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+//
+// Copyright 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 LIBANGLE_FRAMEBUFFERATTACHMENT_H_
+#define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
+
+#include "angle_gl.h"
+#include "common/angleutils.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/Observer.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
+
+namespace egl
+{
+class Surface;
+}
+
+namespace rx
+{
+// An implementation-specific object associated with an attachment.
+
+class FramebufferAttachmentRenderTarget : angle::NonCopyable
+{
+ public:
+ FramebufferAttachmentRenderTarget() {}
+ virtual ~FramebufferAttachmentRenderTarget() {}
+};
+
+class FramebufferAttachmentObjectImpl;
+} // namespace rx
+
+namespace gl
+{
+class FramebufferAttachmentObject;
+class Renderbuffer;
+class Texture;
+
+// 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: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
+// framebuffer attachments, which confused their usage.
+
+class FramebufferAttachment final
+{
+ public:
+ FramebufferAttachment();
+
+ FramebufferAttachment(const Context *context,
+ GLenum type,
+ GLenum binding,
+ const ImageIndex &textureIndex,
+ FramebufferAttachmentObject *resource,
+ rx::Serial framebufferSerial);
+
+ FramebufferAttachment(FramebufferAttachment &&other);
+ FramebufferAttachment &operator=(FramebufferAttachment &&other);
+
+ ~FramebufferAttachment();
+
+ void detach(const Context *context, rx::Serial framebufferSerial);
+ void attach(const Context *context,
+ GLenum type,
+ GLenum binding,
+ const ImageIndex &textureIndex,
+ FramebufferAttachmentObject *resource,
+ GLsizei numViews,
+ GLuint baseViewIndex,
+ bool isMultiview,
+ GLsizei samples,
+ rx::Serial framebufferSerial);
+
+ // Helper methods
+ GLuint getRedSize() const;
+ GLuint getGreenSize() const;
+ GLuint getBlueSize() const;
+ GLuint getAlphaSize() const;
+ GLuint getDepthSize() const;
+ GLuint getStencilSize() const;
+ GLenum getComponentType() const;
+ GLenum getColorEncoding() const;
+
+ bool isTextureWithId(TextureID textureId) const
+ {
+ return mType == GL_TEXTURE && id() == textureId.value;
+ }
+ bool isExternalTexture() const
+ {
+ return mType == GL_TEXTURE && getTextureImageIndex().getType() == gl::TextureType::External;
+ }
+ bool isRenderbufferWithId(GLuint renderbufferId) const
+ {
+ return mType == GL_RENDERBUFFER && id() == renderbufferId;
+ }
+
+ GLenum getBinding() const { return mTarget.binding(); }
+ GLuint id() const;
+
+ // These methods are only legal to call on Texture attachments
+ const ImageIndex &getTextureImageIndex() const;
+ TextureTarget cubeMapFace() const;
+ GLint mipLevel() const;
+ GLint layer() const;
+ bool isLayered() const;
+
+ GLsizei getNumViews() const { return mNumViews; }
+
+ bool isMultiview() const;
+ GLint getBaseViewIndex() const;
+
+ bool isRenderToTexture() const;
+ GLsizei getRenderToTextureSamples() const;
+
+ // The size of the underlying resource the attachment points to. The 'depth' value will
+ // correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
+ // Renderbuffers, it will always be 1.
+ Extents getSize() const;
+ Format getFormat() const;
+ GLsizei getSamples() const;
+ // This will always return the actual sample count of the attachment even if
+ // render_to_texture extension is active on this FBattachment object.
