Hash :
4928b7ca
Author :
Date :
2017-06-20T12:57:39
Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: 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/Image.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
namespace rx
{
RenderbufferD3D::RenderbufferD3D(RendererD3D *renderer)
: mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
{
}
RenderbufferD3D::~RenderbufferD3D()
{
SafeDelete(mRenderTarget);
mImage = nullptr;
}
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->getNativeTextureCaps().get(creationFormat);
if (samples > formatCaps.getMaxSamples())
{
return gl::OutOfMemory() << "Renderbuffer format does not support " << samples
<< " samples, " << formatCaps.getMaxSamples()
<< " is the maximum.";
}
RenderTargetD3D *newRT = nullptr;
ANGLE_TRY(mRenderer->createRenderTarget(static_cast<int>(width), static_cast<int>(height),
creationFormat, static_cast<GLsizei>(samples), &newRT));
SafeDelete(mRenderTarget);
mImage = nullptr;
mRenderTarget = newRT;
return gl::NoError();
}
gl::Error RenderbufferD3D::setStorageEGLImageTarget(egl::Image *image)
{
mImage = GetImplAs<EGLImageD3D>(image);
SafeDelete(mRenderTarget);
return gl::NoError();
}
gl::Error RenderbufferD3D::getRenderTarget(const gl::Context *context,
RenderTargetD3D **outRenderTarget)
{
if (mImage)
{
return mImage->getRenderTarget(context, outRenderTarget);
}
else
{
*outRenderTarget = mRenderTarget;
return gl::NoError();
}
}
gl::Error RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
GLenum /*binding*/,
const gl::ImageIndex & /*imageIndex*/,
FramebufferAttachmentRenderTarget **rtOut)
{
return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
}
} // namespace rx