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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(GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
FramebufferAttachment(const FramebufferAttachment &other);
FramebufferAttachment &operator=(const FramebufferAttachment &other);
~FramebufferAttachment();
// 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;
};
void detach();
void attach(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;
// "T" must be static_castable from FramebufferAttachmentRenderTarget
template <typename T>
gl::Error getRenderTarget(T **rtOut) const
{
// Cast through the pointer-to-pointer type
rx::FramebufferAttachmentRenderTarget *rtPtr = nullptr;
gl::Error error = getRenderTarget(&rtPtr);
*rtOut = static_cast<T*>(rtPtr);
return error;
}
bool operator==(const FramebufferAttachment &other) const;
bool operator!=(const FramebufferAttachment &other) const;
private:
gl::Error getRenderTarget(rx::FramebufferAttachmentRenderTarget **rtOut) const;
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 FramebufferAttachment::Target &target) const = 0;
virtual const Format &getAttachmentFormat(
const FramebufferAttachment::Target &target) const = 0;
virtual GLsizei getAttachmentSamples(const FramebufferAttachment::Target &target) const = 0;
virtual void onAttach() = 0;
virtual void onDetach() = 0;
virtual GLuint getId() const = 0;
Error getAttachmentRenderTarget(const FramebufferAttachment::Target &target,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
angle::BroadcastChannel *getDirtyChannel();
protected:
virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
angle::BroadcastChannel mDirtyChannel;
};
inline Extents FramebufferAttachment::getSize() const
{
return mResource->getAttachmentSize(mTarget);
}
inline const Format &FramebufferAttachment::getFormat() const
{
return mResource->getAttachmentFormat(mTarget);
}
inline GLsizei FramebufferAttachment::getSamples() const
{
return mResource->getAttachmentSamples(mTarget);
}
inline gl::Error FramebufferAttachment::getRenderTarget(rx::FramebufferAttachmentRenderTarget **rtOut) const
{
return mResource->getAttachmentRenderTarget(mTarget, rtOut);
}
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_