| // |
| // 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 |
| { |
| gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget **outRT) |
| { |
| 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, outRT); |
| } |
| else |
| { |
| gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer(); |
| ASSERT(renderbuffer); |
| |
| // TODO: cast to RenderbufferD3D |
| *outRT = renderbuffer->getStorage()->getRenderTarget(); |
| return gl::Error(GL_NO_ERROR); |
| } |
| } |
| |
| // 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; |
| } |
| |
| 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) |
| { |
| ASSERT(completeness() == GL_FRAMEBUFFER_COMPLETE); |
| 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::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) |
| : Framebuffer(renderer, 0) |
| { |
| Renderbuffer *colorRenderbuffer = new Renderbuffer(0, colorbuffer); |
| mColorbuffers[0] = new RenderbufferAttachment(GL_BACK, colorRenderbuffer); |
| |
| GLenum depthStencilActualFormat = depthStencil->getActualFormat(); |
| const gl::InternalFormat &depthStencilFormatInfo = GetInternalFormatInfo(depthStencilActualFormat); |
| |
| if (depthStencilFormatInfo.depthBits != 0 || depthStencilFormatInfo.stencilBits != 0) |
| { |
| Renderbuffer *depthStencilBuffer = new Renderbuffer(0, depthStencil); |
| |
| // Make a new attachment objects to ensure we do not double-delete |
| // See angle issue 686 |
| mDepthbuffer = (depthStencilFormatInfo.depthBits != 0 ? new RenderbufferAttachment(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL); |
| mStencilbuffer = (depthStencilFormatInfo.stencilBits != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL); |
| } |
| else |
| { |
| // This method transfers ownership, so delete the unused storage if we don't keep it. |
| SafeDelete(depthStencil); |
| } |
| |
| 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; |
| } |
| } |
| |
| } |