1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_IRenderTarget.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: 24994 $
14  *---------------------------------------------------------------------------*/
15 
16 #include "precompiled.h"
17 
18 #include <nw/gfx/gfx_IRenderTarget.h>
19 
20 #include <nw/gfx/gfx_OnScreenBuffer.h>
21 #include <nw/gfx/gfx_OffScreenBuffer.h>
22 
23 namespace nw
24 {
25 namespace gfx
26 {
27 
28 NW_UT_RUNTIME_TYPEINFO_ROOT_DEFINITION(IRenderTarget);
29 
30 //----------------------------------------
31 IRenderTarget*
Create(os::IAllocator * allocator)32 IRenderTarget::Builder::Create(os::IAllocator* allocator)
33 {
34     NW_NULL_ASSERT(allocator);
35     IRenderTarget* renderTarget = NULL;
36 
37     const int renderTargetAlignment = 32;
38     void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment);
39     NW_NULL_ASSERT(memory);
40 
41     renderTarget = new(memory) OnScreenBuffer(allocator, m_Description);
42 
43     return renderTarget;
44 }
45 
46 //----------------------------------------
47 IRenderTarget*
CreateOffScreenBuffer(os::IAllocator * allocator,ResTexture resTexture)48 IRenderTarget::CreateOffScreenBuffer(os::IAllocator* allocator, ResTexture resTexture)
49 {
50     NW_NULL_ASSERT(allocator);
51     IRenderTarget* renderTarget = NULL;
52 
53     const int renderTargetAlignment = 32;
54     void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment);
55     NW_NULL_ASSERT(memory);
56 
57     ResPixelBasedTexture texture = ResStaticCast<ResPixelBasedTexture>(resTexture.Dereference());
58 
59     const RenderColorFormat formatTable[] =
60     {
61         RENDER_COLOR_FORMAT_RGBA8,
62         RENDER_COLOR_FORMAT_RGB8,
63         RENDER_COLOR_FORMAT_RGB5_A1,
64         RENDER_COLOR_FORMAT_RGB565,
65         RENDER_COLOR_FORMAT_RGBA4,
66         RENDER_COLOR_FORMAT_NONE,
67         RENDER_COLOR_FORMAT_NONE,
68         RENDER_COLOR_FORMAT_NONE,
69         RENDER_COLOR_FORMAT_NONE,
70         RENDER_COLOR_FORMAT_NONE,
71         RENDER_COLOR_FORMAT_NONE,
72         RENDER_COLOR_FORMAT_NONE,
73         RENDER_COLOR_FORMAT_NONE,
74         RENDER_COLOR_FORMAT_NONE
75     };
76 
77     Description description;
78     description.width = texture.GetWidth();
79     description.height = texture.GetHeight();
80     description.colorFormat = formatTable[texture.GetFormatHW()];
81     NW_ASSERT(description.colorFormat != RENDER_COLOR_FORMAT_NONE);
82     description.colorArea = (GraphicsMemoryArea)(texture.GetLocationFlag() & (MEMORY_AREA_FCRAM | MEMORY_AREA_VRAMA | MEMORY_AREA_VRAMB));
83 
84     description.depthFormat = RENDER_DEPTH_FORMAT_NONE;
85     description.depthArea = MEMORY_AREA_NONE;
86 
87     switch (texture.GetTypeInfo())
88     {
89     case ResImageTexture::TYPE_INFO:
90         {
91             description.shadowKind = SHADOW_KIND_NONE;
92         }
93         break;
94     case ResCubeTexture::TYPE_INFO:
95         {
96             description.shadowKind = SHADOW_KIND_NONE;
97         }
98         break;
99     case ResShadowTexture::TYPE_INFO:
100         {
101             description.shadowKind = SHADOW_KIND_TEXTURE;
102         }
103         break;
104     default:
105         {
106             NW_FATAL_ERROR("Unsupported texture type.\n");
107         }
108         break;
109     }
110 
111     renderTarget = new(memory) OffScreenBuffer(allocator, description, texture);
112 
113     return renderTarget;
114 }
115 
116 } // namespace gfx
117 } // namespace nw
118 
119