Hash :
8cf813c7
Author :
Date :
2015-05-04T12:55:18
Query attachment render targets from Impl class. *re-land with fix for D3D9* This allows us to eradicate the GetAttachmentRenderTarget methods. This improves potential performance, at the cost of exposing a Renderer-specific function at the API object level. BUG=angleproject:963 Change-Id: Iee9f985ddaed668df0c622228004b348eb4d2ea8 Reviewed-on: https://chromium-review.googlesource.com/269006 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
// RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
namespace rx
{
RenderbufferD3D::RenderbufferD3D(RendererD3D *renderer) : mRenderer(renderer)
{
mRenderTarget = NULL;
}
RenderbufferD3D::~RenderbufferD3D()
{
SafeDelete(mRenderTarget);
}
gl::Error RenderbufferD3D::setStorage(GLenum internalformat, size_t width, size_t height)
{
return setStorageMultisample(0, internalformat, width, height);
}
gl::Error RenderbufferD3D::setStorageMultisample(size_t samples, GLenum internalformat, size_t width, size_t height)
{
// If the renderbuffer parameters are queried, the calling function
// will expect one of the valid renderbuffer formats for use in
// glRenderbufferStorage, but we should create depth and stencil buffers
// as DEPTH24_STENCIL8
GLenum creationFormat = internalformat;
if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
{
creationFormat = GL_DEPTH24_STENCIL8_OES;
}
// ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
// the specified storage.
// Because ES 3.0 already knows the exact number of supported samples, it would already have been
// validated and generated GL_INVALID_VALUE.
const gl::TextureCaps &formatCaps = mRenderer->getRendererTextureCaps().get(creationFormat);
if (samples > formatCaps.getMaxSamples())
{
return gl::Error(GL_OUT_OF_MEMORY, "Renderbuffer format does not support %u samples, %u is the maximum.",
samples, formatCaps.getMaxSamples());
}
RenderTargetD3D *newRT = NULL;
gl::Error error = mRenderer->createRenderTarget(width, height, creationFormat, samples, &newRT);
if (error.isError())
{
return error;
}
SafeDelete(mRenderTarget);
mRenderTarget = newRT;
return gl::Error(GL_NO_ERROR);
}
RenderTargetD3D *RenderbufferD3D::getRenderTarget()
{
return mRenderTarget;
}
unsigned int RenderbufferD3D::getRenderTargetSerial() const
{
return (mRenderTarget ? mRenderTarget->getSerial() : 0);
}
gl::Error RenderbufferD3D::getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
FramebufferAttachmentRenderTarget **rtOut)
{
*rtOut = mRenderTarget;
return gl::Error(GL_NO_ERROR);
}
}