#include "precompiled.h" // // Copyright (c) 2002-2013 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/utilities.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Renderbuffer.h" namespace gl { Framebuffer::Framebuffer(rx::Renderer *renderer) : mRenderer(renderer) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { mColorbufferTypes[colorAttachment] = GL_NONE; mDrawBufferStates[colorAttachment] = GL_NONE; } mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT; mReadBufferState = GL_COLOR_ATTACHMENT0_EXT; mDepthbufferType = GL_NONE; mStencilbufferType = GL_NONE; } Framebuffer::~Framebuffer() { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { mColorbufferPointers[colorAttachment].set(NULL); } mDepthbufferPointer.set(NULL); mStencilbufferPointer.set(NULL); } Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle) const { gl::Context *context = gl::getContext(); Renderbuffer *buffer = NULL; if (type == GL_NONE) { buffer = NULL; } else if (type == GL_RENDERBUFFER) { buffer = context->getRenderbuffer(handle); } else if (IsInternalTextureTarget(type)) { buffer = context->getTexture(handle)->getRenderbuffer(type); } else { UNREACHABLE(); } return buffer; } void Framebuffer::setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer) { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); mColorbufferTypes[colorAttachment] = (colorbuffer != 0) ? type : GL_NONE; mColorbufferPointers[colorAttachment].set(lookupRenderbuffer(type, colorbuffer)); } void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer) { mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE; mDepthbufferPointer.set(lookupRenderbuffer(type, depthbuffer)); } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer) { mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE; mStencilbufferPointer.set(lookupRenderbuffer(type, stencilbuffer)); } void Framebuffer::detachTexture(GLuint texture) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferPointers[colorAttachment].id() == texture && IsInternalTextureTarget(mColorbufferTypes[colorAttachment])) { mColorbufferTypes[colorAttachment] = GL_NONE; mColorbufferPointers[colorAttachment].set(NULL); } } if (mDepthbufferPointer.id() == texture && IsInternalTextureTarget(mDepthbufferType)) { mDepthbufferType = GL_NONE; mDepthbufferPointer.set(NULL); } if (mStencilbufferPointer.id() == texture && IsInternalTextureTarget(mStencilbufferType)) { mStencilbufferType = GL_NONE; mStencilbufferPointer.set(NULL); } } void Framebuffer::detachRenderbuffer(GLuint renderbuffer) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferPointers[colorAttachment].id() == renderbuffer && mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER) { mColorbufferTypes[colorAttachment] = GL_NONE; mColorbufferPointers[colorAttachment].set(NULL); } } if (mDepthbufferPointer.id() == renderbuffer && mDepthbufferType == GL_RENDERBUFFER) { mDepthbufferType = GL_NONE; mDepthbufferPointer.set(NULL); } if (mStencilbufferPointer.id() == renderbuffer && mStencilbufferType == GL_RENDERBUFFER) { mStencilbufferType = GL_NONE; mStencilbufferPointer.set(NULL); } } unsigned int Framebuffer::getRenderTargetSerial(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); Renderbuffer *colorbuffer = mColorbufferPointers[colorAttachment].get(); if (colorbuffer) { return colorbuffer->getSerial(); } return 0; } unsigned int Framebuffer::getDepthbufferSerial() const { Renderbuffer *depthbuffer = mDepthbufferPointer.get(); if (depthbuffer) { return depthbuffer->getSerial(); } return 0; } unsigned int Framebuffer::getStencilbufferSerial() const { Renderbuffer *stencilbuffer = mStencilbufferPointer.get(); if (stencilbuffer) { return stencilbuffer->getSerial(); } return 0; } Renderbuffer *Framebuffer::getColorbuffer(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferPointers[colorAttachment].get(); } Renderbuffer *Framebuffer::getDepthbuffer() const { return mDepthbufferPointer.get(); } Renderbuffer *Framebuffer::getStencilbuffer() const { return mStencilbufferPointer.get(); } Renderbuffer *Framebuffer::getDepthOrStencilbuffer() const { Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get(); if (!depthstencilbuffer) { depthstencilbuffer = mStencilbufferPointer.get(); } return depthstencilbuffer; } Renderbuffer *Framebuffer::getReadColorbuffer() const { // Will require more logic if glReadBuffers is supported return mColorbufferPointers[0].get(); } GLenum Framebuffer::getReadColorbufferType() const { // Will require more logic if glReadBuffers is supported return mColorbufferTypes[0]; } Renderbuffer *Framebuffer::getFirstColorbuffer() const { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferTypes[colorAttachment] != GL_NONE) { return mColorbufferPointers[colorAttachment].get(); } } return NULL; } GLenum Framebuffer::getColorbufferType(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferTypes[colorAttachment]; } GLenum Framebuffer::getDepthbufferType() const { return mDepthbufferType; } GLenum Framebuffer::getStencilbufferType() const { return mStencilbufferType; } GLuint Framebuffer::getColorbufferHandle(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferPointers[colorAttachment].id(); } GLuint Framebuffer::getDepthbufferHandle() const { return mDepthbufferPointer.id(); } GLuint