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-rw-r--r--src/libGLESv2/Framebuffer.cpp603
1 files changed, 603 insertions, 0 deletions
diff --git a/src/libGLESv2/Framebuffer.cpp b/src/libGLESv2/Framebuffer.cpp
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+++ b/src/libGLESv2/Framebuffer.cpp
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+#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::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::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::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();
+}
+
+GLenum Framebuffer::getReadColorbufferType() const
+{
+ // Will require more logic if glReadBuffers is supported
+ return mColorbufferTypes[0];
+}
+
+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::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::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::isEnabledColorAttachment(unsigned int colorAttachment) const
+{
+ return (mColorbufferTypes[colorAttachment] != GL_NONE && 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
+{
+ if (mStencilbufferType != GL_NONE)
+ {
+ const Renderbuffer *stencilbufferObject = getStencilbuffer();
+
+ if (stencilbufferObject)
+ {
+ return stencilbufferObject->getStencilSize() > 0;
+ }
+ }
+
+ return false;
+}
+
+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;
+ 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;
+}
+
+}