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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/FramebufferAttachment.h
  • //
    // Copyright 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/Error.h"
    #include "libANGLE/ImageIndex.h"
    #include "libANGLE/Observer.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/FramebufferAttachmentObjectImpl.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 rx
    
    namespace gl
    {
    class FramebufferAttachmentObject;
    class Renderbuffer;
    class Texture;
    
    enum class InitState
    {
        MayNeedInit,
        Initialized,
    };
    
    // 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(const Context *context,
                              GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource);
    
        FramebufferAttachment(FramebufferAttachment &&other);
        FramebufferAttachment &operator=(FramebufferAttachment &&other);
    
        ~FramebufferAttachment();
    
        void detach(const Context *context);
        void attach(const Context *context,
                    GLenum type,
                    GLenum binding,
                    const ImageIndex &textureIndex,
                    FramebufferAttachmentObject *resource,
                    GLsizei numViews,
                    GLuint baseViewIndex,
                    bool isMultiview);
    
        // 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;
        TextureTarget cubeMapFace() const;
        GLint mipLevel() const;
        GLint layer() const;
        bool isLayered() const;
    
        GLsizei getNumViews() const { return mNumViews; }
    
        bool isMultiview() const;
        GLint getBaseViewIndex() 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;
        Format getFormat() const;
        GLsizei getSamples() const;
        GLenum type() const { return mType; }
        bool isAttached() const { return mType != GL_NONE; }
        bool isRenderable(const Context *context) const;
    
        Renderbuffer *getRenderbuffer() const;
        Texture *getTexture() const;
        const egl::Surface *getSurface() const;
        FramebufferAttachmentObject *getResource() const;
        InitState initState() const;
        angle::Result initializeContents(const Context *context);
        void setInitState(InitState initState) const;
    
        // "T" must be static_castable from FramebufferAttachmentRenderTarget
        template <typename T>
        angle::Result getRenderTarget(const Context *context, T **rtOut) const
        {
            static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
                          "Invalid RenderTarget class.");
            return getRenderTargetImpl(
                context, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
        }
    
        bool operator==(const FramebufferAttachment &other) const;
        bool operator!=(const FramebufferAttachment &other) const;
    
        static const GLsizei kDefaultNumViews;
        static const GLint kDefaultBaseViewIndex;
    
      private:
        angle::Result getRenderTargetImpl(const Context *context,
                                          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;
        GLsizei mNumViews;
        bool mIsMultiview;
        GLint mBaseViewIndex;
    };
    
    // A base class for objects that FBO Attachments may point to.
    class FramebufferAttachmentObject : public angle::Subject
    {
      public:
        FramebufferAttachmentObject();
        ~FramebufferAttachmentObject() override;
    
        virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const                  = 0;
        virtual Format getAttachmentFormat(GLenum binding, const ImageIndex &imageIndex) const = 0;
        virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const               = 0;
        virtual bool isRenderable(const Context *context,
                                  GLenum binding,
                                  const ImageIndex &imageIndex) const                          = 0;
    
        virtual void onAttach(const Context *context) = 0;
        virtual void onDetach(const Context *context) = 0;
        virtual GLuint getId() const                  = 0;
    
        // These are used for robust resource initialization.
        virtual InitState initState(const ImageIndex &imageIndex) const              = 0;
        virtual void setInitState(const ImageIndex &imageIndex, InitState initState) = 0;
    
        angle::Result getAttachmentRenderTarget(const Context *context,
                                                GLenum binding,
                                                const ImageIndex &imageIndex,
                                                rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        angle::Result initializeContents(const Context *context, const ImageIndex &imageIndex);
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    };
    
    inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
    {
        ASSERT(type() == GL_TEXTURE);
        return mTarget.textureIndex();
    }
    
    inline Extents FramebufferAttachment::getSize() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentSize(mTarget.textureIndex());
    }
    
    inline 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 angle::Result FramebufferAttachment::getRenderTargetImpl(
        const Context *context,
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        ASSERT(mResource);
        return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
                                                    rtOut);
    }
    
    inline bool FramebufferAttachment::isRenderable(const Context *context) const
    {
        ASSERT(mResource);
        return mResource->isRenderable(context, mTarget.binding(), mTarget.textureIndex());
    }
    
    }  // namespace gl
    
    #endif  // LIBANGLE_FRAMEBUFFERATTACHMENT_H_