blob: 5855301c97fe6b7fd2dfb0eaddc1bf30adfd543a [file] [log] [blame]
#include "precompiled.h"
//
// 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 "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/TextureStorage.h"
#include "common/utilities.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/Renderbuffer.h"
namespace gl
{
////// FramebufferAttachment Implementation //////
FramebufferAttachment::FramebufferAttachment()
{
}
FramebufferAttachment::~FramebufferAttachment()
{
}
GLuint FramebufferAttachment::getRedSize() const
{
return (gl::GetRedBits(getInternalFormat()) > 0) ? gl::GetRedBits(getActualFormat()) : 0;
}
GLuint FramebufferAttachment::getGreenSize() const
{
return (gl::GetGreenBits(getInternalFormat()) > 0) ? gl::GetGreenBits(getActualFormat()) : 0;
}
GLuint FramebufferAttachment::getBlueSize() const
{
return (gl::GetBlueBits(getInternalFormat()) > 0) ? gl::GetBlueBits(getActualFormat()) : 0;
}
GLuint FramebufferAttachment::getAlphaSize() const
{
return (gl::GetAlphaBits(getInternalFormat()) > 0) ? gl::GetAlphaBits(getActualFormat()) : 0;
}
GLuint FramebufferAttachment::getDepthSize() const
{
return (gl::GetDepthBits(getInternalFormat()) > 0) ? gl::GetDepthBits(getActualFormat()) : 0;
}
GLuint FramebufferAttachment::getStencilSize() const
{
return (gl::GetStencilBits(getInternalFormat()) > 0) ? gl::GetStencilBits(getActualFormat()) : 0;
}
GLenum FramebufferAttachment::getComponentType() const
{
return gl::GetComponentType(getActualFormat());
}
GLenum FramebufferAttachment::getColorEncoding() const
{
return gl::GetColorEncoding(getActualFormat());
}
bool FramebufferAttachment::isTexture() const
{
return (type() != GL_RENDERBUFFER);
}
///// Texture2DAttachment Implementation ////////
Texture2DAttachment::Texture2DAttachment(Texture2D *texture, GLint level) : mLevel(level)
{
mTexture2D.set(texture);
}
Texture2DAttachment::~Texture2DAttachment()
{
mTexture2D.set(NULL);
}
rx::RenderTarget *Texture2DAttachment::getRenderTarget()
{
return mTexture2D->getRenderTarget(mLevel);
}
rx::RenderTarget *Texture2DAttachment::getDepthStencil()
{
return mTexture2D->getDepthSencil(mLevel);
}
rx::TextureStorage *Texture2DAttachment::getTextureStorage()
{
return mTexture2D->getNativeTexture()->getStorageInstance();
}
GLsizei Texture2DAttachment::getWidth() const
{
return mTexture2D->getWidth(mLevel);
}
GLsizei Texture2DAttachment::getHeight() const
{
return mTexture2D->getHeight(mLevel);
}
GLenum Texture2DAttachment::getInternalFormat() const
{
return mTexture2D->getInternalFormat(mLevel);
}
GLenum Texture2DAttachment::getActualFormat() const
{
return mTexture2D->getActualFormat(mLevel);
}
GLsizei Texture2DAttachment::getSamples() const
{
return 0;
}
unsigned int Texture2DAttachment::getSerial() const
{
return mTexture2D->getRenderTargetSerial(mLevel);
}
GLuint Texture2DAttachment::id() const
{
return mTexture2D->id();
}
GLenum Texture2DAttachment::type() const
{
return GL_TEXTURE_2D;
}
GLint Texture2DAttachment::mipLevel() const
{
return mLevel;
}
GLint Texture2DAttachment::layer() const
{
return 0;
}
unsigned int Texture2DAttachment::getTextureSerial() const
{
return mTexture2D->getTextureSerial();
}
///// TextureCubeMapAttachment Implementation ////////
