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-rw-r--r--Source/ThirdParty/ANGLE/src/libGLESv2/Framebuffer.cpp455
1 files changed, 455 insertions, 0 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libGLESv2/Framebuffer.cpp b/Source/ThirdParty/ANGLE/src/libGLESv2/Framebuffer.cpp
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+++ b/Source/ThirdParty/ANGLE/src/libGLESv2/Framebuffer.cpp
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+//
+// 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.
+//
+
+// Framebuffer.cpp: Implements the gl::Framebuffer class. Implements GL framebuffer
+// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
+
+#include "libGLESv2/Framebuffer.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/utilities.h"
+
+namespace gl
+{
+
+Framebuffer::Framebuffer()
+{
+ mColorbufferType = GL_NONE;
+ mDepthbufferType = GL_NONE;
+ mStencilbufferType = GL_NONE;
+}
+
+Framebuffer::~Framebuffer()
+{
+ mColorbufferPointer.set(NULL);
+ mDepthbufferPointer.set(NULL);
+ mStencilbufferPointer.set(NULL);
+}
+
+Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle) const
+{
+ gl::Context *context = gl::getContext();
+ Renderbuffer *buffer = NULL;
+
+ if (type == GL_NONE)
+ {
+ buffer = NULL;
+ }
+ else if (type == GL_RENDERBUFFER)
+ {
+ buffer = context->getRenderbuffer(handle);
+ }
+ else if (IsTextureTarget(type))
+ {
+ buffer = context->getTexture(handle)->getColorbuffer(type);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ return buffer;
+}
+
+void Framebuffer::setColorbuffer(GLenum type, GLuint colorbuffer)
+{
+ mColorbufferType = type;
+ mColorbufferPointer.set(lookupRenderbuffer(type, colorbuffer));
+}
+
+void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer)
+{
+ mDepthbufferType = type;
+ mDepthbufferPointer.set(lookupRenderbuffer(type, depthbuffer));
+}
+
+void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer)
+{
+ mStencilbufferType = type;
+ mStencilbufferPointer.set(lookupRenderbuffer(type, stencilbuffer));
+}
+
+void Framebuffer::detachTexture(GLuint texture)
+{
+ if (mColorbufferPointer.id() == texture && IsTextureTarget(mColorbufferType))
+ {
+ mColorbufferType = GL_NONE;
+ mColorbufferPointer.set(NULL);
+ }
+
+ if (mDepthbufferPointer.id() == texture && IsTextureTarget(mDepthbufferType))
+ {
+ mDepthbufferType = GL_NONE;
+ mDepthbufferPointer.set(NULL);
+ }
+
+ if (mStencilbufferPointer.id() == texture && IsTextureTarget(mStencilbufferType))
+ {
+ mStencilbufferType = GL_NONE;
+ mStencilbufferPointer.set(NULL);
+ }
+}
+
+void Framebuffer::detachRenderbuffer(GLuint renderbuffer)
+{
+ if (mColorbufferPointer.id() == renderbuffer && mColorbufferType == GL_RENDERBUFFER)
+ {
+ mColorbufferType = GL_NONE;
+ mColorbufferPointer.set(NULL);
+ }
+
+ if (mDepthbufferPointer.id() == renderbuffer && mDepthbufferType == GL_RENDERBUFFER)
+ {
+ mDepthbufferType = GL_NONE;
+ mDepthbufferPointer.set(NULL);
+ }
+
+ if (mStencilbufferPointer.id() == renderbuffer && mStencilbufferType == GL_RENDERBUFFER)
+ {
+ mStencilbufferType = GL_NONE;
+ mStencilbufferPointer.set(NULL);
+ }
+}
+
+unsigned int Framebuffer::getRenderTargetSerial()
+{
+ Renderbuffer *colorbuffer = mColorbufferPointer.get();
+
+ if (colorbuffer)
+ {
+ return colorbuffer->getSerial();
+ }
+
+ return 0;
+}
+
+IDirect3DSurface9 *Framebuffer::getRenderTarget()
+{
+ Renderbuffer *colorbuffer = mColorbufferPointer.get();
+
+ if (colorbuffer)
+ {
+ return colorbuffer->getRenderTarget();
+ }
+
+ return NULL;
+}
+
+IDirect3DSurface9 *Framebuffer::getDepthStencil()
+{
+ Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get();
+
+ if (!depthstencilbuffer)
+ {
+ depthstencilbuffer = mStencilbufferPointer.get();
+ }
+
+ if (depthstencilbuffer)
+ {
+ return depthstencilbuffer->getDepthStencil();
+ }
+
+ return NULL;
+}
+
+unsigned int Framebuffer::getDepthbufferSerial()
+{
+ Renderbuffer *depthbuffer = mDepthbufferPointer.get();
+
+ if (depthbuffer)
+ {
+ return depthbuffer->getSerial();
+ }
+
+ return 0;
+}
+
+unsigned int Framebuffer::getStencilbufferSerial()
+{
+ Renderbuffer *stencilbuffer = mStencilbufferPointer.get();
+
+ if (stencilbuffer)
+ {
+ return stencilbuffer->getSerial();
+ }
+
+ return 0;
+}
+
+Colorbuffer *Framebuffer::getColorbuffer()
+{
+ Renderbuffer *rb = mColorbufferPointer.get();
+
+ if (rb != NULL && rb->isColorbuffer())
+ {
+ return static_cast<Colorbuffer*>(rb->getStorage());
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+DepthStencilbuffer *Framebuffer::getDepthbuffer()
+{
+ Renderbuffer *rb = mDepthbufferPointer.get();
+
+ if (rb != NULL && rb->isDepthbuffer())
+ {
+ return static_cast<DepthStencilbuffer*>(rb->getStorage());
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+DepthStencilbuffer *Framebuffer::getStencilbuffer()
+{
+ Renderbuffer *rb = mStencilbufferPointer.get();
+
+ if (rb != NULL && rb->isStencilbuffer())
