1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2022 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // FramebufferImpl.cpp: Implements the class methods for FramebufferImpl.
7*8975f5c5SAndroid Build Coastguard Worker
8*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/FramebufferImpl.h"
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker namespace rx
11*8975f5c5SAndroid Build Coastguard Worker {
12*8975f5c5SAndroid Build Coastguard Worker
13*8975f5c5SAndroid Build Coastguard Worker namespace
14*8975f5c5SAndroid Build Coastguard Worker {
InitAttachment(const gl::Context * context,const gl::FramebufferAttachment * attachment)15*8975f5c5SAndroid Build Coastguard Worker angle::Result InitAttachment(const gl::Context *context,
16*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferAttachment *attachment)
17*8975f5c5SAndroid Build Coastguard Worker {
18*8975f5c5SAndroid Build Coastguard Worker ASSERT(attachment->isAttached());
19*8975f5c5SAndroid Build Coastguard Worker if (attachment->initState() == gl::InitState::MayNeedInit)
20*8975f5c5SAndroid Build Coastguard Worker {
21*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(attachment->initializeContents(context));
22*8975f5c5SAndroid Build Coastguard Worker }
23*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
24*8975f5c5SAndroid Build Coastguard Worker }
25*8975f5c5SAndroid Build Coastguard Worker } // namespace
26*8975f5c5SAndroid Build Coastguard Worker
onLabelUpdate(const gl::Context * context)27*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferImpl::onLabelUpdate(const gl::Context *context)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
30*8975f5c5SAndroid Build Coastguard Worker }
31*8975f5c5SAndroid Build Coastguard Worker
ensureAttachmentsInitialized(const gl::Context * context,const gl::DrawBufferMask & colorAttachments,bool depth,bool stencil)32*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferImpl::ensureAttachmentsInitialized(
33*8975f5c5SAndroid Build Coastguard Worker const gl::Context *context,
34*8975f5c5SAndroid Build Coastguard Worker const gl::DrawBufferMask &colorAttachments,
35*8975f5c5SAndroid Build Coastguard Worker bool depth,
36*8975f5c5SAndroid Build Coastguard Worker bool stencil)
37*8975f5c5SAndroid Build Coastguard Worker {
38*8975f5c5SAndroid Build Coastguard Worker // Default implementation iterates over the attachments and individually initializes them
39*8975f5c5SAndroid Build Coastguard Worker
40*8975f5c5SAndroid Build Coastguard Worker for (auto colorIndex : colorAttachments)
41*8975f5c5SAndroid Build Coastguard Worker {
42*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(InitAttachment(context, mState.getColorAttachment(colorIndex)));
43*8975f5c5SAndroid Build Coastguard Worker }
44*8975f5c5SAndroid Build Coastguard Worker
45*8975f5c5SAndroid Build Coastguard Worker if (depth)
46*8975f5c5SAndroid Build Coastguard Worker {
47*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(InitAttachment(context, mState.getDepthAttachment()));
48*8975f5c5SAndroid Build Coastguard Worker }
49*8975f5c5SAndroid Build Coastguard Worker
50*8975f5c5SAndroid Build Coastguard Worker if (stencil)
51*8975f5c5SAndroid Build Coastguard Worker {
52*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(InitAttachment(context, mState.getStencilAttachment()));
53*8975f5c5SAndroid Build Coastguard Worker }
54*8975f5c5SAndroid Build Coastguard Worker
55*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
56*8975f5c5SAndroid Build Coastguard Worker }
57*8975f5c5SAndroid Build Coastguard Worker
58*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
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