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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 LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
#define LIBGLESV2_FRAMEBUFFERATTACHMENT_H_
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include "common/angleutils.h"
#include "common/RefCountObject.h"
namespace rx
{
class Renderer;
class RenderTarget;
class TextureStorage;
}
namespace gl
{
class Texture2D;
class TextureCubeMap;
class Texture3D;
class Texture2DArray;
class FramebufferAttachmentImpl;
class Renderbuffer;
// 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: Renderbuffers are specialized storage for depth and stencil buffes. Our old
// naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
// framebuffer attachments, which confused their usage.
class FramebufferAttachment : public RefCountObject
{
public:
FramebufferAttachment(GLuint id, FramebufferAttachmentImpl *storage);
virtual ~FramebufferAttachment();
// These functions from RefCountObject are overloaded here because
// Textures need to maintain their own count of references to them via
// Renderbuffers/RenderbufferTextures. These functions invoke those
// reference counting functions on the FramebufferAttachmentImpl.
void addRef() const;
void release() const;
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
GLsizei getWidth() const;
GLsizei getHeight() const;
GLenum getInternalFormat() const;
GLenum getActualFormat() const;
GLuint getRedSize(int clientVersion) const;
GLuint getGreenSize(int clientVersion) const;
GLuint getBlueSize(int clientVersion) const;
GLuint getAlphaSize(int clientVersion) const;
GLuint getDepthSize(int clientVersion) const;
GLuint getStencilSize(int clientVersion) const;
GLenum getComponentType(int clientVersion) const;
GLenum getColorEncoding(int clientVersion) const;
GLsizei getSamples() const;
bool isTexture() const;
unsigned int getSerial() const;
GLuint id() const;
GLenum type() const;
GLint mipLevel() const;
GLint layer() const;
unsigned int getTextureSerial() const;
void setImplementation(FramebufferAttachmentImpl *newImpl);
private:
DISALLOW_COPY_AND_ASSIGN(FramebufferAttachment);
FramebufferAttachmentImpl *mImpl;
};
class FramebufferAttachmentImpl
{
public:
FramebufferAttachmentImpl();
virtual ~FramebufferAttachmentImpl() {};
virtual void addProxyRef(const FramebufferAttachment *proxy);
virtual void releaseProxy(const FramebufferAttachment *proxy);
virtual rx::RenderTarget *getRenderTarget() = 0;
virtual rx::RenderTarget *getDepthStencil() = 0;
virtual rx::TextureStorage *getTextureStorage() = 0;
virtual GLsizei getWidth() const = 0;
virtual GLsizei getHeight() const = 0;
virtual GLenum getInternalFormat() const = 0;
virtual GLenum getActualFormat() const = 0;
virtual GLsizei getSamples() const = 0;
virtual unsigned int getSerial() const = 0;
virtual GLuint id() const = 0;
virtual GLenum type() const = 0;
virtual GLint mipLevel() const = 0;
virtual GLint layer() const = 0;
virtual unsigned int getTextureSerial() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(FramebufferAttachmentImpl);
};
class Texture2DAttachment : public FramebufferAttachmentImpl
{
public:
Texture2DAttachment(Texture2D *texture, GLint level);
virtual ~Texture2DAttachment();
void addProxyRef(const FramebufferAttachment *proxy);
void releaseProxy(const FramebufferAttachment *proxy);
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DAttachment);
BindingPointer <Texture2D> mTexture2D;
const GLint mLevel;
};
class TextureCubeMapAttachment : public FramebufferAttachmentImpl
{
public:
TextureCubeMapAttachment(TextureCubeMap *texture, GLenum faceTarget, GLint level);
virtual ~TextureCubeMapAttachment();
void addProxyRef(const FramebufferAttachment *proxy);
void releaseProxy(const FramebufferAttachment *proxy);
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMapAttachment);
BindingPointer <TextureCubeMap> mTextureCubeMap;
const GLint mLevel;
const GLenum mFaceTarget;
};
class Texture3DAttachment : public FramebufferAttachmentImpl
{
public:
Texture3DAttachment(Texture3D *texture, GLint level, GLint layer);
virtual ~Texture3DAttachment();
void addProxyRef(const FramebufferAttachment *proxy);
void releaseProxy(const FramebufferAttachment *proxy);
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture3DAttachment);
BindingPointer<Texture3D> mTexture3D;
const GLint mLevel;
const GLint mLayer;
};
class Texture2DArrayAttachment : public FramebufferAttachmentImpl
{
public:
Texture2DArrayAttachment(Texture2DArray *texture, GLint level, GLint layer);
virtual ~Texture2DArrayAttachment();
void addProxyRef(const FramebufferAttachment *proxy);
void releaseProxy(const FramebufferAttachment *proxy);
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArrayAttachment);
BindingPointer<Texture2DArray> mTexture2DArray;
const GLint mLevel;
const GLint mLayer;
};
class RenderbufferAttachment : public FramebufferAttachmentImpl
{
public:
RenderbufferAttachment(Renderbuffer *renderbuffer);
virtual ~RenderbufferAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
virtual GLenum getInternalFormat() const;
virtual GLenum getActualFormat() const;
virtual GLsizei getSamples() const;
virtual unsigned int getSerial() const;
virtual GLuint id() const;
virtual GLenum type() const;
virtual GLint mipLevel() const;
virtual GLint layer() const;
virtual unsigned int getTextureSerial() const;
private:
DISALLOW_COPY_AND_ASSIGN(RenderbufferAttachment);
BindingPointer<Renderbuffer> mRenderbuffer;
};
}
#endif // LIBGLESV2_FRAMEBUFFERATTACHMENT_H_