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kc3-lang/angle/src/libGLESv2/Renderbuffer.cpp

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  • Author : Geoff Lang
    Date : 2013-09-17 17:05:51
    Hash : 391c8c50
    Message : Added a RenderBuffer/RenderBufferInterface getTextureStorage method. Change-Id: I710fba737524e735349ce1c0b09fa535555bd029 Reviewed-on: https://chromium-review.googlesource.com/177034 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Commit-Queue: Shannon Woods <shannonwoods@chromium.org> Tested-by: Shannon Woods <shannonwoods@chromium.org>

  • src/libGLESv2/Renderbuffer.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2012 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.
    //
    
    // Renderbuffer.cpp: the gl::Renderbuffer class and its derived classes
    // Colorbuffer, Depthbuffer and Stencilbuffer. Implements GL renderbuffer
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
    
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/renderer/TextureStorage.h"
    #include "common/utilities.h"
    #include "libGLESv2/formatutils.h"
    
    namespace gl
    {
    unsigned int RenderbufferStorage::mCurrentSerial = 1;
    
    RenderbufferInterface::RenderbufferInterface()
    {
    }
    
    // The default case for classes inherited from RenderbufferInterface is not to
    // need to do anything upon the reference count to the parent Renderbuffer incrementing
    // or decrementing. 
    void RenderbufferInterface::addProxyRef(const Renderbuffer *proxy)
    {
    }
    
    void RenderbufferInterface::releaseProxy(const Renderbuffer *proxy)
    {
    }
    
    ///// RenderbufferTexture2D Implementation ////////
    
    RenderbufferTexture2D::RenderbufferTexture2D(Texture2D *texture, GLint level) : mLevel(level)
    {
        mTexture2D.set(texture);
    }
    
    RenderbufferTexture2D::~RenderbufferTexture2D()
    {
        mTexture2D.set(NULL);
    }
    
    // Textures need to maintain their own reference count for references via
    // Renderbuffers acting as proxies. Here, we notify the texture of a reference.
    void RenderbufferTexture2D::addProxyRef(const Renderbuffer *proxy)
    {
        mTexture2D->addProxyRef(proxy);
    }
    
    void RenderbufferTexture2D::releaseProxy(const Renderbuffer *proxy)
    {
        mTexture2D->releaseProxy(proxy);
    }
    
    rx::RenderTarget *RenderbufferTexture2D::getRenderTarget()
    {
        return mTexture2D->getRenderTarget(mLevel);
    }
    
    rx::RenderTarget *RenderbufferTexture2D::getDepthStencil()
    {
        return mTexture2D->getDepthSencil(mLevel);
    }
    
    rx::TextureStorage *RenderbufferTexture2D::getTextureStorage()
    {
        return mTexture2D->getNativeTexture()->getStorageInstance();
    }
    
    GLsizei RenderbufferTexture2D::getWidth() const
    {
        return mTexture2D->getWidth(mLevel);
    }
    
    GLsizei RenderbufferTexture2D::getHeight() const
    {
        return mTexture2D->getHeight(mLevel);
    }
    
    GLenum RenderbufferTexture2D::getInternalFormat() const
    {
        return mTexture2D->getInternalFormat(mLevel);
    }
    
    GLenum RenderbufferTexture2D::getActualFormat() const
    {
        return mTexture2D->getActualFormat(mLevel);
    }
    
    GLsizei RenderbufferTexture2D::getSamples() const
    {
        return 0;
    }
    
    unsigned int RenderbufferTexture2D::getSerial() const
    {
        return mTexture2D->getRenderTargetSerial(mLevel);
    }
    
    unsigned int RenderbufferTexture2D::getTextureSerial() const
    {
        return mTexture2D->getTextureSerial();
    }
    
    ///// RenderbufferTextureCubeMap Implementation ////////
    
    RenderbufferTextureCubeMap::RenderbufferTextureCubeMap(TextureCubeMap *texture, GLenum faceTarget, GLint level)
        : mFaceTarget(faceTarget), mLevel(level)
    {
        mTextureCubeMap.set(texture);
    }
    
    RenderbufferTextureCubeMap::~RenderbufferTextureCubeMap()
    {
        mTextureCubeMap.set(NULL);
    }
    
    // Textures need to maintain their own reference count for references via
    // Renderbuffers acting as proxies. Here, we notify the texture of a reference.
    void RenderbufferTextureCubeMap::addProxyRef(const Renderbuffer *proxy)
    {
        mTextureCubeMap->addProxyRef(proxy);
    }
    
    void RenderbufferTextureCubeMap::releaseProxy(const Renderbuffer *proxy)
    {
        mTextureCubeMap->releaseProxy(proxy);
    }
    
    rx::RenderTarget *RenderbufferTextureCubeMap::getRenderTarget()
    {
        return mTextureCubeMap->getRenderTarget(mFaceTarget, mLevel);
    }
    
    rx::RenderTarget *RenderbufferTextureCubeMap::getDepthStencil()
    {
        return mTextureCubeMap->getDepthStencil(mFaceTarget, mLevel);
    }
    
    rx::TextureStorage *RenderbufferTextureCubeMap::getTextureStorage()
    {
        return mTextureCubeMap->getNativeTexture()->getStorageInstance();
    }
    
