// // Copyright (c) 2015 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. // // EGLImageD3D.cpp: Implements the rx::EGLImageD3D class, the D3D implementation of EGL images #include "libANGLE/renderer/d3d/EGLImageD3D.h" #include "common/debug.h" #include "common/utilities.h" #include "libANGLE/AttributeMap.h" #include "libANGLE/Context.h" #include "libANGLE/Texture.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/RendererD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/TextureStorage.h" #include namespace rx { EGLImageD3D::EGLImageD3D(const egl::ImageState &state, EGLenum target, const egl::AttributeMap &attribs, RendererD3D *renderer) : ImageImpl(state), mRenderer(renderer), mRenderTarget(nullptr) { ASSERT(renderer != nullptr); } EGLImageD3D::~EGLImageD3D() { SafeDelete(mRenderTarget); } egl::Error EGLImageD3D::initialize(const egl::Display *display) { return egl::NoError(); } angle::Result EGLImageD3D::orphan(const gl::Context *context, egl::ImageSibling *sibling) { if (sibling == mState.source) { ANGLE_TRY(copyToLocalRendertarget(context)); } return angle::Result::Continue; } angle::Result EGLImageD3D::getRenderTarget(const gl::Context *context, RenderTargetD3D **outRT) const { if (mState.source != nullptr) { ASSERT(!mRenderTarget); FramebufferAttachmentRenderTarget *rt = nullptr; ANGLE_TRY( mState.source->getAttachmentRenderTarget(context, GL_NONE, mState.imageIndex, &rt)); *outRT = static_cast(rt); return angle::Result::Continue; } ASSERT(mRenderTarget); *outRT = mRenderTarget; return angle::Result::Continue; } angle::Result EGLImageD3D::copyToLocalRendertarget(const gl::Context *context) { ASSERT(mState.source != nullptr); ASSERT(mRenderTarget == nullptr); RenderTargetD3D *curRenderTarget = nullptr; ANGLE_TRY(getRenderTarget(context, &curRenderTarget)); // Invalidate FBOs with this Image attached. Only currently applies to D3D11. for (egl::ImageSibling *target : mState.targets) { target->onStateChange(angle::SubjectMessage::SubjectChanged); } return mRenderer->createRenderTargetCopy(context, curRenderTarget, &mRenderTarget); } } // namespace rx