diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp | 163 |
1 files changed, 129 insertions, 34 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp b/src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp index f808175250..5b21433f90 100644 --- a/src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp +++ b/src/3rdparty/angle/src/libGLESv2/Framebuffer.cpp @@ -1,4 +1,3 @@ -#include "precompiled.h" // // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be @@ -9,15 +8,60 @@ // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. #include "libGLESv2/Framebuffer.h" - #include "libGLESv2/main.h" -#include "common/utilities.h" #include "libGLESv2/formatutils.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Context.h" -#include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/FramebufferAttachment.h" +#include "libGLESv2/renderer/Renderer.h" +#include "libGLESv2/renderer/RenderTarget.h" +#include "libGLESv2/renderer/d3d/TextureD3D.h" + +#include "common/utilities.h" + +namespace rx +{ +RenderTarget *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment) +{ + if (attachment->isTexture()) + { + gl::Texture *texture = attachment->getTexture(); + ASSERT(texture); + TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation()); + const gl::ImageIndex *index = attachment->getTextureImageIndex(); + ASSERT(index); + return textureD3D->getRenderTarget(*index); + } + + gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer(); + ASSERT(renderbuffer); + + // TODO: cast to RenderbufferD3D + return renderbuffer->getStorage()->getRenderTarget(); +} + +// Note: RenderTarget serials should ideally be in the RenderTargets themselves. +unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment) +{ + if (attachment->isTexture()) + { + gl::Texture *texture = attachment->getTexture(); + ASSERT(texture); + TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation()); + const gl::ImageIndex *index = attachment->getTextureImageIndex(); + ASSERT(index); + return textureD3D->getRenderTargetSerial(*index); + } + + gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer(); + ASSERT(renderbuffer); + + // TODO: cast to RenderbufferD3D + return renderbuffer->getStorage()->getSerial(); +} + +} namespace gl { @@ -47,7 +91,7 @@ Framebuffer::~Framebuffer() SafeDelete(mStencilbuffer); } -FramebufferAttachment *Framebuffer::createAttachment(GLenum type, GLuint handle, GLint level, GLint layer) const +FramebufferAttachment *Framebuffer::createAttachment(GLenum binding, GLenum type, GLuint handle, GLint level, GLint layer) const { if (handle == 0) { @@ -62,15 +106,14 @@ FramebufferAttachment *Framebuffer::createAttachment(GLenum type, GLuint handle, return NULL; case GL_RENDERBUFFER: - return new RenderbufferAttachment(context->getRenderbuffer(handle)); + return new RenderbufferAttachment(binding, context->getRenderbuffer(handle)); case GL_TEXTURE_2D: { Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_2D) { - Texture2D *tex2D = static_cast<Texture2D*>(texture); - return new Texture2DAttachment(tex2D, level); + return new TextureAttachment(binding, texture, ImageIndex::Make2D(level)); } else { @@ -88,8 +131,7 @@ FramebufferAttachment *Framebuffer::createAttachment(GLenum type, GLuint handle, Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_CUBE_MAP) { - TextureCubeMap *texCube = static_cast<TextureCubeMap*>(texture); - return new TextureCubeMapAttachment(texCube, type, level); + return new TextureAttachment(binding, texture, ImageIndex::MakeCube(type, level)); } else { @@ -102,8 +144,7 @@ FramebufferAttachment *Framebuffer::createAttachment(GLenum type, GLuint handle, Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_3D) { - Texture3D *tex3D = static_cast<Texture3D*>(texture); - return new Texture3DAttachment(tex3D, level, layer); + return new TextureAttachment(binding, texture, ImageIndex::Make3D(level, layer)); } else { @@ -116,8 +157,7 @@ FramebufferAttachment *Framebuffer::createAttachment(GLenum type, GLuint handle, Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_2D_ARRAY) { - Texture2DArray *tex2DArray = static_cast<Texture2DArray*>(texture); - return new