TextureCubeMapAttachment::TextureCubeMapAttachment(TextureCubeMap *texture, GLenum faceTarget, GLint level)
: mFaceTarget(faceTarget), mLevel(level)
{
mTextureCubeMap.set(texture);
}
TextureCubeMapAttachment::~TextureCubeMapAttachment()
{
mTextureCubeMap.set(NULL);
}
rx::RenderTarget *TextureCubeMapAttachment::getRenderTarget()
{
return mTextureCubeMap->getRenderTarget(mFaceTarget, mLevel);
}
rx::RenderTarget *TextureCubeMapAttachment::getDepthStencil()
{
return mTextureCubeMap->getDepthStencil(mFaceTarget, mLevel);
}
rx::TextureStorage *TextureCubeMapAttachment::getTextureStorage()
{
return mTextureCubeMap->getNativeTexture()->getStorageInstance();
}
GLsizei TextureCubeMapAttachment::getWidth() const
{
return mTextureCubeMap->getWidth(mFaceTarget, mLevel);
}
GLsizei TextureCubeMapAttachment::getHeight() const
{
return mTextureCubeMap->getHeight(mFaceTarget, mLevel);
}
GLenum TextureCubeMapAttachment::getInternalFormat() const
{
return mTextureCubeMap->getInternalFormat(mFaceTarget, mLevel);
}
GLenum TextureCubeMapAttachment::getActualFormat() const
{
return mTextureCubeMap->getActualFormat(mFaceTarget, mLevel);
}
GLsizei TextureCubeMapAttachment::getSamples() const
{
return 0;
}
unsigned int TextureCubeMapAttachment::getSerial() const
{
return mTextureCubeMap->getRenderTargetSerial(mFaceTarget, mLevel);
}
GLuint TextureCubeMapAttachment::id() const
{
return mTextureCubeMap->id();
}
GLenum TextureCubeMapAttachment::type() const
{
return mFaceTarget;
}
GLint TextureCubeMapAttachment::mipLevel() const
{
return mLevel;
}
GLint TextureCubeMapAttachment::layer() const
{
return 0;
}
unsigned int TextureCubeMapAttachment::getTextureSerial() const
{
return mTextureCubeMap->getTextureSerial();
}
///// Texture3DAttachment Implementation ////////
Texture3DAttachment::Texture3DAttachment(Texture3D *texture, GLint level, GLint layer)
: mLevel(level), mLayer(layer)
{
mTexture3D.set(texture);
}
Texture3DAttachment::~Texture3DAttachment()
{
mTexture3D.set(NULL);
}
rx::RenderTarget *Texture3DAttachment::getRenderTarget()
{
return mTexture3D->getRenderTarget(mLevel, mLayer);
}
rx::RenderTarget *Texture3DAttachment::getDepthStencil()
{
return mTexture3D->getDepthStencil(mLevel, mLayer);
}
rx::TextureStorage *Texture3DAttachment::getTextureStorage()
{
return mTexture3D->getNativeTexture()->getStorageInstance();
}
GLsizei Texture3DAttachment::getWidth() const
{
return mTexture3D->getWidth(mLevel);
}
GLsizei Texture3DAttachment::getHeight() const
{
return mTexture3D->getHeight(mLevel);
}
GLenum Texture3DAttachment::getInternalFormat() const
{
return mTexture3D->getInternalFormat(mLevel);
}
GLenum Texture3DAttachment::getActualFormat() const
{
return mTexture3D->getActualFormat(mLevel);
}
GLsizei Texture3DAttachment::getSamples() const
{
return 0;
}
unsigned int Texture3DAttachment::getSerial() const
{
return mTexture3D->getRenderTargetSerial(mLevel, mLayer);
}
GLuint Texture3DAttachment::id() const
{
return mTexture3D->id();
}
GLenum Texture3DAttachment::type() const
{
return GL_TEXTURE_3D;
}
GLint Texture3DAttachment::mipLevel() const
{
return mLevel;
}
GLint Texture3DAttachment::layer() const
{
return mLayer;
}
unsigned int Texture3DAttachment::getTextureSerial() const
{
return mTexture3D->getTextureSerial();
}
