| // | |
| // 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/Workarounds.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); | |
| } | |
| else if (!mRenderer->getWorkarounds().mrtPerfWorkaround) | |
| { | |
| colorbuffersForRender.push_back(NULL); | |
| } | |
| } | |
| 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; | |
| } | |
| } | |
| } |