1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: gfx_OnScreenBuffer.cpp
4
5 Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain
8 proprietary information of Nintendo of America Inc. and/or Nintendo
9 Company Ltd., and are protected by Federal copyright law. They may
10 not be disclosed to third parties or copied or duplicated in any form,
11 in whole or in part, without the prior written consent of Nintendo.
12
13 $Revision: 26044 $
14 *---------------------------------------------------------------------------*/
15
16 #include "precompiled.h"
17
18 #include <nw/gfx/gfx_OnScreenBuffer.h>
19
20 #include <nw/os/os_Memory.h>
21
22 #include <nn/gx.h>
23
24 namespace nw
25 {
26 namespace gfx
27 {
28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(OnScreenBuffer, IRenderTarget);
29
30 //----------------------------------------
OnScreenBuffer(os::IAllocator * pAllocator,const Description & description)31 OnScreenBuffer::OnScreenBuffer(os::IAllocator* pAllocator, const Description& description)
32 : IRenderTarget(pAllocator),
33 m_ColorBuffer(0),
34 m_DepthBuffer(0),
35 m_Description(description)
36 {
37
38 GLuint fboID;
39
40 glGenFramebuffers(1, &fboID);
41
42 glBindFramebuffer(GL_FRAMEBUFFER, fboID);
43
44 glGenRenderbuffers(1, &m_ColorBuffer);
45 glGenRenderbuffers(1, &m_DepthBuffer);
46
47 NW_ASSERT(MEMORY_AREA_FCRAM < m_Description.colorArea && m_Description.colorArea < GRAPHICS_MEMORY_AREA_COUNT);
48 NW_ASSERT(MEMORY_AREA_FCRAM < m_Description.depthArea && m_Description.depthArea < GRAPHICS_MEMORY_AREA_COUNT);
49
50 glBindRenderbuffer(GL_RENDERBUFFER, m_ColorBuffer);
51 glRenderbufferStorage(
52 GL_RENDERBUFFER | m_Description.colorArea,
53 m_Description.colorFormat,
54 m_Description.width,
55 m_Description.height);
56 glFramebufferRenderbuffer(
57 GL_FRAMEBUFFER,
58 GL_COLOR_ATTACHMENT0,
59 GL_RENDERBUFFER,
60 m_ColorBuffer);
61
62 glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
63 glRenderbufferStorage(
64 GL_RENDERBUFFER | m_Description.depthArea,
65 m_Description.depthFormat,
66 m_Description.width,
67 m_Description.height);
68
69 if (m_Description.depthFormat == RENDER_DEPTH_FORMAT_24_STENCIL8)
70 {
71 glFramebufferRenderbuffer(
72 GL_FRAMEBUFFER,
73 GL_DEPTH_STENCIL_ATTACHMENT,
74 GL_RENDERBUFFER,
75 m_DepthBuffer);
76 }
77 else
78 {
79 glFramebufferRenderbuffer(
80 GL_FRAMEBUFFER,
81 GL_DEPTH_ATTACHMENT,
82 GL_RENDERBUFFER,
83 m_DepthBuffer);
84 }
85
86 m_BackBufferObject.SetFboID( fboID );
87 m_BackBufferObject.SetWidth( m_Description.width );
88 m_BackBufferObject.SetHeight( m_Description.height );
89 m_BackBufferObject.SetColorFormat( m_Description.colorFormat );
90 m_BackBufferObject.SetDepthFormat( m_Description.depthFormat );
91
92 glBindFramebuffer(GL_FRAMEBUFFER, 0);
93 }
94
95 //----------------------------------------
~OnScreenBuffer()96 OnScreenBuffer::~OnScreenBuffer()
97 {
98 if (m_DepthBuffer != 0)
99 {
100 glDeleteRenderbuffers(1, &m_DepthBuffer);
101 }
102
103 if (m_ColorBuffer != 0)
104 {
105 glDeleteRenderbuffers(1, &m_ColorBuffer);
106 }
107
108 if (m_BackBufferObject.GetFboID() != 0)
109 {
110 GLuint fboID = m_BackBufferObject.GetFboID();
111 glDeleteFramebuffers(1, &fboID);
112 }
113 }
114
115 } // namespace gfx
116 } // namespace nw
117