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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp new file mode 100644 index 0000000000..a91a7be9b2 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp @@ -0,0 +1,117 @@ +// +// 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. +// + +// RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl + +#include "libANGLE/renderer/d3d/RenderbufferD3D.h" + +#include "libANGLE/Context.h" +#include "libANGLE/Image.h" +#include "libANGLE/renderer/d3d/ContextD3D.h" +#include "libANGLE/renderer/d3d/EGLImageD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" + +namespace rx +{ +RenderbufferD3D::RenderbufferD3D(const gl::RenderbufferState &state, RendererD3D *renderer) + : RenderbufferImpl(state), mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr) +{} + +RenderbufferD3D::~RenderbufferD3D() +{ + SafeDelete(mRenderTarget); + mImage = nullptr; +} + +void RenderbufferD3D::onDestroy(const gl::Context *context) +{ + SafeDelete(mRenderTarget); +} + +angle::Result RenderbufferD3D::setStorage(const gl::Context *context, + GLenum internalformat, + size_t width, + size_t height) +{ + return setStorageMultisample(context, 0, internalformat, width, height); +} + +angle::Result RenderbufferD3D::setStorageMultisample(const gl::Context *context, + size_t samples, + GLenum internalformat, + size_t width, + size_t height) +{ + // If the renderbuffer parameters are queried, the calling function + // will expect one of the valid renderbuffer formats for use in + // glRenderbufferStorage, but we should create depth and stencil buffers + // as DEPTH24_STENCIL8 + GLenum creationFormat = internalformat; + if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8) + { + creationFormat = GL_DEPTH24_STENCIL8_OES; + } + + // ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create + // the specified storage. + // Because ES 3.0 already knows the exact number of supported samples, it would already have + // been validated and generated GL_INVALID_VALUE. + const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat); + ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), samples <= formatCaps.getMaxSamples()); + + RenderTargetD3D *newRT = nullptr; + ANGLE_TRY(mRenderer->createRenderTarget(context, static_cast<int>(width), + static_cast<int>(height), creationFormat, + static_cast<GLsizei>(samples), &newRT)); + + SafeDelete(mRenderTarget); + mImage = nullptr; + mRenderTarget = newRT; + + return angle::Result::Continue; +} + +angle::Result RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context, + egl::Image *image) +{ + mImage = GetImplAs<EGLImageD3D>(image); + SafeDelete(mRenderTarget); + + return angle::Result::Continue; +} + +angle::Result RenderbufferD3D::getRenderTarget(const gl::Context *context, + RenderTargetD3D **outRenderTarget) +{ + if (mImage) + { + return mImage->getRenderTarget(context, outRenderTarget); + } + else + { + *outRenderTarget = mRenderTarget; + return angle::Result::Continue; + } +} + +angle::Result RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context, + GLenum binding, + const gl::ImageIndex &imageIndex, + FramebufferAttachmentRenderTarget **rtOut) +{ + return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut)); +} + +angle::Result RenderbufferD3D::initializeContents(const gl::Context *context, + const gl::ImageIndex &imageIndex) +{ + RenderTargetD3D *renderTarget = nullptr; + ANGLE_TRY(getRenderTarget(context, &renderTarget)); + return mRenderer->initRenderTarget(context, renderTarget); +} + +} // namespace rx |