blob: 947269bcccaa20e20604f596a2576305b41e9430 [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2002-2013 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)
{
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
mColorbufferTypes[colorAttachment] = GL_NONE;
mDrawBufferStates[colorAttachment] = GL_NONE;
}
mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT;
mReadBufferState = GL_COLOR_ATTACHMENT0_EXT;
mDepthbufferType = GL_NONE;
mStencilbufferType = GL_NONE;
}
Framebuffer::~Framebuffer()
{
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
mColorbufferPointers[colorAttachment].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(unsigned int colorAttachment, GLenum type, GLuint colorbuffer)
{
ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS);
mColorbufferTypes[colorAttachment] = (colorbuffer != 0) ? type : GL_NONE;
mColorbufferPointers[colorAttachment].set(lookupRenderbuffer(type, colorbuffer));
}
void Framebuffer::setColorbuffer(GLenum type, GLuint colorbuffer)
{
setColorbuffer(0, 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)
{
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (mColorbufferPointers[colorAttachment].id() == texture && IsInternalTextureTarget(mColorbufferTypes[colorAttachment]))
{
mColorbufferTypes[colorAttachment] = GL_NONE;
mColorbufferPointers[colorAttachment].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)
{
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (mColorbufferPointers[colorAttachment].id() == renderbuffer && mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER)
{
mColorbufferTypes[colorAttachment] = GL_NONE;
mColorbufferPointers[colorAttachment].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(unsigned int colorAttachment) const
{
ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS);
Renderbuffer *colorbuffer = mColorbufferPointers[colorAttachment].get();
if (colorbuffer)
{
return colorbuffer->getSerial();
}
return 0;
}
unsigned int Framebuffer::getRenderTargetSerial() const
{
return getRenderTargetSerial(0);
}
unsigned int Framebuffer::getDepthbufferSerial() const
{
Renderbuffer *depthbuffer = mDepthbufferPointer.get();
if (depthbuffer)
{
return depthbuffer->getSerial();
}
return 0;
}
unsigned int Framebuffer::getStencilbufferSerial() const
{
Renderbuffer *stencilbuffer = mStencilbufferPointer.get();
if (stencilbuffer)
{
return stencilbuffer->getSerial();
}
return 0;
}
Renderbuffer *Framebuffer::getColorbuffer(unsigned int colorAttachment) const
{
ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS);
return mColorbufferPointers[colorAttachment].get();
}
Renderbuffer *Framebuffer::getColorbuffer() const
{
return getColorbuffer(0);
}
Renderbuffer *Framebuffer::getDepthbuffer() const
{
return mDepthbufferPointer.get();
}
Renderbuffer *Framebuffer::getStencilbuffer() const
{
return mStencilbufferPointer.get();
}
Renderbuffer *Framebuffer::getDepthOrStencilbuffer() const
{
Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get();
if (!depthstencilbuffer)
{
depthstencilbuffer = mStencilbufferPointer.get();
}
return depthstencilbuffer;
}
Renderbuffer *Framebuffer::getReadColorbuffer() const
{
// Will require more logic if glReadBuffers is supported
return mColorbufferPointers[0].get();
}
Renderbuffer *Framebuffer::getFirstColorBuffer() const
{
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (mColorbufferTypes[colorAttachment] != GL_NONE)
{
return mColorbufferPointers[colorAttachment].get();
}
}
return NULL;
}
GLenum Framebuffer::getColorbufferType(unsigned int colorAttachment) const
{
ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS);
return mColorbufferTypes[colorAttachment];
}
GLenum Framebuffer::getColorbufferType() const
{
return getColorbufferType(0);
}
GLenum Framebuffer::getDepthbufferType() const
{
return mDepthbufferType;
}
GLenum Framebuffer::getStencilbufferType() const
{
return mStencilbufferType;
}
GLuint Framebuffer::getColorbufferHandle(unsigned int colorAttachment) const
{
ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS);
return mColorbufferPointers[colorAttachment].id();
}
GLuint Framebuffer::getColorbufferHandle() const
{
return getColorbufferHandle(0);
}
GLuint Framebuffer::getDepthbufferHandle() const
{
return mDepthbufferPointer.id();
}
GLuint Framebuffer::getStencilbufferHandle() const
{
return mStencilbufferPointer.id();
}
GLenum Framebuffer::getDrawBufferState(unsigned int colorAttachment) const
{
return mDrawBufferStates[colorAttachment];
}
void Framebuffer::setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer)
{
mDrawBufferStates[colorAttachment] = drawBuffer;
}
bool Framebuffer::hasStencil() const
{
if (mStencilbufferType != GL_NONE)
{
const Renderbuffer *stencilbufferObject = getStencilbuffer();
if (stencilbufferObject)
{
return stencilbufferObject->getStencilSize() > 0;
}
}
return false;
}
GLenum Framebuffer::completeness() const
{
int width = 0;
int height = 0;
int colorbufferSize = 0;
int samples = -1;
bool missingAttachment = true;
for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (mColorbufferTypes[colorAttachment] != GL_NONE)
{
const Renderbuffer *colorbuffer = getColorbuffer(colorAttachment);
if (!colorbuffer)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if (mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER)
{
if (!gl::IsColorRenderable(colorbuffer->getInternalFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if (IsInternalTextureTarget(mColorbufferTypes[colorAttachment]))
{
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;
}
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;
}
// all color attachments attachments must have the same number of bitplanes
if (gl::ComputePixelSize(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++)
{
if (mColorbufferPointers[colorAttachment].get() == mColorbufferPointers[previousColorAttachment].get())
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
}
}
else
{
width = colorbuffer->getWidth();
height = colorbuffer->getHeight();
samples = colorbuffer->getSamples();
colorbufferSize = gl::ComputePixelSize(colorbuffer->getInternalFormat());
missingAttachment = false;
}
}
}
const Renderbuffer *depthbuffer = NULL;
const 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)
{
mColorbufferPointers[0].set(new Renderbuffer(mRenderer, 0, colorbuffer));
Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil);
mDepthbufferPointer.set(depthStencilRenderbuffer);
mStencilbufferPointer.set(depthStencilRenderbuffer);
mColorbufferTypes[0] = GL_RENDERBUFFER;
mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
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 (mColorbufferTypes[colorAttachment] != GL_NONE)
{
return getColorbuffer(colorAttachment)->getSamples();
}
}
}
return 0;
}
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;
}
}