Commit 685dd27a by Jamie Madill

Replace getDepthStencil with getRenderTarget.

In all places where we called this method, we treated a NULL return value as an internal error. This implies to me that we don't need the two getRenderTarget and getDepthStencil methods, since we aren't using them to check if a surface is depth or stencil. BUG=angle:732 Change-Id: I4d1dc148abf3383b1b101bbff4f4d22de27ad03e Reviewed-on: https://chromium-review.googlesource.com/213852Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarBrandon Jones <bajones@chromium.org> Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org>
parent 97d65b79
......@@ -2341,7 +2341,7 @@ void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const
if (attachment)
{
renderTarget = attachment->getDepthStencil();
renderTarget = attachment->getRenderTarget();
}
}
......
......@@ -92,11 +92,6 @@ rx::RenderTarget *Texture2DAttachment::getRenderTarget()
return mTexture2D->getRenderTarget(mLevel);
}
rx::RenderTarget *Texture2DAttachment::getDepthStencil()
{
return mTexture2D->getDepthStencil(mLevel);
}
rx::TextureStorage *Texture2DAttachment::getTextureStorage()
{
return mTexture2D->getNativeTexture()->getStorageInstance();
......@@ -175,11 +170,6 @@ rx::RenderTarget *TextureCubeMapAttachment::getRenderTarget()
return mTextureCubeMap->getRenderTarget(mFaceTarget, mLevel);
}
rx::RenderTarget *TextureCubeMapAttachment::getDepthStencil()
{
return mTextureCubeMap->getDepthStencil(mFaceTarget, mLevel);
}
rx::TextureStorage *TextureCubeMapAttachment::getTextureStorage()
{
return mTextureCubeMap->getNativeTexture()->getStorageInstance();
......@@ -258,11 +248,6 @@ rx::RenderTarget *Texture3DAttachment::getRenderTarget()
return mTexture3D->getRenderTarget(mLevel, mLayer);
}
rx::RenderTarget *Texture3DAttachment::getDepthStencil()
{
return mTexture3D->getDepthStencil(mLevel, mLayer);
}
rx::TextureStorage *Texture3DAttachment::getTextureStorage()
{
return mTexture3D->getNativeTexture()->getStorageInstance();
......@@ -341,11 +326,6 @@ rx::RenderTarget *Texture2DArrayAttachment::getRenderTarget()
return mTexture2DArray->getRenderTarget(mLevel, mLayer);
}
rx::RenderTarget *Texture2DArrayAttachment::getDepthStencil()
{
return mTexture2DArray->getDepthStencil(mLevel, mLayer);
}
rx::TextureStorage *Texture2DArrayAttachment::getTextureStorage()
{
return mTexture2DArray->getNativeTexture()->getStorageInstance();
......@@ -424,11 +404,6 @@ rx::RenderTarget *RenderbufferAttachment::getRenderTarget()
return mRenderbuffer->getStorage()->getRenderTarget();
}
rx::RenderTarget *RenderbufferAttachment::getDepthStencil()
{
return mRenderbuffer->getStorage()->getDepthStencil();
}
rx::TextureStorage *RenderbufferAttachment::getTextureStorage()
{
UNREACHABLE();
......
......@@ -58,7 +58,6 @@ class FramebufferAttachment
// Child class interface
virtual rx::RenderTarget *getRenderTarget() = 0;
virtual rx::RenderTarget *getDepthStencil() = 0;
virtual rx::TextureStorage *getTextureStorage() = 0;
virtual GLsizei getWidth() const = 0;
......@@ -87,7 +86,6 @@ class Texture2DAttachment : public FramebufferAttachment
virtual ~Texture2DAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
......@@ -119,7 +117,6 @@ class TextureCubeMapAttachment : public FramebufferAttachment
virtual ~TextureCubeMapAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
......@@ -152,7 +149,6 @@ class Texture3DAttachment : public FramebufferAttachment
virtual ~Texture3DAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
......@@ -185,7 +181,6 @@ class Texture2DArrayAttachment : public FramebufferAttachment
virtual ~Texture2DArrayAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
......@@ -218,7 +213,6 @@ class RenderbufferAttachment : public FramebufferAttachment
virtual ~RenderbufferAttachment();
rx::RenderTarget *getRenderTarget();
rx::RenderTarget *getDepthStencil();
rx::TextureStorage *getTextureStorage();
virtual GLsizei getWidth() const;
......
......@@ -251,7 +251,7 @@ DepthStencilbuffer::~DepthStencilbuffer()
}
}
rx::RenderTarget *DepthStencilbuffer::getDepthStencil()
rx::RenderTarget *DepthStencilbuffer::getRenderTarget()
{
return mDepthStencil;
}
......
......@@ -125,7 +125,7 @@ class DepthStencilbuffer : public RenderbufferStorage
~DepthStencilbuffer();
virtual rx::RenderTarget *getDepthStencil();
virtual rx::RenderTarget *getRenderTarget();
protected:
rx::RenderTarget *mDepthStencil;
......
