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

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  • 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.h
  • //
    // 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 LIBANGLE_FRAMEBUFFERATTACHMENT_H_
    #define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
    
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/ImageIndex.h"
    #include "libANGLE/signal_utils.h"
    
    namespace egl
    {
    class Surface;
    }
    
    namespace rx
    {
    // An implementation-specific object associated with an attachment.
    
    class FramebufferAttachmentRenderTarget : angle::NonCopyable
    {
      public:
        FramebufferAttachmentRenderTarget() {}
        virtual ~FramebufferAttachmentRenderTarget() {}
    };
    
    class FramebufferAttachmentObjectImpl;
    }
    
    namespace gl
    {
    class FramebufferAttachmentObject;
    struct Format;
    class Renderbuffer;
    class Texture;
    
    // 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 final
    {
      public:
        FramebufferAttachment();
    
        FramebufferAttachment(GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource);
    
        FramebufferAttachment(const FramebufferAttachment &other);
        FramebufferAttachment &operator=(const FramebufferAttachment &other);
    
        ~FramebufferAttachment();
    
        void detach();
        void attach(GLenum type,
                    GLenum binding,
                    const ImageIndex &textureIndex,
                    FramebufferAttachmentObject *resource);
    
        // 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 isTextureWithId(GLuint textureId) const { return mType == GL_TEXTURE && id() == textureId; }
        bool isRenderbufferWithId(GLuint renderbufferId) const { return mType == GL_RENDERBUFFER && id() == renderbufferId; }
    
        GLenum getBinding() const { return mTarget.binding(); }
        GLuint id() const;
    
        // These methods are only legal to call on Texture attachments
        const ImageIndex &getTextureImageIndex() const;
        GLenum cubeMapFace() const;
        GLint mipLevel() const;
        GLint layer() const;
    
        // The size of the underlying resource the attachment points to. The 'depth' value will
        // correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
        // Renderbuffers, it will always be 1.
        Extents getSize() const;
        const Format &getFormat() const;
        GLsizei getSamples() const;
        GLenum type() const { return mType; }
        bool isAttached() const { return mType != GL_NONE; }
    
        Renderbuffer *getRenderbuffer() const;
        Texture *getTexture() const;
        const egl::Surface *getSurface() const;
        FramebufferAttachmentObject *getResource() const;
    
        // "T" must be static_castable from FramebufferAttachmentRenderTarget
        template <typename T>
        gl::Error getRenderTarget(T **rtOut) const
        {
            static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
                          "Invalid RenderTarget class.");
            return getRenderTargetImpl(
                reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
        }
    
        bool operator==(const FramebufferAttachment &other) const;
        bool operator!=(const FramebufferAttachment &other) const;
    
      private:
        gl::Error getRenderTargetImpl(rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        // A framebuffer attachment points to one of three types of resources: Renderbuffers,
        // Textures and egl::Surface. The "Target" struct indicates which part of the
        // object an attachment references. For the three types:
        //   - a Renderbuffer has a unique renderable target, and needs no target index
        //   - a Texture has targets for every image and uses an ImageIndex
        //   - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
        class Target
        {
          public:
            Target();
            Target(GLenum binding, const ImageIndex &imageIndex);
            Target(const Target &other);
            Target &operator=(const Target &other);
    
            GLenum binding() const { return mBinding; }
            const ImageIndex &textureIndex() const { return mTextureIndex; }
    
          private:
            GLenum mBinding;
            ImageIndex mTextureIndex;
        };
    
        GLenum mType;
        Target mTarget;
        FramebufferAttachmentObject *mResource;
    };
    
    // A base class for objects that FBO Attachments may point to.
    class FramebufferAttachmentObject
    {
      public:
        FramebufferAttachmentObject() {}
        virtual ~FramebufferAttachmentObject() {}
    
        virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
        virtual const Format &getAttachmentFormat(GLenum binding,
                                                  const ImageIndex &imageIndex) const = 0;
        virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const      = 0;
    
        virtual void onAttach() = 0;
        virtual void onDetach() = 0;
        virtual GLuint getId() const = 0;
    
        Error getAttachmentRenderTarget(GLenum binding,
                                        const ImageIndex &imageIndex,
                                        rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        angle::BroadcastChannel<> *getDirtyChannel();
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    
        angle::BroadcastChannel<> mDirtyChannel;
    };
    
    inline Extents FramebufferAttachment::getSize() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentSize(mTarget.textureIndex());
    }
    
    inline const Format &FramebufferAttachment::getFormat() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
    }
    
    inline GLsizei FramebufferAttachment::getSamples() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentSamples(mTarget.textureIndex());
    }
    
    inline gl::Error FramebufferAttachment::getRenderTargetImpl(
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        ASSERT(mResource);
        return mResource->getAttachmentRenderTarget(mTarget.binding(), mTarget.textureIndex(), rtOut);
    }
    
    } // namespace gl
    
    #endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_