+ GLsizei getResourceSamples() const;
+ GLenum type() const { return mType; }
+ bool isAttached() const { return mType != GL_NONE; }
+ bool isRenderable(const Context *context) const;
+ bool isYUV() const;
+ bool isCreatedWithAHB() const;
+
+ Renderbuffer *getRenderbuffer() const;
+ Texture *getTexture() const;
+ const egl::Surface *getSurface() const;
+ FramebufferAttachmentObject *getResource() const;
+ InitState initState() const;
+ angle::Result initializeContents(const Context *context);
+ void setInitState(InitState initState) const;
+
+ // "T" must be static_castable from FramebufferAttachmentRenderTarget
+ template <typename T>
+ angle::Result getRenderTarget(const Context *context, GLsizei samples, T **rtOut) const
+ {
+ static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
+ "Invalid RenderTarget class.");
+ return getRenderTargetImpl(
+ context, samples, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
+ }
+
+ bool operator==(const FramebufferAttachment &other) const;
+ bool operator!=(const FramebufferAttachment &other) const;
+
+ static const GLsizei kDefaultNumViews;
+ static const GLint kDefaultBaseViewIndex;
+ static const GLint kDefaultRenderToTextureSamples;
+
+ private:
+ angle::Result getRenderTargetImpl(const Context *context,
+ GLsizei samples,
+ rx::FramebufferAttachmentRenderTarget **rtOut) const;
+
+ // A framebuffer attachment points to one of three types of resources: Renderbuffers,
+ // Textures and egl::Surface. The "Target" struct indicates which part of the
+ // object an attachment references. For the three types:
+ // - a Renderbuffer has a unique renderable target, and needs no target index
+ // - a Texture has targets for every image and uses an ImageIndex
+ // - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
+ class Target
+ {
+ public:
+ Target();
+ Target(GLenum binding, const ImageIndex &imageIndex);
+ Target(const Target &other);
+ Target &operator=(const Target &other);
+
+ GLenum binding() const { return mBinding; }
+ const ImageIndex &textureIndex() const { return mTextureIndex; }
+
+ private:
+ GLenum mBinding;
+ ImageIndex mTextureIndex;
+ };
+
+ GLenum mType;
+ Target mTarget;
+ FramebufferAttachmentObject *mResource;
+ GLsizei mNumViews;
+ bool mIsMultiview;
+ GLint mBaseViewIndex;
+ // A single-sampled texture can be attached to a framebuffer either as single-sampled or as
+ // multisampled-render-to-texture. In the latter case, |mRenderToTextureSamples| will contain
+ // the number of samples. For renderbuffers, the number of samples is inherited from the
+ // renderbuffer itself.
+ //
+ // Note that textures cannot change storage between single and multisample once attached to a
+ // framebuffer. Renderbuffers instead can, and caching the number of renderbuffer samples here
+ // can lead to stale data.
+ GLsizei mRenderToTextureSamples;
+};
+
+// A base class for objects that FBO Attachments may point to.
+class FramebufferAttachmentObject : public angle::Subject, public angle::ObserverInterface
+{
+ public:
+ FramebufferAttachmentObject();
+ ~FramebufferAttachmentObject() override;
+
+ virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
+ virtual Format getAttachmentFormat(GLenum binding, const ImageIndex &imageIndex) const = 0;
+ virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const = 0;
+ virtual bool isRenderable(const Context *context,
+ GLenum binding,
+ const ImageIndex &imageIndex) const = 0;
+ virtual bool isYUV() const = 0;
+ virtual bool isCreatedWithAHB() const = 0;
+ virtual bool hasProtectedContent() const = 0;
+
+ virtual void onAttach(const Context *context, rx::Serial framebufferSerial) = 0;
+ virtual void onDetach(const Context *context, rx::Serial framebufferSerial) = 0;
+ virtual GLuint getId() const = 0;
+
+ // These are used for robust resource initialization.
+ virtual InitState initState(GLenum binding, const ImageIndex &imageIndex) const = 0;
+ virtual void setInitState(GLenum binding,
+ const ImageIndex &imageIndex,
+ InitState initState) = 0;
+
+ angle::Result getAttachmentRenderTarget(const Context *context,
+ GLenum binding,
+ const ImageIndex &imageIndex,
+ GLsizei samples,
+ rx::FramebufferAttachmentRenderTarget **rtOut) const;
+
+ angle::Result initializeContents(const Context *context,
+ GLenum binding,
+ const ImageIndex &imageIndex);
+
+ protected:
+ virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
+};
+
+inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
+{
+ ASSERT(type() == GL_TEXTURE);
+ return mTarget.textureIndex();
+}
+
+inline Extents FramebufferAttachment::getSize() const
+{
+ ASSERT(mResource);
+ return mResource->getAttachmentSize(mTarget.textureIndex());
+}
+
+inline Format FramebufferAttachment::getFormat() const
+{
+ ASSERT(mResource);
+ return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
+}
+
+inline GLsizei FramebufferAttachment::getSamples() const
+{
+ return isRenderToTexture() ? getRenderToTextureSamples() : getResourceSamples();
+}
+
+inline GLsizei FramebufferAttachment::getResourceSamples() const
+{
+ ASSERT(mResource);
+ return mResource->getAttachmentSamples(mTarget.textureIndex());
+}
+
+inline angle::Result FramebufferAttachment::getRenderTargetImpl(
+ const Context *context,
+ GLsizei samples,
+ rx::FramebufferAttachmentRenderTarget **rtOut) const
+{
+ ASSERT(mResource);
+ return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
+ samples, rtOut);
+}
+
+inline bool FramebufferAttachment::isRenderable(const Context *context) const
+{
+ ASSERT(mResource);
+ return mResource->isRenderable(context, mTarget.binding(), mTarget.textureIndex());
+}
+
+inline bool FramebufferAttachment::isYUV() const
+{
+ ASSERT(mResource);
+ return mResource->isYUV();
+}
+
+inline bool FramebufferAttachment::isCreatedWithAHB() const
+{
+ ASSERT(mResource);
+ return mResource->isCreatedWithAHB();
+}
+
+} // namespace gl
+
+#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_