blob: 74fdd68a75e3e93799692bf0bb2a74bfe8b5ab4e [file] [log] [blame]
//
// 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;
}
}
}