    GLsizei RenderbufferTextureCubeMap::getWidth() const
    {
        return mTextureCubeMap->getWidth(mFaceTarget, mLevel);
    }
    
    GLsizei RenderbufferTextureCubeMap::getHeight() const
    {
        return mTextureCubeMap->getHeight(mFaceTarget, mLevel);
    }
    
    GLenum RenderbufferTextureCubeMap::getInternalFormat() const
    {
        return mTextureCubeMap->getInternalFormat(mFaceTarget, mLevel);
    }
    
    GLenum RenderbufferTextureCubeMap::getActualFormat() const
    {
        return mTextureCubeMap->getActualFormat(mFaceTarget, mLevel);
    }
    
    GLsizei RenderbufferTextureCubeMap::getSamples() const
    {
        return 0;
    }
    
    unsigned int RenderbufferTextureCubeMap::getSerial() const
    {
        return mTextureCubeMap->getRenderTargetSerial(mFaceTarget, mLevel);
    }
    
    unsigned int RenderbufferTextureCubeMap::getTextureSerial() const
    {
        return mTextureCubeMap->getTextureSerial();
    }
    
    ///// RenderbufferTexture3DLayer Implementation ////////
    
    RenderbufferTexture3DLayer::RenderbufferTexture3DLayer(Texture3D *texture, GLint level, GLint layer)
        : mLevel(level), mLayer(layer)
    {
        mTexture3D.set(texture);
    }
    
    RenderbufferTexture3DLayer::~RenderbufferTexture3DLayer()
    {
        mTexture3D.set(NULL);
    }
    
    // Textures need to maintain their own reference count for references via
    // Renderbuffers acting as proxies. Here, we notify the texture of a reference.
    void RenderbufferTexture3DLayer::addProxyRef(const Renderbuffer *proxy)
    {
        mTexture3D->addProxyRef(proxy);
    }
    
    void RenderbufferTexture3DLayer::releaseProxy(const Renderbuffer *proxy)
    {
        mTexture3D->releaseProxy(proxy);
    }
    
    rx::RenderTarget *RenderbufferTexture3DLayer::getRenderTarget()
    {
        return mTexture3D->getRenderTarget(mLevel, mLayer);
    }
    
    rx::RenderTarget *RenderbufferTexture3DLayer::getDepthStencil()
    {
        return mTexture3D->getDepthStencil(mLevel, mLayer);
    }
    
    rx::TextureStorage *RenderbufferTexture3DLayer::getTextureStorage()
    {
        return mTexture3D->getNativeTexture()->getStorageInstance();
    }
    
    GLsizei RenderbufferTexture3DLayer::getWidth() const
    {
        return mTexture3D->getWidth(mLevel);
    }
    
    GLsizei RenderbufferTexture3DLayer::getHeight() const
    {
        return mTexture3D->getHeight(mLevel);
    }
    
    GLenum RenderbufferTexture3DLayer::getInternalFormat() const
    {
        return mTexture3D->getInternalFormat(mLevel);
    }
    
    GLenum RenderbufferTexture3DLayer::getActualFormat() const
    {
        return mTexture3D->getActualFormat(mLevel);
    }
    
    GLsizei RenderbufferTexture3DLayer::getSamples() const
    {
        return 0;
    }
    
    unsigned int RenderbufferTexture3DLayer::getSerial() const
    {
        return mTexture3D->getRenderTargetSerial(mLevel, mLayer);
    }
    
    unsigned int RenderbufferTexture3DLayer::getTextureSerial() const
    {
        return mTexture3D->getTextureSerial();
    }
    
    ////// RenderbufferTexture2DArrayLayer Implementation //////
    
    RenderbufferTexture2DArrayLayer::RenderbufferTexture2DArrayLayer(Texture2DArray *texture, GLint level, GLint layer)
        : mLevel(level), mLayer(layer)
    {
        mTexture2DArray.set(texture);
    }
    
