blob: 285190876bba61a23de57624ab12e6e489a87b14 [file] [log] [blame]
#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);
}
bool RenderbufferTexture2D::isTexture() const
{
return true;
}
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);
}
bool RenderbufferTextureCubeMap::isTexture() const
{
return true;
}
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);
}
bool RenderbufferTexture3DLayer::isTexture() const
{
return true;
}
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);
}
bool RenderbufferTexture2DArrayLayer::isTexture() const
{
return true;
}
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();
}
bool Renderbuffer::isTexture() const
{
return mInstance->isTexture();
}
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;
}
bool RenderbufferStorage::isTexture() const
{
return false;
}
unsigned int RenderbufferStorage::getTextureSerial() const
{
return -1;
}
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()
{
}
}