Hash :
400d9fe4
Author :
Date :
2022-04-23T01:08:19
Rename feature files to *_autogen.h To clarify further that they are not to be edited by hand. Bug: angleproject:6435 Change-Id: Iaf79706d2b688a43b3ebb65700cfbdd71a49a742 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3603842 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2015 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.
//
// RenderbufferGL.cpp: Implements the class methods for RenderbufferGL.
#include "libANGLE/renderer/gl/RenderbufferGL.h"
#include "common/debug.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/ImageGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
#include "platform/FeaturesGL_autogen.h"
namespace rx
{
RenderbufferGL::RenderbufferGL(const gl::RenderbufferState &state, GLuint id)
: RenderbufferImpl(state), mRenderbufferID(id)
{}
RenderbufferGL::~RenderbufferGL()
{
ASSERT(mRenderbufferID == 0);
}
void RenderbufferGL::onDestroy(const gl::Context *context)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->deleteRenderbuffer(mRenderbufferID);
mRenderbufferID = 0;
}
angle::Result RenderbufferGL::setStorage(const gl::Context *context,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
stateManager->bindRenderbuffer(GL_RENDERBUFFER, mRenderbufferID);
nativegl::RenderbufferFormat renderbufferFormat =
nativegl::GetRenderbufferFormat(functions, features, internalformat);
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->renderbufferStorage(GL_RENDERBUFFER, renderbufferFormat.internalFormat,
width, height));
mNativeInternalFormat = renderbufferFormat.internalFormat;
return angle::Result::Continue;
}
angle::Result RenderbufferGL::setStorageMultisample(const gl::Context *context,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
gl::MultisamplingMode mode)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
stateManager->bindRenderbuffer(GL_RENDERBUFFER, mRenderbufferID);
nativegl::RenderbufferFormat renderbufferFormat =
nativegl::GetRenderbufferFormat(functions, features, internalformat);
if (mode == gl::MultisamplingMode::Regular)
{
ANGLE_GL_TRY_ALWAYS_CHECK(context, functions->renderbufferStorageMultisample(
GL_RENDERBUFFER, samples,
renderbufferFormat.internalFormat, width, height));
}
else
{
ASSERT(mode == gl::MultisamplingMode::MultisampledRenderToTexture);
if (functions->renderbufferStorageMultisampleEXT)
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->renderbufferStorageMultisampleEXT(
GL_RENDERBUFFER, samples, renderbufferFormat.internalFormat, width, height));
}
else
{
ASSERT(functions->renderbufferStorageMultisampleIMG);
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->renderbufferStorageMultisampleIMG(
GL_RENDERBUFFER, samples, renderbufferFormat.internalFormat, width, height));
}
}
mNativeInternalFormat = renderbufferFormat.internalFormat;
return angle::Result::Continue;
}
angle::Result RenderbufferGL::setStorageEGLImageTarget(const gl::Context *context,
egl::Image *image)
{
ImageGL *imageGL = GetImplAs<ImageGL>(image);
return imageGL->setRenderbufferStorage(context, this, &mNativeInternalFormat);
}
GLuint RenderbufferGL::getRenderbufferID() const
{
return mRenderbufferID;
}
angle::Result RenderbufferGL::initializeContents(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex)
{
BlitGL *blitter = GetBlitGL(context);
return blitter->clearRenderbuffer(context, this, mNativeInternalFormat);
}
GLenum RenderbufferGL::getNativeInternalFormat() const
{
return mNativeInternalFormat;
}
} // namespace rx