    RenderbufferTexture2DArrayLayer::~RenderbufferTexture2DArrayLayer()
    {
        mTexture2DArray.set(NULL);
    }
    
    void RenderbufferTexture2DArrayLayer::addProxyRef(const Renderbuffer *proxy)
    {
        mTexture2DArray->addProxyRef(proxy);
    }
    
    void RenderbufferTexture2DArrayLayer::releaseProxy(const Renderbuffer *proxy)
    {
        mTexture2DArray->releaseProxy(proxy);
    }
    
    rx::RenderTarget *RenderbufferTexture2DArrayLayer::getRenderTarget()
    {
        return mTexture2DArray->getRenderTarget(mLevel, mLayer);
    }
    
    rx::RenderTarget *RenderbufferTexture2DArrayLayer::getDepthStencil()
    {
        return mTexture2DArray->getDepthStencil(mLevel, mLayer);
    }
    
    rx::TextureStorage *RenderbufferTexture2DArrayLayer::getTextureStorage()
    {
        return mTexture2DArray->getNativeTexture()->getStorageInstance();
    }
    
    GLsizei RenderbufferTexture2DArrayLayer::getWidth() const
    {
        return mTexture2DArray->getWidth(mLevel);
    }
    
    GLsizei RenderbufferTexture2DArrayLayer::getHeight() const
    {
        return mTexture2DArray->getHeight(mLevel);
    }
    
    GLenum RenderbufferTexture2DArrayLayer::getInternalFormat() const
    {
        return mTexture2DArray->getInternalFormat(mLevel);
    }
    
    GLenum RenderbufferTexture2DArrayLayer::getActualFormat() const
    {
        return mTexture2DArray->getActualFormat(mLevel);
    }
    
    GLsizei RenderbufferTexture2DArrayLayer::getSamples() const
    {
        return 0;
    }
    
    unsigned int RenderbufferTexture2DArrayLayer::getSerial() const
    {
        return mTexture2DArray->getRenderTargetSerial(mLevel, mLayer);
    }
    
    unsigned int RenderbufferTexture2DArrayLayer::getTextureSerial() const
    {
        return mTexture2DArray->getTextureSerial();
    }
    
    ////// Renderbuffer Implementation //////
    
    Renderbuffer::Renderbuffer(rx::Renderer *renderer, GLuint id, RenderbufferInterface *instance) : RefCountObject(id)
    {
        ASSERT(instance != NULL);
        mInstance = instance;
    
        ASSERT(renderer != NULL);
        mRenderer = renderer;
    }
    
    Renderbuffer::~Renderbuffer()
    {
        delete mInstance;
    }
    
    // The RenderbufferInterface contained in this Renderbuffer may need to maintain
    // its own reference count, so we pass it on here.
    void Renderbuffer::addRef() const
    {
        mInstance->addProxyRef(this);
    
        RefCountObject::addRef();
    }
    
    void Renderbuffer::release() const
    {
        mInstance->releaseProxy(this);
    
        RefCountObject::release();
    }
    
    rx::RenderTarget *Renderbuffer::getRenderTarget()
    {
        return mInstance->getRenderTarget();
    }
    
    rx::RenderTarget *Renderbuffer::getDepthStencil()
    {
        return mInstance->getDepthStencil();
    }
    
    rx::TextureStorage *Renderbuffer::getTextureStorage()
    {
        return mInstance->getTextureStorage();
    }
    
    GLsizei Renderbuffer::getWidth() const
    {
        return mInstance->getWidth();
    }
    
    GLsizei Renderbuffer::getHeight() const
    {
        return mInstance->getHeight();
    }
    
    GLenum Renderbuffer::getInternalFormat() const
    {
        return mInstance->getInternalFormat();
    }
    
    GLenum Renderbuffer::getActualFormat() const
    {
        return mInstance->getActualFormat();
    }
    
    GLuint Renderbuffer::getRedSize() const
    {
        return gl::GetRedBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLuint Renderbuffer::getGreenSize() const
    {
        return gl::GetGreenBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLuint Renderbuffer::getBlueSize() const
    {
        return gl::GetBlueBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLuint Renderbuffer::getAlphaSize() const
    {
        return gl::GetAlphaBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLuint Renderbuffer::getDepthSize() const
    {
        return gl::GetDepthBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLuint Renderbuffer::getStencilSize() const
    {
        return gl::GetStencilBits(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLenum Renderbuffer::getComponentType() const
    {
        return gl::GetComponentType(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLenum Renderbuffer::getColorEncoding() const
    {
        return gl::GetColorEncoding(getActualFormat(), mRenderer->getCurrentClientVersion());
    }
    
    GLsizei Renderbuffer::getSamples() const
    {
        return mInstance->getSamples();
    }
    
    unsigned int Renderbuffer::getSerial() const
    {
        return mInstance->getSerial();
    }
    
    unsigned int Renderbuffer::getTextureSerial() const
    {
        return mInstance->getTextureSerial();
    }
    
    void Renderbuffer::setStorage(RenderbufferStorage *newStorage)
    {
        ASSERT(newStorage != NULL);
    
        delete mInstance;
        mInstance = newStorage;
    }
    
    RenderbufferStorage::RenderbufferStorage() : mSerial(issueSerials(1))
    {
        mWidth = 0;
        mHeight = 0;
        mInternalFormat = GL_RGBA4;
        mActualFormat = GL_RGBA8_OES;
        mSamples = 0;
    }
    
