Hash :
aef95dec
Author :
Date :
2014-09-05T10:12:41
Use attachment binding points for dynamic PS key. Because our output signature is only dependent on the arrangment of the attachments, not the attachment type, use the output layout key for now. If we need to, we could store both, in the future. BUG=angle:705 Change-Id: I3b99954d30b91a4741fdd6f48f8ffcf88c0bea7a Reviewed-on: https://chromium-review.googlesource.com/215846 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250
//
// 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.h: Defines the wrapper class gl::FramebufferAttachment, as well as the
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
#ifndef LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
#define LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
#include "common/angleutils.h"
#include "common/RefCountObject.h"
#include "angle_gl.h"
namespace rx
{
class Renderer;
class RenderTarget;
class TextureStorage;
}
namespace gl
{
class Texture;
class Texture2D;
class TextureCubeMap;
class Texture3D;
class Texture2DArray;
class Renderbuffer;
// FramebufferAttachment implements a GL framebuffer attachment.
// Attachments are "light" containers, which store pointers to ref-counted GL objects.
// We support GL texture (2D/3D/Cube/2D array) and renderbuffer object attachments.
// Note: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
// framebuffer attachments, which confused their usage.
class FramebufferAttachment
{
public:
explicit FramebufferAttachment(GLenum binding);
virtual ~FramebufferAttachment();
// Helper methods
GLuint getRedSize() const;
GLuint getGreenSize() const;
GLuint getBlueSize() const;
GLuint getAlphaSize() const;
GLuint getDepthSize() const;
GLuint getStencilSize() const;
GLenum getComponentType() const;
GLenum getColorEncoding() const;
bool isTexture() const;
bool isTextureWithId(GLuint textureId) const { return isTexture() && id() == textureId; }
bool isRenderbufferWithId(GLuint renderbufferId) const { return !isTexture() && id() == renderbufferId; }
GLenum getBinding() const { return mBinding; }
// Child class interface
virtual rx::RenderTarget *getRenderTarget() = 0;
virtual rx::TextureStorage *getTextureStorage() = 0;
virtual GLsizei getWidth() const = 0;
virtual GLsizei getHeight() const = 0;
virtual GLenum getInternalFormat() const = 0;
virtual GLenum getActualFormat() const = 0;
virtual GLsizei getSamples() const = 0;
virtual unsigned int getSerial() const = 0;
virtual GLuint id() const = 0;
virtual GLenum type() const = 0;
virtual GLint mipLevel() const = 0;
virtual GLint layer() const = 0;
virtual unsigned int getTextureSerial() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(FramebufferAttachment);
GLenum mBinding;
};
class TextureAttachment : public FramebufferAttachment
{
public:
TextureAttachment(GLenum binding);
rx::TextureStorage *getTextureStorage();
virtual GLsizei getSamples() const;
virtual GLuint id() const;
virtual unsigned int getTextureSerial() const;
protected:
virtual Texture *getTexture() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(TextureAttachment);
};
class Texture2DAttachment : public TextureAttachment
{
public:
Texture2DAttachment(GLenum binding, Texture2D *texture, GLint level);
virtual ~Texture2DAttachment();
rx::RenderTarget *getRenderTarget();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual unsigned int getSerial() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual Texture *getTexture() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DAttachment);
BindingPointer<Texture2D> mTexture2D;
const GLint mLevel;
};
class TextureCubeMapAttachment : public TextureAttachment
{
public:
TextureCubeMapAttachment(GLenum binding, TextureCubeMap *texture, GLenum faceTarget, GLint level);
virtual ~TextureCubeMapAttachment();
rx::RenderTarget *getRenderTarget();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual unsigned int getSerial() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual Texture *getTexture() const;
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMapAttachment);
BindingPointer<TextureCubeMap> mTextureCubeMap;
const GLint mLevel;
const GLenum mFaceTarget;
};
class Texture3DAttachment : public TextureAttachment
{
public:
Texture3DAttachment(GLenum binding, Texture3D *texture, GLint level, GLint layer);
virtual ~Texture3DAttachment();
rx::RenderTarget *getRenderTarget();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual unsigned int getSerial() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual Texture *getTexture() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture3DAttachment);
BindingPointer<Texture3D> mTexture3D;
const GLint mLevel;
const GLint mLayer;
};
class Texture2DArrayAttachment : public TextureAttachment
{
public:
Texture2DArrayAttachment(GLenum binding, Texture2DArray *texture, GLint level, GLint layer);
virtual ~Texture2DArrayAttachment();
rx::RenderTarget *getRenderTarget();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual unsigned int getSerial() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual Texture *getTexture() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArrayAttachment);
BindingPointer<Texture2DArray> mTexture2DArray;
const GLint mLevel;
const GLint mLayer;
};
class RenderbufferAttachment : public FramebufferAttachment
{
public:
RenderbufferAttachment(GLenum binding, Renderbuffer *renderbuffer);
virtual ~RenderbufferAttachment();
rx::RenderTarget *getRenderTarget();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(RenderbufferAttachment);
BindingPointer<Renderbuffer> mRenderbuffer;
};
}
#endif // LIBGLESV2_FRAMEBUFFERATTACHMENT_H_