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

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  • Author : Jamie Madill
    Date : 2016-07-22 22:13:26
    Hash : a3944d4f
    Message : Add gl::Format to represent a texture/rb/surface format. This has a few advantages: it preserves all the information of the internal format, such as if it is sized or unsized. It also saves looking up the format multiple times in the table, which should improve speed in some cases. The extra sized-ness information will allow us to perform the correct validation in CopyTexSubImage calls. BUG=angleproject:1228 Change-Id: I42954771b0a9a968f5d787b8cf6e0af721791855 Reviewed-on: https://chromium-review.googlesource.com/362626 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();
    
        // 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;
        };
    
        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;
    
        // "T" must be static_castable from FramebufferAttachmentRenderTarget
        template <typename T>
        gl::Error getRenderTarget(T **rtOut) const
        {
            // Cast through the pointer-to-pointer type
            rx::FramebufferAttachmentRenderTarget *rtPtr = nullptr;
            gl::Error error = getRenderTarget(&rtPtr);
            *rtOut = static_cast<T*>(rtPtr);
            return error;
        }
    
        bool operator==(const FramebufferAttachment &other) const;
        bool operator!=(const FramebufferAttachment &other) const;
    
      private:
        gl::Error getRenderTarget(rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        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 FramebufferAttachment::Target &target) const = 0;
        virtual const Format &getAttachmentFormat(
            const FramebufferAttachment::Target &target) const                                  = 0;
        virtual GLsizei getAttachmentSamples(const FramebufferAttachment::Target &target) const = 0;
    
        virtual void onAttach() = 0;
        virtual void onDetach() = 0;
        virtual GLuint getId() const = 0;
    
        Error getAttachmentRenderTarget(const FramebufferAttachment::Target &target,
                                        rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        angle::BroadcastChannel *getDirtyChannel();
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    
        angle::BroadcastChannel mDirtyChannel;
    };
    
    inline Extents FramebufferAttachment::getSize() const
    {
        return mResource->getAttachmentSize(mTarget);
    }
    
    inline const Format &FramebufferAttachment::getFormat() const
    {
        return mResource->getAttachmentFormat(mTarget);
    }
    
    inline GLsizei FramebufferAttachment::getSamples() const
    {
        return mResource->getAttachmentSamples(mTarget);
    }
    
    inline gl::Error FramebufferAttachment::getRenderTarget(rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        return mResource->getAttachmentRenderTarget(mTarget, rtOut);
    }
    
    } // namespace gl
    
    #endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_