......@@ -244,7 +244,7 @@ ClearParameters State::getClearParameters(GLbitfield mask) const
{
if (framebufferObject->getStencilbuffer() != NULL)
{
rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getRenderTarget();
if (!depthStencil)
{
ERR("Depth stencil pointer unexpectedly null.");
......
......@@ -352,11 +352,6 @@ rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
return mTexture->getRenderTarget(level, 0);
}
rx::RenderTarget *Texture2D::getDepthStencil(GLint level)
{
return mTexture->getDepthStencil(level, 0);
}
// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool Texture2D::isMipmapComplete() const
{
......@@ -622,11 +617,6 @@ rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
return mTexture->getRenderTarget(level, targetToLayerIndex(target));
}
rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
{
return mTexture->getDepthStencil(level, targetToLayerIndex(target));
}
bool TextureCubeMap::isMipmapComplete() const
{
if (isImmutable())
......@@ -802,11 +792,6 @@ rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
return mTexture->getRenderTarget(level, layer);
}
rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
{
return mTexture->getDepthStencil(level, layer);
}
bool Texture3D::isMipmapComplete() const
{
int levelCount = mipLevels();
......@@ -975,11 +960,6 @@ rx::RenderTarget *Texture2DArray::getRenderTarget(GLint level, GLint layer)
return mTexture->getRenderTarget(level, layer);
}
rx::RenderTarget *Texture2DArray::getDepthStencil(GLint level, GLint layer)
{
return mTexture->getDepthStencil(level, layer);
}
bool Texture2DArray::isMipmapComplete() const
{
int levelCount = mipLevels();
......
......@@ -129,7 +129,6 @@ class Texture2D : public Texture
protected:
friend class Texture2DAttachment;
rx::RenderTarget *getRenderTarget(GLint level);
rx::RenderTarget *getDepthStencil(GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
......@@ -180,7 +179,6 @@ class TextureCubeMap : public Texture
protected:
friend class TextureCubeMapAttachment;
rx::RenderTarget *getRenderTarget(GLenum target, GLint level);
rx::RenderTarget *getDepthStencil(GLenum target, GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
......@@ -217,7 +215,6 @@ class Texture3D : public Texture
protected:
friend class Texture3DAttachment;
rx::RenderTarget *getRenderTarget(GLint level, GLint layer);
rx::RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(Texture3D);
......@@ -254,7 +251,6 @@ class Texture2DArray : public Texture
protected:
friend class Texture2DArrayAttachment;
rx::RenderTarget *getRenderTarget(GLint level, GLint layer);
rx::RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
......
......@@ -60,7 +60,6 @@ class TextureImpl
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
virtual void bindTexImage(egl::Surface *surface) = 0;
virtual void releaseTexImage() = 0;
......
......@@ -518,34 +518,6 @@ RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
RenderTarget *TextureD3D_2D::getDepthStencil(GLint level, GLint layer)
{
ASSERT(layer == 0);
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is actually a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
......@@ -1040,35 +1012,6 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
}
updateStorageFaceLevel(layer, level);
// ensure this is NOT a depth texture
if (isDepth(level, layer))
{
return NULL;
}
return mTexStorage->getRenderTarget(target, level);
}
RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageFaceLevel(layer, level);
// ensure this is a depth texture
if (!isDepth(level, layer))
{
return NULL;
}
return mTexStorage->getRenderTarget(target, level);
}
......@@ -1565,31 +1508,6 @@ RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
updateStorage();
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
......@@ -2058,32 +1976,6 @@ RenderTarget *TextureD3D_2DArray::getRenderTarget(GLint level, GLint layer)
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
RenderTarget *TextureD3D_2DArray::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
......
......@@ -114,7 +114,6 @@ class TextureD3D_2D : public TextureD3D
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
......@@ -172,7 +171,6 @@ class TextureD3D_Cube : public TextureD3D
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
......@@ -231,7 +229,6 @@ class TextureD3D_3D : public TextureD3D
virtual RenderTarget *getRenderTarget(GLint level);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
......@@ -288,7 +285,6 @@ class TextureD3D_2DArray : public TextureD3D
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2DArray);
......
......@@ -286,7 +286,7 @@ void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Frame
gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
if (attachment)
{
RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getDepthStencil());
RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getRenderTarget());
if (!renderTarget)
{
ERR("Depth stencil render target pointer unexpectedly null.");
......
......@@ -858,7 +858,7 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
ID3D11DepthStencilView* framebufferDSV = NULL;
if (depthStencil)
{
RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getRenderTarget());
if (!depthStencilRenderTarget)
{
ERR("render target pointer unexpectedly null.");
......@@ -2567,8 +2567,9 @@ bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &read
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
ASSERT(readRenderTarget && drawRenderTarget);
if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
false, blitDepth, blitStencil))
......
......@@ -1197,7 +1197,7 @@ bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
if (depthStencil)
{
IDirect3DSurface9 *depthStencilSurface = NULL;
RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
RenderTarget *depthStencilRenderTarget = depthStencil->getRenderTarget();
if (depthStencilRenderTarget)
{
......@@ -2520,11 +2520,11 @@ bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &
if (readBuffer)
{
readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
}
if (drawBuffer)
{
drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
}
if (readDepthStencil)
......
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