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109 lines
4.6 KiB
109 lines
4.6 KiB
/****************************************************************************
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "base/Macros.h"
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#include "base/threading/MessageQueue.h"
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#include "DeviceValidator.h"
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#include "FramebufferValidator.h"
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#include "RenderPassValidator.h"
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#include "TextureValidator.h"
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#include "ValidationUtils.h"
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namespace cc {
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namespace gfx {
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FramebufferValidator::FramebufferValidator(Framebuffer *actor)
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: Agent<Framebuffer>(actor) {
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_typedID = actor->getTypedID();
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}
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FramebufferValidator::~FramebufferValidator() {
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DeviceResourceTracker<Framebuffer>::erase(this);
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CC_SAFE_DELETE(_actor);
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}
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void FramebufferValidator::doInit(const FramebufferInfo &info) {
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CC_ASSERT(!isInited());
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_inited = true;
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CC_ASSERT(info.renderPass && static_cast<RenderPassValidator *>(info.renderPass)->isInited());
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CC_ASSERT(!info.colorTextures.empty() || info.depthStencilTexture);
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CC_ASSERT(info.colorTextures.size() == info.renderPass->getColorAttachments().size());
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if (info.renderPass->getDepthStencilAttachment().format != Format::UNKNOWN) {
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CC_ASSERT(info.depthStencilTexture);
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}
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if (info.renderPass->getDepthStencilResolveAttachment().format != Format::UNKNOWN) {
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CC_ASSERT(info.depthStencilResolveTexture);
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}
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for (uint32_t i = 0U; i < info.colorTextures.size(); ++i) {
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const auto &desc = info.renderPass->getColorAttachments()[i];
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const auto *tex = info.colorTextures[i];
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CC_ASSERT(tex && static_cast<const TextureValidator *>(tex)->isInited());
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CC_ASSERT(hasAnyFlags(tex->getInfo().usage, TextureUsageBit::COLOR_ATTACHMENT | TextureUsageBit::DEPTH_STENCIL_ATTACHMENT | TextureUsageBit::SHADING_RATE));
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CC_ASSERT(tex->getFormat() == desc.format);
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}
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if (info.depthStencilTexture) {
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CC_ASSERT(static_cast<TextureValidator *>(info.depthStencilTexture)->isInited());
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CC_ASSERT(hasFlag(info.depthStencilTexture->getInfo().usage, TextureUsageBit::DEPTH_STENCIL_ATTACHMENT));
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CC_ASSERT(info.depthStencilTexture->getFormat() == info.renderPass->getDepthStencilAttachment().format);
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}
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if (info.depthStencilResolveTexture) {
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CC_ASSERT(static_cast<TextureValidator *>(info.depthStencilResolveTexture)->isInited());
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CC_ASSERT(hasFlag(info.depthStencilResolveTexture->getInfo().usage, TextureUsageBit::DEPTH_STENCIL_ATTACHMENT));
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CC_ASSERT(info.depthStencilResolveTexture->getFormat() == info.renderPass->getDepthStencilResolveAttachment().format);
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}
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/////////// execute ///////////
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FramebufferInfo actorInfo = info;
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for (uint32_t i = 0U; i < info.colorTextures.size(); ++i) {
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if (info.colorTextures[i]) {
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actorInfo.colorTextures[i] = static_cast<TextureValidator *>(info.colorTextures[i])->getActor();
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}
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}
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if (info.depthStencilTexture) {
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actorInfo.depthStencilTexture = static_cast<TextureValidator *>(info.depthStencilTexture)->getActor();
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}
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if (info.depthStencilResolveTexture) {
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actorInfo.depthStencilResolveTexture = static_cast<TextureValidator *>(info.depthStencilResolveTexture)->getActor();
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}
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actorInfo.renderPass = static_cast<RenderPassValidator *>(info.renderPass)->getActor();
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_actor->initialize(actorInfo);
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}
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void FramebufferValidator::doDestroy() {
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// Destroy twice?
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CC_ASSERT(isInited());
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_inited = false;
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/////////// execute ///////////
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_actor->destroy();
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}
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} // namespace gfx
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} // namespace cc
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