+ {
+ return static_cast<DepthStencilbuffer*>(rb->getStorage());
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+GLenum Framebuffer::getColorbufferType()
+{
+ return mColorbufferType;
+}
+
+GLenum Framebuffer::getDepthbufferType()
+{
+ return mDepthbufferType;
+}
+
+GLenum Framebuffer::getStencilbufferType()
+{
+ return mStencilbufferType;
+}
+
+GLuint Framebuffer::getColorbufferHandle()
+{
+ return mColorbufferPointer.id();
+}
+
+GLuint Framebuffer::getDepthbufferHandle()
+{
+ return mDepthbufferPointer.id();
+}
+
+GLuint Framebuffer::getStencilbufferHandle()
+{
+ return mStencilbufferPointer.id();
+}
+
+bool Framebuffer::hasStencil()
+{
+ if (mStencilbufferType != GL_NONE)
+ {
+ DepthStencilbuffer *stencilbufferObject = getStencilbuffer();
+
+ if (stencilbufferObject)
+ {
+ return stencilbufferObject->getStencilSize() > 0;
+ }
+ }
+
+ return false;
+}
+
+bool Framebuffer::isMultisample()
+{
+ // If the framebuffer is not complete, attachment samples may be mismatched, and it
+ // cannot be used as a multisample framebuffer. If it is complete, it is required to
+ // have a color attachment, and all its attachments must have the same number of samples,
+ // so the number of samples for the colorbuffer will indicate whether the framebuffer is
+ // multisampled.
+ if (completeness() == GL_FRAMEBUFFER_COMPLETE && getColorbuffer()->getSamples() > 0)
+ {
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+GLenum Framebuffer::completeness()
+{
+ int width = 0;
+ int height = 0;
+ int samples = -1;
+
+ if (mColorbufferType != GL_NONE)
+ {
+ Colorbuffer *colorbuffer = getColorbuffer();
+
+ if (!colorbuffer)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (IsTextureTarget(mColorbufferType))
+ {
+ if (IsCompressed(colorbuffer->getFormat()))
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+
+ width = colorbuffer->getWidth();
+ height = colorbuffer->getHeight();
+ samples = colorbuffer->getSamples();
+ }
+ else
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
+ }
+
+ DepthStencilbuffer *depthbuffer = NULL;
+ DepthStencilbuffer *stencilbuffer = NULL;
+
+ if (mDepthbufferType != GL_NONE)
+ {
+ depthbuffer = getDepthbuffer();
+
+ if (!depthbuffer)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (depthbuffer->getWidth() == 0 || depthbuffer->getHeight() == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (width == 0)
+ {
+ width = depthbuffer->getWidth();
+ height = depthbuffer->getHeight();
+ }
+ else if (width != depthbuffer->getWidth() || height != depthbuffer->getHeight())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
+ }
+
+ if (samples == -1)
+ {
+ samples = depthbuffer->getSamples();
+ }
+ else if (samples != depthbuffer->getSamples())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+ }
+
+ if (IsTextureTarget(mDepthbufferType))
+ {
+ if (IsCompressed(depthbuffer->getFormat()))
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+ }
+
+ if (mStencilbufferType != GL_NONE)
+ {
+ stencilbuffer = getStencilbuffer();
+
+ if (!stencilbuffer)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (stencilbuffer->getWidth() == 0 || stencilbuffer->getHeight() == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (width == 0)
+ {
+ width = stencilbuffer->getWidth();
+ height = stencilbuffer->getHeight();
+ }
+ else if (width != stencilbuffer->getWidth() || height != stencilbuffer->getHeight())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
+ }
+
+ if (samples == -1)
+ {
+ samples = stencilbuffer->getSamples();
+ }
+ else if (samples != stencilbuffer->getSamples())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+ }
+
+ if (IsTextureTarget(mStencilbufferType))
+ {
+ if (IsCompressed(stencilbuffer->getFormat()))
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+ }
+
+ if (mDepthbufferType == GL_RENDERBUFFER && mStencilbufferType == GL_RENDERBUFFER)
+ {
+ if (depthbuffer->getFormat() != GL_DEPTH24_STENCIL8_OES ||
+ stencilbuffer->getFormat() != GL_DEPTH24_STENCIL8_OES ||
+ depthbuffer->getSerial() != stencilbuffer->getSerial())
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+
+ return GL_FRAMEBUFFER_COMPLETE;
+}
+
+DefaultFramebuffer::DefaultFramebuffer(Colorbuffer *color, DepthStencilbuffer *depthStencil)
+{
+ mColorbufferType = GL_RENDERBUFFER;
+ mDepthbufferType = GL_RENDERBUFFER;
+ mStencilbufferType = GL_RENDERBUFFER;
+
+ mColorbufferPointer.set(new Renderbuffer(0, color));
+
+ Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(0, depthStencil);
+ mDepthbufferPointer.set(depthStencilRenderbuffer);
+ mStencilbufferPointer.set(depthStencilRenderbuffer);
+}
+
+int Framebuffer::getSamples()
+{
+ if (completeness() == GL_FRAMEBUFFER_COMPLETE)
+ {
+ return getColorbuffer()->getSamples();
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+GLenum DefaultFramebuffer::completeness()
+{
+ return GL_FRAMEBUFFER_COMPLETE;
+}
+
+}