blob: f808175250bccf739772718fc00b2a7657ebfeaa [file] [log] [blame]
#include "precompiled.h"
//
// 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 "common/utilities.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/FramebufferAttachment.h"
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 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(context->getRenderbuffer(handle));
case GL_TEXTURE_2D:
{
Texture *texture = context->getTexture(handle);
if (texture && texture->getTarget() == GL_TEXTURE_2D)
{
Texture2D *tex2D = static_cast<Texture2D*>(texture);
return new Texture2DAttachment(tex2D, 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)
{
TextureCubeMap *texCube = static_cast<TextureCubeMap*>(texture);
return new TextureCubeMapAttachment(texCube, type, level);
}
else
{
return NULL;
}
}
case GL_TEXTURE_3D:
{
Texture *texture = context->getTexture(handle);
if (texture && texture->getTarget() == GL_TEXTURE_3D)
{
Texture3D *tex3D = static_cast<Texture3D*>(texture);
return new Texture3DAttachment(tex3D, level, layer);
}
else
{
return NULL;
}
}
case GL_TEXTURE_2D_ARRAY:
{
Texture *texture = context->getTexture(handle);
if (texture && texture->getTarget() == GL_TEXTURE_2D_ARRAY)
{
Texture2DArray *tex2DArray = static_cast<Texture2DArray*>(texture);
return new Texture2DArrayAttachment(tex2DArray, 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]);
mColorbuffers[colorAttachment] = createAttachment(type, colorbuffer, level, layer);
}
void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer)
{
SafeDelete(mDepthbuffer);
mDepthbuffer = createAttachment(type, depthbuffer, level, layer);
}
void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer)
{
SafeDelete(mStencilbuffer);
mStencilbuffer = createAttachment(type, stencilbuffer, level, layer);
}
void Framebuffer::setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, GLint level, GLint layer)
{
FramebufferAttachment *attachment = createAttachment(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(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);
if (colorbuffer->isTexture())
{
if (!formatCaps.renderable)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
if (gl::GetDepthBits(internalformat) > 0 || gl::GetStencilBits(internalformat) > 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else
{
if (!formatCaps.renderable || gl::GetDepthBits(internalformat) > 0 || gl::GetStencilBits(internalformat) > 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 (gl::GetPixelBytes(colorbuffer->getInternalFormat()) != 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 = gl::GetPixelBytes(colorbuffer->getInternalFormat());
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);
if (mDepthbuffer->isTexture())
{
GLenum internalformat = mDepthbuffer->getInternalFormat();
// 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 (gl::GetDepthBits(internalformat) == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else
{
if (!formatCaps.renderable || gl::GetDepthBits(internalformat) == 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);
if (mStencilbuffer->isTexture())
{
GLenum internalformat = mStencilbuffer->getInternalFormat();
// 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 (gl::GetStencilBits(internalformat) == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else
{
if (!formatCaps.renderable || gl::GetStencilBits(internalformat) == 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;
}
DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil)
: Framebuffer(renderer, 0)
{
Renderbuffer *colorRenderbuffer = new Renderbuffer(0, colorbuffer);
mColorbuffers[0] = new RenderbufferAttachment(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(depthStencilBuffer) : NULL);
mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(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());
}
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_BACK:
return getColorbuffer(0);
case GL_DEPTH:
return getDepthbuffer();
case GL_STENCIL:
return getStencilbuffer();
case GL_DEPTH_STENCIL:
return getDepthStencilBuffer();
default:
UNREACHABLE();
return NULL;
}
}
}