| #include "precompiled.h" | |
| // | |
| // Copyright (c) 2002-2012 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) | |
| { | |
| mColorbufferType = GL_NONE; | |
| mDepthbufferType = GL_NONE; | |
| mStencilbufferType = GL_NONE; | |
| } | |
| Framebuffer::~Framebuffer() | |
| { | |
| mColorbufferPointer.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(GLenum type, GLuint colorbuffer) | |
| { | |
| mColorbufferType = (colorbuffer != 0) ? type : GL_NONE; | |
| mColorbufferPointer.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) | |
| { | |
| if (mColorbufferPointer.id() == texture && IsInternalTextureTarget(mColorbufferType)) | |
| { | |
| mColorbufferType = GL_NONE; | |
| mColorbufferPointer.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) | |
| { | |
| if (mColorbufferPointer.id() == renderbuffer && mColorbufferType == GL_RENDERBUFFER) | |
| { | |
| mColorbufferType = GL_NONE; | |
| mColorbufferPointer.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() | |
| { | |
| Renderbuffer *colorbuffer = mColorbufferPointer.get(); | |
| if (colorbuffer) | |
| { | |
| return colorbuffer->getSerial(); | |
| } | |
| return 0; | |
| } | |
| unsigned int Framebuffer::getDepthbufferSerial() | |
| { | |
| Renderbuffer *depthbuffer = mDepthbufferPointer.get(); | |
| if (depthbuffer) | |
| { | |
| return depthbuffer->getSerial(); | |
| } | |
| return 0; | |
| } | |
| unsigned int Framebuffer::getStencilbufferSerial() | |
| { | |
| Renderbuffer *stencilbuffer = mStencilbufferPointer.get(); | |
| if (stencilbuffer) | |
| { | |
| return stencilbuffer->getSerial(); | |
| } | |
| return 0; | |
| } | |
| Renderbuffer *Framebuffer::getColorbuffer() | |
| { | |
| return mColorbufferPointer.get(); | |
| } | |
| Renderbuffer *Framebuffer::getDepthbuffer() | |
| { | |
| return mDepthbufferPointer.get(); | |
| } | |
| Renderbuffer *Framebuffer::getStencilbuffer() | |
| { | |
| return mStencilbufferPointer.get(); | |
| } | |
| Renderbuffer *Framebuffer::getDepthOrStencilbuffer() | |
| { | |
| Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get(); | |
| if (!depthstencilbuffer) | |
| { | |
| depthstencilbuffer = mStencilbufferPointer.get(); | |
| } | |
| return depthstencilbuffer; | |
| } | |
| GLenum Framebuffer::getColorbufferType() | |
| { | |
| return mColorbufferType; | |
| } | |
| GLenum Framebuffer::getDepthbufferType() | |
| { | |
| return mDepthbufferType; | |
| } | |
| GLenum Framebuffer::getStencilbufferType() | |
| { | |
| return mStencilbufferType; | |
| } | |
| GLuint Framebuffer::getColorbufferHandle() | |
| { | |
| return mColorbufferPointer.id(); | |
| } | |
| GLuint Framebuffer::getDepthbufferHandle() | |
| { | |
| return mDepthbufferPointer.id(); | |
| } | |
| GLuint Framebuffer::getStencilbufferHandle() | |
| { | |
| return mStencilbufferPointer.id(); | |
| } | |
| bool Framebuffer::hasStencil() | |
| { | |
| if (mStencilbufferType != GL_NONE) | |
| { | |
| Renderbuffer *stencilbufferObject = getStencilbuffer(); | |
| if (stencilbufferObject) | |
| { | |
| return stencilbufferObject->getStencilSize() > 0; | |
| } | |
| } | |
| return false; | |
| } | |
| GLenum Framebuffer::completeness() | |
| { | |
| int width = 0; | |
| int height = 0; | |
| int samples = -1; | |
| bool missingAttachment = true; | |
| if (mColorbufferType != GL_NONE) | |
| { | |
| Renderbuffer *colorbuffer = getColorbuffer(); | |
| if (!colorbuffer) | |
| { | |
| return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; | |
| } | |
| if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) | |
| { | |
| return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; | |
| } | |
| if (mColorbufferType == GL_RENDERBUFFER) | |
| { | |
| if (!gl::IsColorRenderable(colorbuffer->getInternalFormat())) | |
| { | |
| return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; | |
| } | |
| } | |
| else if (IsInternalTextureTarget(mColorbufferType)) | |
| { | |
| 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; | |
| } | |
| width = colorbuffer->getWidth(); | |
| height = colorbuffer->getHeight(); | |
| samples = colorbuffer->getSamples(); | |
| missingAttachment = false; | |
| } | |
| Renderbuffer *depthbuffer = NULL; | |
| 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) | |
| { | |
| mColorbufferPointer.set(new Renderbuffer(mRenderer, 0, colorbuffer)); | |
| Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil); | |
| mDepthbufferPointer.set(depthStencilRenderbuffer); | |
| mStencilbufferPointer.set(depthStencilRenderbuffer); | |
| mColorbufferType = GL_RENDERBUFFER; | |
| mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE; | |
| mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE; | |
| } | |
| int Framebuffer::getSamples() | |
| { | |
| if (completeness() == GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return getColorbuffer()->getSamples(); | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| } | |
| GLenum DefaultFramebuffer::completeness() | |
| { | |
| // 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; | |
| } | |
| } |