// // 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 // found in the LICENSE file. // // Framebuffer.cpp: Implements the gl::Framebuffer class. Implements GL framebuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. #include "libGLESv2/Framebuffer.h" #include "libGLESv2/main.h" #include "libGLESv2/formatutils.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Context.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 { Framebuffer::Framebuffer(rx::Renderer *renderer, GLuint id) : mRenderer(renderer), mId(id), mReadBufferState(GL_COLOR_ATTACHMENT0_EXT), mDepthbuffer(NULL), mStencilbuffer(NULL) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { mColorbuffers[colorAttachment] = NULL; mDrawBufferStates[colorAttachment] = GL_NONE; } mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT; } Framebuffer::~Framebuffer() { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { SafeDelete(mColorbuffers[colorAttachment]); } SafeDelete(mDepthbuffer); SafeDelete(mStencilbuffer); } FramebufferAttachment *Framebuffer::createAttachment(GLenum binding, GLenum type, GLuint handle, GLint level, GLint layer) const { if (handle == 0) { return NULL; } gl::Context *context = gl::getContext(); switch (type) { case GL_NONE: return NULL; case GL_RENDERBUFFER: return new RenderbufferAttachment(binding, context->getRenderbuffer(handle)); case GL_TEXTURE_2D: { Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_2D) { return new TextureAttachment(binding, texture, ImageIndex::Make2D(level)); } else { return NULL; } } case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: { Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_CUBE_MAP) { return new TextureAttachment(binding, texture, ImageIndex::MakeCube(type, level)); } else { return NULL; } } case GL_TEXTURE_3D: { Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_3D) { return new TextureAttachment(binding, texture, ImageIndex::Make3D(level, layer)); } else { return NULL; } } case GL_TEXTURE_2D_ARRAY: { Texture *texture = context->getTexture(handle); if (texture && texture->getTarget() == GL_TEXTURE_2D_ARRAY) { return new TextureAttachment(binding, texture, ImageIndex::Make2DArray(level, layer)); } else { return NULL; } } default: UNREACHABLE(); return NULL; } } void Framebuffer::setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer, GLint level, GLint layer) { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); SafeDelete(mColorbuffers[colorAttachment]); 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(GL_DEPTH_ATTACHMENT, type, depthbuffer, level, layer); } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer) { SafeDelete(mStencilbuffer); mStencilbuffer = createAttachment(GL_STENCIL_ATTACHMENT, type, stencilbuffer, level, layer); } void Framebuffer::setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, GLint level, GLint layer) { FramebufferAttachment *attachment = createAttachment(GL_DEPTH_STENCIL_ATTACHMENT, type, depthStencilBuffer, level, layer); SafeDelete(mDepthbuffer); SafeDelete(mStencilbuffer); // ensure this is a legitimate depth+stencil format if (attachment && attachment->getDepthSize() > 0 && attachment->getStencilSize() > 0) { mDepthbuffer = attachment; // Make a new attachment object to ensure we do not double-delete // See angle issue 686 mStencilbuffer = createAttachment(GL_DEPTH_STENCIL_ATTACHMENT, type, depthStencilBuffer, level, layer); } } void Framebuffer::detachTexture(GLuint textureId) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { FramebufferAttachment *attachment = mColorbuffers[colorAttachment]; if (attachment && attachment->isTextureWithId(textureId)) { SafeDelete(mColorbuffers[colorAttachment]); } } if (mDepthbuffer && mDepthbuffer->isTextureWithId(textureId)) { SafeDelete(mDepthbuffer); } if (mStencilbuffer && mStencilbuffer->isTextureWithId(textureId)) { SafeDelete(mStencilbuffer); } } void Framebuffer::detachRenderbuffer(GLuint renderbufferId) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { FramebufferAttachment *attachment = mColorbuffers[colorAttachment]; if (attachment && attachment->isRenderbufferWithId(renderbufferId)) { SafeDelete(mColorbuffers[colorAttachment]); } } if (mDepthbuffer && mDepthbuffer->isRenderbufferWithId(renderbufferId)) { SafeDelete(mDepthbuffer); } if (mStencilbuffer && mStencilbuffer->isRenderbufferWithId(renderbufferId)) { SafeDelete(mStencilbuffer); } } FramebufferAttachment *Framebuffer::getColorbuffer(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbuffers[colorAttachment]; } FramebufferAttachment *Framebuffer::getDepthbuffer() const { return mDepthbuffer; } FramebufferAttachment *Framebuffer::getStencilbuffer() const { return mStencilbuffer; } FramebufferAttachment *Framebuffer::getDepthStencilBuffer() const { return (hasValidDepthStencil() ? mDepthbuffer : NULL); } FramebufferAttachment *Framebuffer::getDepthOrStencilbuffer() const { FramebufferAttachment *depthstencilbuffer = mDepthbuffer; if (!depthstencilbuffer) { depthstencilbuffer = mStencilbuffer; } return depthstencilbuffer; } FramebufferAttachment *Framebuffer::getReadColorbuffer() const { // Will require more logic if glReadBuffers is supported return mColorbuffers[0]; } GLenum Framebuffer::getReadColorbufferType() const { // Will require more logic if glReadBuffers is supported return (mColorbuffers[0] ? mColorbuffers[0]->type() : GL_NONE); } FramebufferAttachment *Framebuffer::getFirstColorbuffer() const { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbuffers[colorAttachment]) { return mColorbuffers[colorAttachment]; } } return NULL; } FramebufferAttachment *Framebuffer::getAttachment(GLenum attachment) const { if (attachment >= GL_COLOR_ATTACHMENT0 && attachment <= GL_COLOR_ATTACHMENT15) { return getColorbuffer(attachment - GL_COLOR_ATTACHMENT0); } else { switch (attachment) { case GL_DEPTH_ATTACHMENT: return getDepthbuffer(); case GL_STENCIL_ATTACHMENT: return getStencilbuffer(); case GL_DEPTH_STENCIL_ATTACHMENT: return getDepthStencilBuffer(); default: UNREACHABLE(); return NULL; } } } GLenum Framebuffer::getDrawBufferState(unsigned int colorAttachment) const { return mDrawBufferStates[colorAttachment]; } void Framebuffer::setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer) { mDrawBufferStates[colorAttachment] = drawBuffer; } bool Framebuffer::isEnabledColorAttachment(unsigned int colorAttachment) const { return (mColorbuffers[colorAttachment] && mDrawBufferStates[colorAttachment] != GL_NONE); } bool Framebuffer::hasEnabledColorAttachment() const { for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (isEnabledColorAttachment(colorAttachment)) { return true; } } return false; } bool Framebuffer::hasStencil() const { return (mStencilbuffer && mStencilbuffer->getStencilSize() > 0); } bool Framebuffer::usingExtendedDrawBuffers() const { for (unsigned int colorAttachment = 1; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (isEnabledColorAttachment(colorAttachment)) { return true; } } return false; } GLenum Framebuffer::completeness() const { int width = 0; int height = 0; unsigned int colorbufferSize = 0; int samples = -1; bool missingAttachment = true; GLuint clientVersion = mRenderer->getCurrentClientVersion(); for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { const FramebufferAttachment *colorbuffer = mColorbuffers[colorAttachment]; if (colorbuffer) { if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } 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) { return GL_FRAMEBUFFER_UNSUPPORTED; } if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { if (!formatCaps.renderable || formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } if (!missingAttachment) { // all color attachments must have the same width and height if (colorbuffer->getWidth() != width || colorbuffer->getHeight() != height) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } // APPLE_framebuffer_multisample, which EXT_draw_buffers refers to, requires that // all color attachments have the same number of samples for the FBO to be complete. if (colorbuffer->getSamples() != samples) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT; } // in GLES 2.0, all color attachments attachments must have the same number of bitplanes // in GLES 3.0, there is no such restriction if (clientVersion < 3) { if (formatInfo.pixelBytes != colorbufferSize) { return GL_FRAMEBUFFER_UNSUPPORTED; } } // D3D11 does not allow for overlapping RenderTargetViews, so ensure uniqueness for (unsigned int previousColorAttachment = 0; previousColorAttachment < colorAttachment; previousColorAttachment++) { const