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.
//
// 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(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);
    // 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;
    FramebufferAttachmentObject *getResource() const;
    // "T" must be static_castable from FramebufferAttachmentRenderTarget
    template <typename T>
    gl::Error 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;
  private:
    gl::Error 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;
};
// A base class for objects that FBO Attachments may point to.
class FramebufferAttachmentObject
{
  public:
    FramebufferAttachmentObject() {}
    virtual ~FramebufferAttachmentObject() {}
    virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
    virtual const Format &getAttachmentFormat(GLenum binding,
                                              const ImageIndex &imageIndex) const = 0;
    virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const      = 0;
    virtual void onAttach(const Context *context) = 0;
    virtual void onDetach(const Context *context) = 0;
    virtual GLuint getId() const = 0;
    Error getAttachmentRenderTarget(const Context *context,
                                    GLenum binding,
                                    const ImageIndex &imageIndex,
                                    rx::FramebufferAttachmentRenderTarget **rtOut) const;
    angle::BroadcastChannel<> *getDirtyChannel();
  protected:
    virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    angle::BroadcastChannel<> mDirtyChannel;
};
inline Extents FramebufferAttachment::getSize() const
{
    ASSERT(mResource);
    return mResource->getAttachmentSize(mTarget.textureIndex());
}
inline const 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 gl::Error FramebufferAttachment::getRenderTargetImpl(
    const Context *context,
    rx::FramebufferAttachmentRenderTarget **rtOut) const
{
    ASSERT(mResource);
    return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
                                                rtOut);
}
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_