Texture2DArrayAttachment(tex2DArray, level, layer); + return new TextureAttachment(binding, texture, ImageIndex::Make2DArray(level, layer)); } else { @@ -135,24 +175,25 @@ void Framebuffer::setColorbuffer(unsigned int colorAttachment, GLenum type, GLui { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); SafeDelete(mColorbuffers[colorAttachment]); - mColorbuffers[colorAttachment] = createAttachment(type, colorbuffer, level, layer); + GLenum binding = colorAttachment + GL_COLOR_ATTACHMENT0; + mColorbuffers[colorAttachment] = createAttachment(binding, type, colorbuffer, level, layer); } void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer) { SafeDelete(mDepthbuffer); - mDepthbuffer = createAttachment(type, depthbuffer, level, layer); + mDepthbuffer = createAttachment(GL_DEPTH_ATTACHMENT, type, depthbuffer, level, layer); } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer) { SafeDelete(mStencilbuffer); - mStencilbuffer = createAttachment(type, stencilbuffer, level, layer); + mStencilbuffer = createAttachment(GL_STENCIL_ATTACHMENT, type, stencilbuffer, level, layer); } void Framebuffer::setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, GLint level, GLint layer) { - FramebufferAttachment *attachment = createAttachment(type, depthStencilBuffer, level, layer); + FramebufferAttachment *attachment = createAttachment(GL_DEPTH_STENCIL_ATTACHMENT, type, depthStencilBuffer, level, layer); SafeDelete(mDepthbuffer); SafeDelete(mStencilbuffer); @@ -164,7 +205,7 @@ void Framebuffer::setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, // Make a new attachment object to ensure we do not double-delete // See angle issue 686 - mStencilbuffer = createAttachment(type, depthStencilBuffer, level, layer); + mStencilbuffer = createAttachment(GL_DEPTH_STENCIL_ATTACHMENT, type, depthStencilBuffer, level, layer); } } @@ -364,6 +405,7 @@ GLenum Framebuffer::completeness() const GLenum internalformat = colorbuffer->getInternalFormat(); // TODO(geofflang): use context's texture caps const TextureCaps &formatCaps = mRenderer->getRendererTextureCaps().get(internalformat); + const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat); if (colorbuffer->isTexture()) { if (!formatCaps.renderable) @@ -371,14 +413,14 @@ GLenum Framebuffer::completeness() const return GL_FRAMEBUFFER_UNSUPPORTED; } - if (gl::GetDepthBits(internalformat) > 0 || gl::GetStencilBits(internalformat) > 0) + if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { - if (!formatCaps.renderable || gl::GetDepthBits(internalformat) > 0 || gl::GetStencilBits(internalformat) > 0) + if (!formatCaps.renderable || formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } @@ -403,7 +445,7 @@ GLenum Framebuffer::completeness() const // in GLES 3.0, there is no such restriction if (clientVersion < 3) { - if (gl::GetPixelBytes(colorbuffer->getInternalFormat()) != colorbufferSize) + if (formatInfo.pixelBytes != colorbufferSize) { return GL_FRAMEBUFFER_UNSUPPORTED; } @@ -427,7 +469,7 @@ GLenum Framebuffer::completeness() const width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); samples = colorbuffer->getSamples(); - colorbufferSize = gl::GetPixelBytes(colorbuffer->getInternalFormat()); + colorbufferSize = formatInfo.pixelBytes; missingAttachment = false; } } @@ -443,10 +485,9 @@ GLenum Framebuffer::completeness() const GLenum internalformat = mDepthbuffer->getInternalFormat(); // TODO(geofflang): use context's texture caps const TextureCaps &formatCaps = mRenderer->getRendererTextureCaps().get(internalformat); + const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat); if (mDepthbuffer->isTexture()) { - GLenum internalformat = mDepthbuffer->getInternalFormat(); - // depth texture attachments require OES/ANGLE_depth_texture // TODO(geofflang): use context's extensions if (!mRenderer->getRendererExtensions().depthTextures) @@ -459,14 +500,14 @@ GLenum Framebuffer::completeness() const return GL_FRAMEBUFFER_UNSUPPORTED; } - if (gl::GetDepthBits(internalformat) == 0) + if (formatInfo.depthBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { - if (!formatCaps.renderable || gl::GetDepthBits(internalformat) == 