    RenderbufferStorage::~RenderbufferStorage()
    {
    }
    
    rx::RenderTarget *RenderbufferStorage::getRenderTarget()
    {
        return NULL;
    }
    
    rx::RenderTarget *RenderbufferStorage::getDepthStencil()
    {
        return NULL;
    }
    
    rx::TextureStorage *RenderbufferStorage::getTextureStorage()
    {
        return NULL;
    }
    
    GLsizei RenderbufferStorage::getWidth() const
    {
        return mWidth;
    }
    
    GLsizei RenderbufferStorage::getHeight() const
    {
        return mHeight;
    }
    
    GLenum RenderbufferStorage::getInternalFormat() const
    {
        return mInternalFormat;
    }
    
    GLenum RenderbufferStorage::getActualFormat() const
    {
        return mActualFormat;
    }
    
    GLsizei RenderbufferStorage::getSamples() const
    {
        return mSamples;
    }
    
    unsigned int RenderbufferStorage::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int RenderbufferStorage::issueSerials(GLuint count)
    {
        unsigned int firstSerial = mCurrentSerial;
        mCurrentSerial += count;
        return firstSerial;
    }
    
    Colorbuffer::Colorbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain)
    {
        mRenderTarget = renderer->createRenderTarget(swapChain, false); 
    
        if (mRenderTarget)
        {
            mWidth = mRenderTarget->getWidth();
            mHeight = mRenderTarget->getHeight();
            mInternalFormat = mRenderTarget->getInternalFormat();
            mActualFormat = mRenderTarget->getActualFormat();
            mSamples = mRenderTarget->getSamples();
        }
    }
    
    Colorbuffer::Colorbuffer(rx::Renderer *renderer, int width, int height, GLenum format, GLsizei samples) : mRenderTarget(NULL)
    {
        mRenderTarget = renderer->createRenderTarget(width, height, format, samples);
    
        if (mRenderTarget)
        {
            mWidth = width;
            mHeight = height;
            mInternalFormat = format;
            mActualFormat = mRenderTarget->getActualFormat();
            mSamples = mRenderTarget->getSamples();
        }
    }
    
    Colorbuffer::~Colorbuffer()
    {
        if (mRenderTarget)
        {
            delete mRenderTarget;
        }
    }
    
    rx::RenderTarget *Colorbuffer::getRenderTarget()
    {
        return mRenderTarget;
    }
    
    DepthStencilbuffer::DepthStencilbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain)
    {
        mDepthStencil = renderer->createRenderTarget(swapChain, true);
        if (mDepthStencil)
        {
            mWidth = mDepthStencil->getWidth();
            mHeight = mDepthStencil->getHeight();
            mInternalFormat = mDepthStencil->getInternalFormat();
            mSamples = mDepthStencil->getSamples();
            mActualFormat = mDepthStencil->getActualFormat();
        }
    }
    
    DepthStencilbuffer::DepthStencilbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples)
    {
    
        mDepthStencil = renderer->createRenderTarget(width, height, GL_DEPTH24_STENCIL8_OES, samples);
    
        mWidth = mDepthStencil->getWidth();
        mHeight = mDepthStencil->getHeight();
        mInternalFormat = GL_DEPTH24_STENCIL8_OES;
        mActualFormat = mDepthStencil->getActualFormat();
        mSamples = mDepthStencil->getSamples();
    }
    
    DepthStencilbuffer::~DepthStencilbuffer()
    {
        if (mDepthStencil)
        {
            delete mDepthStencil;
        }
    }
    
    rx::RenderTarget *DepthStencilbuffer::getDepthStencil()
    {
        return mDepthStencil;
    }
    
    Depthbuffer::Depthbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples) : DepthStencilbuffer(renderer, width, height, samples)
    {
        if (mDepthStencil)
        {
            mInternalFormat = GL_DEPTH_COMPONENT16;   // If the renderbuffer parameters are queried, the calling function
                                                      // will expect one of the valid renderbuffer formats for use in 
                                                      // glRenderbufferStorage
        }
    }
    
    Depthbuffer::~Depthbuffer()
    {
    }
    
    Stencilbuffer::Stencilbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples) : DepthStencilbuffer(renderer, width, height, samples)
    {
        if (mDepthStencil)
        {
            mInternalFormat = GL_STENCIL_INDEX8;   // If the renderbuffer parameters are queried, the calling function
                                                   // will expect one of the valid renderbuffer formats for use in 
                                                   // glRenderbufferStorage
        }
    }
    
    Stencilbuffer::~Stencilbuffer()
    {
    }
    
    }