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//
// 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/RenderbufferImpl.h"
#include "libGLESv2/renderer/Workarounds.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/RenderbufferD3D.h"
#include "libGLESv2/renderer/d3d/FramebufferD3D.h"
#include "common/utilities.h"
namespace rx
{
// TODO: Move these functions, and the D3D-specific header inclusions above,
// to FramebufferD3D.
gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget **outRT)
{
if (attachment->type() == GL_TEXTURE)
{
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, outRT);
}
else if (attachment->type() == GL_RENDERBUFFER)
{
gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer();
ASSERT(renderbuffer);
RenderbufferD3D *renderbufferD3D = RenderbufferD3D::makeRenderbufferD3D(renderbuffer->getImplementation());
*outRT = renderbufferD3D->getRenderTarget();
return gl::Error(GL_NO_ERROR);
}
else if (attachment->type() == GL_FRAMEBUFFER_DEFAULT)
{
gl::DefaultAttachment *defaultAttachment = static_cast<gl::DefaultAttachment *>(attachment);
DefaultAttachmentD3D *defaultAttachmentD3D = DefaultAttachmentD3D::makeDefaultAttachmentD3D(defaultAttachment->getImplementation());
ASSERT(defaultAttachmentD3D);
*outRT = defaultAttachmentD3D->getRenderTarget();
return gl::Error(GL_NO_ERROR);
}
else
{
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION);
}
}
// Note: RenderTarget serials should ideally be in the RenderTargets themselves.
unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment)
{
if (attachment->type() == GL_TEXTURE)
{
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);
}
else if (attachment->type() == GL_RENDERBUFFER)
{
gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer();
ASSERT(renderbuffer);
RenderbufferD3D *renderbufferD3D = RenderbufferD3D::makeRenderbufferD3D(renderbuffer->getImplementation());
return renderbufferD3D->getRenderTargetSerial();
}
else if (attachment->type() == GL_FRAMEBUFFER_DEFAULT)
{
gl::DefaultAttachment *defaultAttachment = static_cast<gl::DefaultAttachment *>(attachment);
DefaultAttachmentD3D *defaultAttachmentD3D = DefaultAttachmentD3D::makeDefaultAttachmentD3D(defaultAttachment->getImplementation());
ASSERT(defaultAttachmentD3D);
return defaultAttachmentD3D->getRenderTarget()->getSerial();
}
else
{
UNREACHABLE();
return 0;
}
}
}
namespace gl
{
Framebuffer::Framebuffer(GLuint id)
: 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);
}
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 gl::Data &data) const
{
int width = 0;
int height = 0;
unsigned int colorbufferSize = 0;
int samples = -1;
bool missingAttachment = true;
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();
const TextureCaps &formatCaps = data.textureCaps->get(internalformat);
const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
if (colorbuffer->type() == GL_TEXTURE)
{
if (!formatCaps.renderable)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if (colorbuffer->type() == GL_RENDERBUFFER)
{
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 (data.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();
const TextureCaps &formatCaps = data.textureCaps->get(internalformat);
const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
if (mDepthbuffer->type() == GL_TEXTURE)
{
// depth texture attachments require OES/ANGLE_depth_texture
if (!data.extensions->depthTextures)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if (!formatCaps.renderable)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
if (formatInfo.depthBits == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if (mDepthbuffer->type() == GL_RENDERBUFFER)
{
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();
const TextureCaps &formatCaps = data.textureCaps->get(internalformat);
const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
if (mStencilbuffer->type() == GL_TEXTURE)
{
// texture stencil attachments come along as part
// of OES_packed_depth_stencil + OES/ANGLE_depth_texture
