GetAs<Renderbuffer>(mResource);
    }
    
    const egl::Surface *FramebufferAttachment::getSurface() const
    {
        return rx::GetAs<egl::Surface>(mResource);
    }
    
    FramebufferAttachmentObject *FramebufferAttachment::getResource() const
    {
        return mResource;
    }
    
    bool FramebufferAttachment::operator==(const FramebufferAttachment &other) const
    {
        if (mResource != other.mResource || mType != other.mType)
        {
            return false;
        }
    
        if (mType == GL_TEXTURE && getTextureImageIndex() != other.getTextureImageIndex())
        {
            return false;
        }
    
        return true;
    }
    
    bool FramebufferAttachment::operator!=(const FramebufferAttachment &other) const
    {
        return !(*this == other);
    }
    
    Error FramebufferAttachmentObject::getAttachmentRenderTarget(
        GLenum binding,
        const ImageIndex &imageIndex,
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        return getAttachmentImpl()->getAttachmentRenderTarget(binding, imageIndex, rtOut);
    }
    
    angle::BroadcastChannel<> *FramebufferAttachmentObject::getDirtyChannel()
    {
        return &mDirtyChannel;
    }
    
    }  // namespace gl