////// Texture2DArrayAttachment Implementation //////
Texture2DArrayAttachment::Texture2DArrayAttachment(Texture2DArray *texture, GLint level, GLint layer)
: mLevel(level), mLayer(layer)
{
mTexture2DArray.set(texture);
}
Texture2DArrayAttachment::~Texture2DArrayAttachment()
{
mTexture2DArray.set(NULL);
}
rx::RenderTarget *Texture2DArrayAttachment::getRenderTarget()
{
return mTexture2DArray->getRenderTarget(mLevel, mLayer);
}
rx::RenderTarget *Texture2DArrayAttachment::getDepthStencil()
{
return mTexture2DArray->getDepthStencil(mLevel, mLayer);
}
rx::TextureStorage *Texture2DArrayAttachment::getTextureStorage()
{
return mTexture2DArray->getNativeTexture()->getStorageInstance();
}
GLsizei Texture2DArrayAttachment::getWidth() const
{
return mTexture2DArray->getWidth(mLevel);
}
GLsizei Texture2DArrayAttachment::getHeight() const
{
return mTexture2DArray->getHeight(mLevel);
}
GLenum Texture2DArrayAttachment::getInternalFormat() const
{
return mTexture2DArray->getInternalFormat(mLevel);
}
GLenum Texture2DArrayAttachment::getActualFormat() const
{
return mTexture2DArray->getActualFormat(mLevel);
}
GLsizei Texture2DArrayAttachment::getSamples() const
{
return 0;
}
unsigned int Texture2DArrayAttachment::getSerial() const
{
return mTexture2DArray->getRenderTargetSerial(mLevel, mLayer);
}
GLuint Texture2DArrayAttachment::id() const
{
return mTexture2DArray->id();
}
GLenum Texture2DArrayAttachment::type() const
{
return GL_TEXTURE_2D_ARRAY;
}
GLint Texture2DArrayAttachment::mipLevel() const
{
return mLevel;
}
GLint Texture2DArrayAttachment::layer() const
{
return mLayer;
}
unsigned int Texture2DArrayAttachment::getTextureSerial() const
{
return mTexture2DArray->getTextureSerial();
}
////// RenderbufferAttachment Implementation //////
RenderbufferAttachment::RenderbufferAttachment(Renderbuffer *renderbuffer)
{
ASSERT(renderbuffer);
mRenderbuffer.set(renderbuffer);
}
RenderbufferAttachment::~RenderbufferAttachment()
{
mRenderbuffer.set(NULL);
}
rx::RenderTarget *RenderbufferAttachment::getRenderTarget()
{
return mRenderbuffer->getStorage()->getRenderTarget();
}
rx::RenderTarget *RenderbufferAttachment::getDepthStencil()
{
return mRenderbuffer->getStorage()->getDepthStencil();
}
rx::TextureStorage *RenderbufferAttachment::getTextureStorage()
{
UNREACHABLE();
return NULL;
}
GLsizei RenderbufferAttachment::getWidth() const
{
return mRenderbuffer->getWidth();
}
GLsizei RenderbufferAttachment::getHeight() const
{
return mRenderbuffer->getHeight();
}
GLenum RenderbufferAttachment::getInternalFormat() const
{
return mRenderbuffer->getInternalFormat();
}
GLenum RenderbufferAttachment::getActualFormat() const
{
return mRenderbuffer->getActualFormat();
}
GLsizei RenderbufferAttachment::getSamples() const
{
return mRenderbuffer->getStorage()->getSamples();
}
unsigned int RenderbufferAttachment::getSerial() const
{
return mRenderbuffer->getStorage()->getSerial();
}
GLuint RenderbufferAttachment::id() const
{
return mRenderbuffer->id();
}
GLenum RenderbufferAttachment::type() const
{
return GL_RENDERBUFFER;
}
GLint RenderbufferAttachment::mipLevel() const
{
return 0;
}
GLint RenderbufferAttachment::layer() const
{
return 0;
}
unsigned int RenderbufferAttachment::getTextureSerial() const
{
UNREACHABLE();
return 0;
}
}