1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: gfx_OnScreenBuffer.cpp
4
5 Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain proprietary
8 information of Nintendo and/or its licensed developers and are protected by
9 national and international copyright laws. They may not be disclosed to third
10 parties or copied or duplicated in any form, in whole or in part, without the
11 prior written consent of Nintendo.
12
13 The content herein is highly confidential and should be handled accordingly.
14
15 $Revision: 31311 $
16 *---------------------------------------------------------------------------*/
17
18 #include "precompiled.h"
19
20 #include <nw/gfx/gfx_OnScreenBuffer.h>
21
22 #include <nw/os/os_Memory.h>
23
24 #include <nn/gx.h>
25
26 namespace nw
27 {
28 namespace gfx
29 {
30 NW_UT_RUNTIME_TYPEINFO_DEFINITION(OnScreenBuffer, IRenderTarget);
31
32 //----------------------------------------
OnScreenBuffer(os::IAllocator * pAllocator,const Description & description)33 OnScreenBuffer::OnScreenBuffer(os::IAllocator* pAllocator, const Description& description)
34 : IRenderTarget(pAllocator),
35 m_ColorBuffer(0),
36 m_DepthBuffer(0),
37 m_Description(description)
38 {
39
40 GLuint fboID;
41
42 glGenFramebuffers(1, &fboID);
43
44 glBindFramebuffer(GL_FRAMEBUFFER, fboID);
45
46 glGenRenderbuffers(1, &m_ColorBuffer);
47 glGenRenderbuffers(1, &m_DepthBuffer);
48
49 NW_ASSERT(MEMORY_AREA_FCRAM < m_Description.colorArea && m_Description.colorArea < GRAPHICS_MEMORY_AREA_COUNT);
50 NW_ASSERT(MEMORY_AREA_FCRAM < m_Description.depthArea && m_Description.depthArea < GRAPHICS_MEMORY_AREA_COUNT);
51
52 glBindRenderbuffer(GL_RENDERBUFFER, m_ColorBuffer);
53 glRenderbufferStorage(
54 GL_RENDERBUFFER | m_Description.colorArea,
55 m_Description.colorFormat,
56 m_Description.width,
57 m_Description.height);
58 glFramebufferRenderbuffer(
59 GL_FRAMEBUFFER,
60 GL_COLOR_ATTACHMENT0,
61 GL_RENDERBUFFER,
62 m_ColorBuffer);
63
64 glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
65 glRenderbufferStorage(
66 GL_RENDERBUFFER | m_Description.depthArea,
67 m_Description.depthFormat,
68 m_Description.width,
69 m_Description.height);
70
71 if (m_Description.depthFormat == RENDER_DEPTH_FORMAT_24_STENCIL8)
72 {
73 glFramebufferRenderbuffer(
74 GL_FRAMEBUFFER,
75 GL_DEPTH_STENCIL_ATTACHMENT,
76 GL_RENDERBUFFER,
77 m_DepthBuffer);
78 }
79 else
80 {
81 glFramebufferRenderbuffer(
82 GL_FRAMEBUFFER,
83 GL_DEPTH_ATTACHMENT,
84 GL_RENDERBUFFER,
85 m_DepthBuffer);
86 }
87
88 m_BackBufferObject.SetFboID( fboID );
89 m_BackBufferObject.SetWidth( m_Description.width );
90 m_BackBufferObject.SetHeight( m_Description.height );
91 m_BackBufferObject.SetColorFormat( m_Description.colorFormat );
92 m_BackBufferObject.SetDepthFormat( m_Description.depthFormat );
93
94 glBindFramebuffer(GL_FRAMEBUFFER, 0);
95 }
96
97 //----------------------------------------
~OnScreenBuffer()98 OnScreenBuffer::~OnScreenBuffer()
99 {
100 if (m_DepthBuffer != 0)
101 {
102 glDeleteRenderbuffers(1, &m_DepthBuffer);
103 }
104
105 if (m_ColorBuffer != 0)
106 {
107 glDeleteRenderbuffers(1, &m_ColorBuffer);
108 }
109
110 if (m_BackBufferObject.GetFboID() != 0)
111 {
112 GLuint fboID = m_BackBufferObject.GetFboID();
113 glDeleteFramebuffers(1, &fboID);
114 }
115 }
116
117 } // namespace gfx
118 } // namespace nw
119