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

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  • Author : Jamie Madill
    Date : 2017-02-23 14:14:47
    Hash : a02315b0
    Message : WebGL Compat: Add DEPTH_STENCIL attachments. This is a special WebGL 1 binding point, that does not correspond to any native functionality. Due to particularities in validation we need to represent this with additional state in the Framebuffer. WebGL 2 fixes this oddity by resolving to the GLES 3 native spec. In order to pass the WebGL framebuffer objects test, we will also need a chromium-side CL to work with the additional state tracking it does in the blink layer, and an additional patch to ANGLE to clear the depth buffer before the first use (robust resource init). BUG=angleproject:1708 Change-Id: I111f8f5a451cce7de6cf281a6bc335b92dd2daf2 Reviewed-on: https://chromium-review.googlesource.com/444095 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@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(
        const FramebufferAttachment::Target &target,
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        return getAttachmentImpl()->getAttachmentRenderTarget(target, rtOut);
    }
    
    angle::BroadcastChannel *FramebufferAttachmentObject::getDirtyChannel()
    {
        return &mDirtyChannel;
    }
    
    }  // namespace gl