blob: f251b553580d3ca13439af5251eae58badb60f7a [file] [log] [blame]
//
// Copyright (c) 2002-2010 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/main.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/utilities.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)
{
}
GLuint RenderbufferInterface::getRedSize() const
{
return dx2es::GetRedSize(getD3DFormat());
}
GLuint RenderbufferInterface::getGreenSize() const
{
return dx2es::GetGreenSize(getD3DFormat());
}
GLuint RenderbufferInterface::getBlueSize() const
{
return dx2es::GetBlueSize(getD3DFormat());
}
GLuint RenderbufferInterface::getAlphaSize() const
{
return dx2es::GetAlphaSize(getD3DFormat());
}
GLuint RenderbufferInterface::getDepthSize() const
{
return dx2es::GetDepthSize(getD3DFormat());
}
GLuint RenderbufferInterface::getStencilSize() const
{
return dx2es::GetStencilSize(getD3DFormat());
}
///// RenderbufferTexture2D Implementation ////////
RenderbufferTexture2D::RenderbufferTexture2D(Texture2D *texture, GLenum target) : mTarget(target)
{
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);
}
IDirect3DSurface9 *RenderbufferTexture2D::getRenderTarget()
{
return mTexture2D->getRenderTarget(mTarget);
}
IDirect3DSurface9 *RenderbufferTexture2D::getDepthStencil()
{
return NULL;
}
GLsizei RenderbufferTexture2D::getWidth() const
{
return mTexture2D->getWidth(0);
}
GLsizei RenderbufferTexture2D::getHeight() const
{
return mTexture2D->getHeight(0);
}
GLenum RenderbufferTexture2D::getInternalFormat() const
{
return mTexture2D->getInternalFormat(0);
}
D3DFORMAT RenderbufferTexture2D::getD3DFormat() const
{
return mTexture2D->getD3DFormat(0);
}
GLsizei RenderbufferTexture2D::getSamples() const
{
return 0;
}
unsigned int RenderbufferTexture2D::getSerial() const
{
return mTexture2D->getRenderTargetSerial(mTarget);
}
///// RenderbufferTextureCubeMap Implementation ////////
RenderbufferTextureCubeMap::RenderbufferTextureCubeMap(TextureCubeMap *texture, GLenum target) : mTarget(target)
{
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);
}
IDirect3DSurface9 *RenderbufferTextureCubeMap::getRenderTarget()
{
return mTextureCubeMap->getRenderTarget(mTarget);
}
IDirect3DSurface9 *RenderbufferTextureCubeMap::getDepthStencil()
{
return NULL;
}
GLsizei RenderbufferTextureCubeMap::getWidth() const
{
return mTextureCubeMap->getWidth(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
}
GLsizei RenderbufferTextureCubeMap::getHeight() const
{
return mTextureCubeMap->getHeight(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
}
GLenum RenderbufferTextureCubeMap::getInternalFormat() const
{
return mTextureCubeMap->getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
}
D3DFORMAT RenderbufferTextureCubeMap::getD3DFormat() const
{
return mTextureCubeMap->getD3DFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
}
GLsizei RenderbufferTextureCubeMap::getSamples() const
{
return 0;
}
unsigned int RenderbufferTextureCubeMap::getSerial() const
{
return mTextureCubeMap->getRenderTargetSerial(mTarget);
}
////// Renderbuffer Implementation //////
Renderbuffer::Renderbuffer(GLuint id, RenderbufferInterface *instance) : RefCountObject(id)
{
ASSERT(instance != NULL);
mInstance = instance;
}
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();
}
IDirect3DSurface9 *Renderbuffer::getRenderTarget()
{
return mInstance->getRenderTarget();
}
IDirect3DSurface9 *Renderbuffer::getDepthStencil()
{
return mInstance->getDepthStencil();
}
GLsizei Renderbuffer::getWidth() const
{
return mInstance->getWidth();
}
GLsizei Renderbuffer::getHeight() const
{
return mInstance->getHeight();
}
GLenum Renderbuffer::getInternalFormat() const
{
return mInstance->getInternalFormat();
}
D3DFORMAT Renderbuffer::getD3DFormat() const
{
return mInstance->getD3DFormat();
}
GLuint Renderbuffer::getRedSize() const
{
return mInstance->getRedSize();
}
GLuint Renderbuffer::getGreenSize() const
{
return mInstance->getGreenSize();
}
GLuint Renderbuffer::getBlueSize() const
{
return mInstance->getBlueSize();
}
GLuint Renderbuffer::getAlphaSize() const
{
return mInstance->getAlphaSize();
}
GLuint Renderbuffer::getDepthSize() const
{
return mInstance->getDepthSize();
}
GLuint Renderbuffer::getStencilSize() const
{
return mInstance->getStencilSize();
}
GLsizei Renderbuffer::getSamples() const
{
return mInstance->getSamples();
}
unsigned int Renderbuffer::getSerial() const
{
return mInstance->getSerial();
}