if (!data.extensions->depthTextures)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if (!formatCaps.renderable)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
if (formatInfo.stencilBits == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if (mStencilbuffer->type() == GL_RENDERBUFFER)
{
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;
}
Error Framebuffer::invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments)
{
GLuint maxDimension = caps.maxRenderbufferSize;
return invalidateSub(numAttachments, attachments, 0, 0, maxDimension, maxDimension);
}
Error Framebuffer::invalidateSub(GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
{
for (GLsizei attachIndex = 0; attachIndex < numAttachments; ++attachIndex)
{
GLenum attachmentTarget = attachments[attachIndex];
FramebufferAttachment *attachment = (attachmentTarget == GL_DEPTH_STENCIL_ATTACHMENT) ? getDepthOrStencilbuffer()
: getAttachment(attachmentTarget);
if (attachment)
{
rx::RenderTarget *renderTarget = NULL;
Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget);
if (error.isError())
{
return error;
}
renderTarget->invalidate(x, y, width, height);
}
}
return Error(GL_NO_ERROR);
}
DefaultFramebuffer::DefaultFramebuffer(rx::DefaultAttachmentImpl *colorAttachment, rx::DefaultAttachmentImpl *depthAttachment,
rx::DefaultAttachmentImpl *stencilAttachment)
: Framebuffer(0)
{
ASSERT(colorAttachment);
mColorbuffers[0] = new DefaultAttachment(GL_BACK, colorAttachment);
if (depthAttachment)
{
mDepthbuffer = new DefaultAttachment(GL_DEPTH, depthAttachment);
}
if (stencilAttachment)
{
mStencilbuffer = new DefaultAttachment(GL_STENCIL, stencilAttachment);
}
mDrawBufferStates[0] = GL_BACK;
mReadBufferState = GL_BACK;
}
int Framebuffer::getSamples(const gl::Data &data) const
{
if (completeness(data) == 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 rx::Workarounds &workarounds) 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);
}
else if (!workarounds.mrtPerfWorkaround)
{
colorbuffersForRender.push_back(NULL);
}
}
return colorbuffersForRender;
}
void Framebuffer::setTextureAttachment(GLenum attachment, Texture *texture, const ImageIndex &imageIndex)
{
setAttachment(attachment, new TextureAttachment(attachment, texture, imageIndex));
}
void Framebuffer::setRenderbufferAttachment(GLenum attachment, Renderbuffer *renderbuffer)
{
setAttachment(attachment, new RenderbufferAttachment(attachment, renderbuffer));
}
void Framebuffer::setNULLAttachment(GLenum attachment)
{
setAttachment(attachment, NULL);
}
void Framebuffer::setAttachment(GLenum attachment, FramebufferAttachment *attachmentObj)
{
if (attachment >= GL_COLOR_ATTACHMENT0 && attachment < (GL_COLOR_ATTACHMENT0 + IMPLEMENTATION_MAX_DRAW_BUFFERS))
{
size_t colorAttachment = attachment - GL_COLOR_ATTACHMENT0;
SafeDelete(mColorbuffers[colorAttachment]);
mColorbuffers[colorAttachment] = attachmentObj;
}
else if (attachment == GL_DEPTH_ATTACHMENT)
{
SafeDelete(mDepthbuffer);
mDepthbuffer = attachmentObj;
}
else if (attachment == GL_STENCIL_ATTACHMENT)
{
SafeDelete(mStencilbuffer);
mStencilbuffer = attachmentObj;
}
else if (attachment == GL_DEPTH_STENCIL_ATTACHMENT)
{
SafeDelete(mDepthbuffer);
SafeDelete(mStencilbuffer);
// ensure this is a legitimate depth+stencil format
if (attachmentObj && attachmentObj->getDepthSize() > 0 && attachmentObj->getStencilSize() > 0)
{
mDepthbuffer = attachmentObj;
// Make a new attachment object to ensure we do not double-delete
// See angle issue 686
if (attachmentObj->type() == GL_TEXTURE)
{
mStencilbuffer = new TextureAttachment(GL_DEPTH_STENCIL_ATTACHMENT, attachmentObj->getTexture(),
*attachmentObj->getTextureImageIndex());
}
else if (attachmentObj->type() == GL_RENDERBUFFER)
{
mStencilbuffer = new RenderbufferAttachment(GL_DEPTH_STENCIL_ATTACHMENT, attachmentObj->getRenderbuffer());
}
else
{
UNREACHABLE();
}
}
}
else
{
UNREACHABLE();
}
}
GLenum DefaultFramebuffer::completeness(const gl::Data &) 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;
}
}
}