Framebuffer::getStencilbufferHandle() const { return mStencilbufferPointer.id(); } 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 (mColorbufferTypes[colorAttachment] != GL_NONE && 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 { if (mStencilbufferType != GL_NONE) { const Renderbuffer *stencilbufferObject = getStencilbuffer(); if (stencilbufferObject) { return stencilbufferObject->getStencilSize() > 0; } } return false; } GLenum Framebuffer::completeness() const { int width = 0; int height = 0; int colorbufferSize = 0; int samples = -1; bool missingAttachment = true; for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferTypes[colorAttachment] != GL_NONE) { const Renderbuffer *colorbuffer = getColorbuffer(colorAttachment); if (!colorbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER) { if (!gl::IsColorRenderable(colorbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mColorbufferTypes[colorAttachment])) { GLint internalformat = colorbuffer->getInternalFormat(); GLenum format = gl::ExtractFormat(internalformat); if (IsCompressed(format) || format == GL_ALPHA || format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA) { return GL_FRAMEBUFFER_UNSUPPORTED; } bool filtering, renderable; if ((gl::IsFloat32Format(internalformat) && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) || (gl::IsFloat16Format(internalformat) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable))) { return GL_FRAMEBUFFER_UNSUPPORTED; } if (gl::IsDepthTexture(internalformat) || gl::IsStencilTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); 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; } // all color attachments attachments must have the same number of bitplanes if (gl::ComputePixelSize(colorbuffer->getInternalFormat()) != colorbufferSize) { return GL_FRAMEBUFFER_UNSUPPORTED; } // D3D11 does not allow for overlapping RenderTargetViews, so ensure uniqueness for (unsigned int previousColorAttachment = 0; previousColorAttachment < colorAttachment; previousColorAttachment++) { if (mColorbufferPointers[colorAttachment].get() == mColorbufferPointers[previousColorAttachment].get()) { return GL_FRAMEBUFFER_UNSUPPORTED; } } } else { width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); samples = colorbuffer->getSamples(); colorbufferSize = gl::ComputePixelSize(colorbuffer->getInternalFormat()); missingAttachment = false; } } } const Renderbuffer *depthbuffer = NULL; const Renderbuffer *stencilbuffer = NULL; if (mDepthbufferType != GL_NONE) { depthbuffer = getDepthbuffer(); if (!depthbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (depthbuffer->getWidth() == 0 || depthbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mDepthbufferType == GL_RENDERBUFFER) { if (!gl::IsDepthRenderable(depthbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mDepthbufferType)) { GLint internalformat = depthbuffer->getInternalFormat(); // depth texture attachments require OES/ANGLE_depth_texture if (!mRenderer->getDepthTextureSupport()) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!gl::IsDepthTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (missingAttachment) { width = depthbuffer->getWidth(); height = depthbuffer->getHeight(); samples = depthbuffer->getSamples(); missingAttachment = false; } else if (width != depthbuffer->getWidth() || height != depthbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != depthbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } if (mStencilbufferType != GL_NONE) { stencilbuffer = getStencilbuffer(); if (!stencilbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (stencilbuffer->getWidth() == 0 || stencilbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mStencilbufferType == GL_RENDERBUFFER) { if (!gl::IsStencilRenderable(stencilbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mStencilbufferType)) { GLint internalformat = stencilbuffer->getInternalFormat(); // texture stencil attachments come along as part // of OES_packed_depth_stencil + OES/ANGLE_depth_texture if (!mRenderer->getDepthTextureSupport()) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!gl::IsStencilTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (missingAttachment) { width = stencilbuffer->getWidth(); height = stencilbuffer->getHeight(); samples = stencilbuffer->getSamples(); missingAttachment = false; } else if (width != stencilbuffer->getWidth() || height != stencilbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != stencilbuffer->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 (depthbuffer && stencilbuffer && (depthbuffer != stencilbuffer)) { 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; } DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) : Framebuffer(renderer) { mColorbufferPointers[0].set(new Renderbuffer(mRenderer, 0, colorbuffer)); Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil); mDepthbufferPointer.set(depthStencilRenderbuffer); mStencilbufferPointer.set(depthStencilRenderbuffer); mColorbufferTypes[0] = GL_RENDERBUFFER; mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE; 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 (mColorbufferTypes[colorAttachment] != GL_NONE) { return getColorbuffer(colorAttachment)->getSamples(); } } } return 0; } 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; } }