0) + if (!formatCaps.renderable || formatInfo.depthBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } @@ -499,10 +540,9 @@ GLenum Framebuffer::completeness() const GLenum internalformat = mStencilbuffer->getInternalFormat(); // TODO(geofflang): use context's texture caps const TextureCaps &formatCaps = mRenderer->getRendererTextureCaps().get(internalformat); + const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat); if (mStencilbuffer->isTexture()) { - GLenum internalformat = mStencilbuffer->getInternalFormat(); - // texture stencil attachments come along as part // of OES_packed_depth_stencil + OES/ANGLE_depth_texture // TODO(geofflang): use context's extensions @@ -516,14 +556,14 @@ GLenum Framebuffer::completeness() const return GL_FRAMEBUFFER_UNSUPPORTED; } - if (gl::GetStencilBits(internalformat) == 0) + if (formatInfo.stencilBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { - if (!formatCaps.renderable || gl::GetStencilBits(internalformat) == 0) + if (!formatCaps.renderable || formatInfo.stencilBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } @@ -562,18 +602,47 @@ GLenum Framebuffer::completeness() const return GL_FRAMEBUFFER_COMPLETE; } +void Framebuffer::invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments) +{ + GLuint maxDimension = caps.maxRenderbufferSize; + invalidateSub(caps, numAttachments, attachments, 0, 0, maxDimension, maxDimension); +} + +void Framebuffer::invalidateSub(const Caps &caps, GLsizei numAttachments, const GLenum *attachments, + GLint x, GLint y, GLsizei width, GLsizei height) +{ + ASSERT(completeness() == GL_FRAMEBUFFER_COMPLETE); + for (GLsizei attachIndex = 0; attachIndex < numAttachments; ++attachIndex) + { + GLenum attachmentTarget = attachments[attachIndex]; + + gl::FramebufferAttachment *attachment = + (attachmentTarget == GL_DEPTH_STENCIL_ATTACHMENT) ? getDepthOrStencilbuffer() : + getAttachment(attachmentTarget); + + if (attachment) + { + rx::RenderTarget *renderTarget = rx::GetAttachmentRenderTarget(attachment); + if (renderTarget) + { + renderTarget->invalidate(x, y, width, height); + } + } + } +} + DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) : Framebuffer(renderer, 0) { Renderbuffer *colorRenderbuffer = new Renderbuffer(0, colorbuffer); - mColorbuffers[0] = new RenderbufferAttachment(colorRenderbuffer); + mColorbuffers[0] = new RenderbufferAttachment(GL_BACK, colorRenderbuffer); Renderbuffer *depthStencilBuffer = new Renderbuffer(0, depthStencil); // Make a new attachment objects to ensure we do not double-delete // See angle issue 686 - mDepthbuffer = (depthStencilBuffer->getDepthSize() != 0 ? new RenderbufferAttachment(depthStencilBuffer) : NULL); - mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(depthStencilBuffer) : NULL); + mDepthbuffer = (depthStencilBuffer->getDepthSize() != 0 ? new RenderbufferAttachment(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL); + mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL); mDrawBufferStates[0] = GL_BACK; mReadBufferState = GL_BACK; @@ -606,6 +675,31 @@ bool Framebuffer::hasValidDepthStencil() const mDepthbuffer->id() == mStencilbuffer->id()); } +ColorbufferInfo Framebuffer::getColorbuffersForRender() const +{ + ColorbufferInfo colorbuffersForRender; + + for (size_t colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; ++colorAttachment) + { + GLenum drawBufferState = mDrawBufferStates[colorAttachment]; + FramebufferAttachment *colorbuffer = mColorbuffers[colorAttachment]; + + if (colorbuffer != NULL && drawBufferState != GL_NONE) + { + ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); + colorbuffersForRender.push_back(colorbuffer); + } +#if (ANGLE_MRT_PERF_WORKAROUND == ANGLE_WORKAROUND_DISABLED) + else + { + colorbuffersForRender.push_back(NULL); + } +#endif + } + + return colorbuffersForRender; +} + GLenum DefaultFramebuffer::completeness() const { // The default framebuffer *must* always be complete, though it may not be @@ -617,6 +711,7 @@ FramebufferAttachment *DefaultFramebuffer::getAttachment(GLenum attachment) cons { switch (attachment) { + case GL_COLOR: case GL_BACK: return getColorbuffer(0); case GL_DEPTH: |