FramebufferAttachment *previousAttachment = mColorbuffers[previousColorAttachment]; if (previousAttachment && (colorbuffer->id() == previousAttachment->id() && colorbuffer->type() == previousAttachment->type())) { return GL_FRAMEBUFFER_UNSUPPORTED; } } } else { width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); samples = colorbuffer->getSamples(); colorbufferSize = formatInfo.pixelBytes; missingAttachment = false; } } } if (mDepthbuffer) { if (mDepthbuffer->getWidth() == 0 || mDepthbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } 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()) { // depth texture attachments require OES/ANGLE_depth_texture // TODO(geofflang): use context's extensions if (!mRenderer->getRendererExtensions().depthTextures) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!formatCaps.renderable) { return GL_FRAMEBUFFER_UNSUPPORTED; } if (formatInfo.depthBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { if (!formatCaps.renderable || formatInfo.depthBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } if (missingAttachment) { width = mDepthbuffer->getWidth(); height = mDepthbuffer->getHeight(); samples = mDepthbuffer->getSamples(); missingAttachment = false; } else if (width != mDepthbuffer->getWidth() || height != mDepthbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != mDepthbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } if (mStencilbuffer) { if (mStencilbuffer->getWidth() == 0 || mStencilbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } 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()) { // texture stencil attachments come along as part // of OES_packed_depth_stencil + OES/ANGLE_depth_texture // TODO(geofflang): use context's extensions if (!mRenderer->getRendererExtensions().depthTextures) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!formatCaps.renderable) { return GL_FRAMEBUFFER_UNSUPPORTED; } if (formatInfo.stencilBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { if (!formatCaps.renderable || formatInfo.stencilBits == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } if (missingAttachment) { width = mStencilbuffer->getWidth(); height = mStencilbuffer->getHeight(); samples = mStencilbuffer->getSamples(); missingAttachment = false; } else if (width != mStencilbuffer->getWidth() || height != mStencilbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != mStencilbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } // if we have both a depth and stencil buffer, they must refer to the same object // since we only support packed_depth_stencil and not separate depth and stencil if (mDepthbuffer && mStencilbuffer && !hasValidDepthStencil()) { return GL_FRAMEBUFFER_UNSUPPORTED; } // we need to have at least one attachment to be complete if (missingAttachment) { return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; } 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(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(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL); mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL); mDrawBufferStates[0] = GL_BACK; mReadBufferState = GL_BACK; } int Framebuffer::getSamples() const { if (completeness() == GL_FRAMEBUFFER_COMPLETE) { // for a complete framebuffer, all attachments must have the same sample count // in this case return the first nonzero sample size for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbuffers[colorAttachment]) { return mColorbuffers[colorAttachment]->getSamples(); } } } return 0; } bool Framebuffer::hasValidDepthStencil() const { // A valid depth-stencil attachment has the same resource bound to both the // depth and stencil attachment points. return (mDepthbuffer && mStencilbuffer && mDepthbuffer->type() == mStencilbuffer->type() && 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 // subject to the same rules as application FBOs. ie, it could have 0x0 size. return GL_FRAMEBUFFER_COMPLETE; } FramebufferAttachment *DefaultFramebuffer::getAttachment(GLenum attachment) const { switch (attachment) { case GL_COLOR: case GL_BACK: return getColorbuffer(0); case GL_DEPTH: return getDepthbuffer(); case GL_STENCIL: return getStencilbuffer(); case GL_DEPTH_STENCIL: return getDepthStencilBuffer(); default: UNREACHABLE(); return NULL; } } }