Hash :
2d06b738
Author :
Date :
2015-04-20T12:53:28
Store value types for FBO attachments. *re-land with fix for Mac* This prevents us from re-allocating FBO attachments every set. This change requires quite a bit of refactoring. BUG=angleproject:963 Change-Id: Ia1f83e3c427d446ddbe16c6703db136942149e91 Reviewed-on: https://chromium-review.googlesource.com/266691 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@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.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"
namespace gl
{
////// FramebufferAttachment::Target Implementation //////
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),
mTarget(GL_NONE, ImageIndex::MakeInvalid())
{
}
FramebufferAttachment::FramebufferAttachment(GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource)
: mType(type),
mTarget(binding, textureIndex)
{
mResource.set(resource);
}
void FramebufferAttachment::detach()
{
mType = GL_NONE;
mResource.set(nullptr);
// not technically necessary, could omit for performance
mTarget = Target(GL_NONE, ImageIndex::MakeInvalid());
}
void FramebufferAttachment::attach(GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource)
{
mType = type;
mTarget = Target(binding, textureIndex);
mResource.set(resource);
}
FramebufferAttachment::~FramebufferAttachment()
{
mResource.set(nullptr);
}
GLuint FramebufferAttachment::getRedSize() const
{
return GetInternalFormatInfo(getInternalFormat()).redBits;
}
GLuint FramebufferAttachment::getGreenSize() const
{
return GetInternalFormatInfo(getInternalFormat()).greenBits;
}
GLuint FramebufferAttachment::getBlueSize() const
{
return GetInternalFormatInfo(getInternalFormat()).blueBits;
}
GLuint FramebufferAttachment::getAlphaSize() const
{
return GetInternalFormatInfo(getInternalFormat()).alphaBits;
}
GLuint FramebufferAttachment::getDepthSize() const
{
return GetInternalFormatInfo(getInternalFormat()).depthBits;
}
GLuint FramebufferAttachment::getStencilSize() const
{
return GetInternalFormatInfo(getInternalFormat()).stencilBits;
}
GLenum FramebufferAttachment::getComponentType() const
{
return GetInternalFormatInfo(getInternalFormat()).componentType;
}
GLenum FramebufferAttachment::getColorEncoding() const
{
return GetInternalFormatInfo(getInternalFormat()).colorEncoding;
}
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.get());
}
Renderbuffer *FramebufferAttachment::getRenderbuffer() const
{
return rx::GetAs<Renderbuffer>(mResource.get());
}
const egl::Surface *FramebufferAttachment::getSurface() const
{
return rx::GetAs<egl::Surface>(mResource.get());
}
}