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: 27432 $
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 
83     u32 locationFlag = texture.GetLocationFlag();
84     locationFlag &= ~(GL_COPY_FCRAM_DMP | GL_NO_COPY_FCRAM_DMP);
85 
86     NW_ASSERT(
87         (locationFlag == MEMORY_AREA_VRAMA) ||
88         (locationFlag == MEMORY_AREA_VRAMB));
89     description.colorArea = static_cast<GraphicsMemoryArea>(locationFlag);
90 
91     description.depthFormat = RENDER_DEPTH_FORMAT_NONE;
92     description.depthArea = MEMORY_AREA_NONE;
93 
94     switch (texture.GetTypeInfo())
95     {
96     case ResImageTexture::TYPE_INFO:
97         {
98             description.shadowKind = SHADOW_KIND_NONE;
99         }
100         break;
101     case ResCubeTexture::TYPE_INFO:
102         {
103             description.shadowKind = SHADOW_KIND_NONE;
104         }
105         break;
106     case ResShadowTexture::TYPE_INFO:
107         {
108             description.shadowKind = SHADOW_KIND_TEXTURE;
109         }
110         break;
111     default:
112         {
113             NW_FATAL_ERROR("Unsupported texture type.\n");
114         }
115         break;
116     }
117 
118     renderTarget = new(memory) OffScreenBuffer(allocator, description, texture);
119 
120     return renderTarget;
121 }
122 
123 } // namespace gfx
124 } // namespace nw
125 
126