void Renderbuffer::setStorage(RenderbufferStorage *newStorage)
{
ASSERT(newStorage != NULL);
delete mInstance;
mInstance = newStorage;
}
RenderbufferStorage::RenderbufferStorage() : mSerial(issueSerial())
{
mWidth = 0;
mHeight = 0;
mInternalFormat = GL_RGBA4;
mD3DFormat = D3DFMT_A8R8G8B8;
mSamples = 0;
}
RenderbufferStorage::~RenderbufferStorage()
{
}
IDirect3DSurface9 *RenderbufferStorage::getRenderTarget()
{
return NULL;
}
IDirect3DSurface9 *RenderbufferStorage::getDepthStencil()
{
return NULL;
}
GLsizei RenderbufferStorage::getWidth() const
{
return mWidth;
}
GLsizei RenderbufferStorage::getHeight() const
{
return mHeight;
}
GLenum RenderbufferStorage::getInternalFormat() const
{
return mInternalFormat;
}
D3DFORMAT RenderbufferStorage::getD3DFormat() const
{
return mD3DFormat;
}
GLsizei RenderbufferStorage::getSamples() const
{
return mSamples;
}
unsigned int RenderbufferStorage::getSerial() const
{
return mSerial;
}
unsigned int RenderbufferStorage::issueSerial()
{
return mCurrentSerial++;
}
unsigned int RenderbufferStorage::issueCubeSerials()
{
unsigned int firstSerial = mCurrentSerial;
mCurrentSerial += 6;
return firstSerial;
}
Colorbuffer::Colorbuffer(IDirect3DSurface9 *renderTarget) : mRenderTarget(renderTarget)
{
if (renderTarget)
{
renderTarget->AddRef();
D3DSURFACE_DESC description;
renderTarget->GetDesc(&description);
mWidth = description.Width;
mHeight = description.Height;
mInternalFormat = dx2es::ConvertBackBufferFormat(description.Format);
mD3DFormat = description.Format;
mSamples = dx2es::GetSamplesFromMultisampleType(description.MultiSampleType);
}
}
Colorbuffer::Colorbuffer(int width, int height, GLenum format, GLsizei samples) : mRenderTarget(NULL)
{
IDirect3DDevice9 *device = getDevice();
D3DFORMAT requestedFormat = es2dx::ConvertRenderbufferFormat(format);
int supportedSamples = getContext()->getNearestSupportedSamples(requestedFormat, samples);
if (supportedSamples == -1)
{
error(GL_OUT_OF_MEMORY);
return;
}
if (width > 0 && height > 0)
{
HRESULT result = device->CreateRenderTarget(width, height, requestedFormat,
es2dx::GetMultisampleTypeFromSamples(supportedSamples), 0, FALSE, &mRenderTarget, NULL);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
}
mWidth = width;
mHeight = height;
mInternalFormat = format;
mD3DFormat = requestedFormat;
mSamples = supportedSamples;
}
Colorbuffer::~Colorbuffer()
{
if (mRenderTarget)
{
mRenderTarget->Release();
}
}
IDirect3DSurface9 *Colorbuffer::getRenderTarget()
{
if (mRenderTarget)
{
mRenderTarget->AddRef();
}
return mRenderTarget;
}
DepthStencilbuffer::DepthStencilbuffer(IDirect3DSurface9 *depthStencil) : mDepthStencil(depthStencil)
{
if (depthStencil)
{
depthStencil->AddRef();
D3DSURFACE_DESC description;
depthStencil->GetDesc(&description);
mWidth = description.Width;
mHeight = description.Height;
mInternalFormat = dx2es::ConvertDepthStencilFormat(description.Format);
mSamples = dx2es::GetSamplesFromMultisampleType(description.MultiSampleType);
mD3DFormat = description.Format;
}
}
DepthStencilbuffer::DepthStencilbuffer(int width, int height, GLsizei samples)
{
IDirect3DDevice9 *device = getDevice();
mDepthStencil = NULL;
int supportedSamples = getContext()->getNearestSupportedSamples(D3DFMT_D24S8, samples);
if (supportedSamples == -1)
{
error(GL_OUT_OF_MEMORY);
return;
}
if (width > 0 && height > 0)
{
HRESULT result = device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, es2dx::GetMultisampleTypeFromSamples(supportedSamples),
0, FALSE, &mDepthStencil, 0);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
}
mWidth = width;
mHeight = height;
mInternalFormat = GL_DEPTH24_STENCIL8_OES;
mD3DFormat = D3DFMT_D24S8;
mSamples = supportedSamples;
}
DepthStencilbuffer::~DepthStencilbuffer()
{
if (mDepthStencil)
{
mDepthStencil->Release();
}
}
IDirect3DSurface9 *DepthStencilbuffer::getDepthStencil()
{
return mDepthStencil;
}
Depthbuffer::Depthbuffer(IDirect3DSurface9 *depthStencil) : DepthStencilbuffer(depthStencil)
{
if (depthStencil)
{
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(int width, int height, GLsizei samples) : DepthStencilbuffer(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(IDirect3DSurface9 *depthStencil) : DepthStencilbuffer(depthStencil)
{
if (depthStencil)
{
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(int width, int height, GLsizei samples) : DepthStencilbuffer(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()
{
}
}