// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Framebuffer.cpp: Implements the Framebuffer class. Implements GL framebuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. #include "Framebuffer.h" #include "main.h" #include "Renderbuffer.h" #include "Texture.h" #include "utilities.h" #include namespace es2 { bool Framebuffer::IsRenderbuffer(GLenum type) { return type == GL_RENDERBUFFER || type == GL_FRAMEBUFFER_DEFAULT; } Framebuffer::Framebuffer() { readBuffer = GL_COLOR_ATTACHMENT0; drawBuffer[0] = GL_COLOR_ATTACHMENT0; for(int i = 1; i < MAX_COLOR_ATTACHMENTS; i++) { drawBuffer[i] = GL_NONE; } for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { mColorbufferType[i] = GL_NONE; mColorbufferLayer[i] = 0; } mDepthbufferType = GL_NONE; mDepthbufferLayer = 0; mStencilbufferType = GL_NONE; mStencilbufferLayer = 0; } Framebuffer::~Framebuffer() { for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { mColorbufferPointer[i] = nullptr; } mDepthbufferPointer = nullptr; mStencilbufferPointer = nullptr; } Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle, GLint level) const { Context *context = getContextLocked(); Renderbuffer *buffer = nullptr; if(type == GL_NONE) { buffer = nullptr; } else if(IsRenderbuffer(type)) { buffer = context->getRenderbuffer(handle); } else if(IsTextureTarget(type)) { buffer = context->getTexture(handle)->getRenderbuffer(type, level); } else UNREACHABLE(type); return buffer; } void Framebuffer::setColorbuffer(GLenum type, GLuint colorbuffer, GLuint index, GLint level, GLint layer) { mColorbufferType[index] = (colorbuffer != 0) ? type : GL_NONE; mColorbufferPointer[index] = lookupRenderbuffer(type, colorbuffer, level); mColorbufferLayer[index] = layer; } void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer) { mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE; mDepthbufferPointer = lookupRenderbuffer(type, depthbuffer, level); mDepthbufferLayer = layer; } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer) { mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE; mStencilbufferPointer = lookupRenderbuffer(type, stencilbuffer, level); mStencilbufferLayer = layer; } void Framebuffer::setReadBuffer(GLenum buf) { readBuffer = buf; } void Framebuffer::setDrawBuffer(GLuint index, GLenum buf) { drawBuffer[index] = buf; } GLenum Framebuffer::getReadBuffer() const { return readBuffer; } GLenum Framebuffer::getDrawBuffer(GLuint index) const { return drawBuffer[index]; } void Framebuffer::detachTexture(GLuint texture) { for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { if(mColorbufferPointer[i].name() == texture && IsTextureTarget(mColorbufferType[i])) { mColorbufferType[i] = GL_NONE; mColorbufferPointer[i] = nullptr; } } if(mDepthbufferPointer.name() == texture && IsTextureTarget(mDepthbufferType)) { mDepthbufferType = GL_NONE; mDepthbufferPointer = nullptr; } if(mStencilbufferPointer.name() == texture && IsTextureTarget(mStencilbufferType)) { mStencilbufferType = GL_NONE; mStencilbufferPointer = nullptr; } } void Framebuffer::detachRenderbuffer(GLuint renderbuffer) { for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { if(mColorbufferPointer[i].name() == renderbuffer && IsRenderbuffer(mColorbufferType[i])) { mColorbufferType[i] = GL_NONE; mColorbufferPointer[i] = nullptr; } } if(mDepthbufferPointer.name() == renderbuffer && IsRenderbuffer(mDepthbufferType)) { mDepthbufferType = GL_NONE; mDepthbufferPointer = nullptr; } if(mStencilbufferPointer.name() == renderbuffer && IsRenderbuffer(mStencilbufferType)) { mStencilbufferType = GL_NONE; mStencilbufferPointer = nullptr; } } // Increments refcount on surface. // caller must Release() the returned surface egl::Image *Framebuffer::getRenderTarget(GLuint index) { if(index < MAX_COLOR_ATTACHMENTS) { Renderbuffer *colorbuffer = mColorbufferPointer[index]; if(colorbuffer) { return colorbuffer->getRenderTarget(); } } return nullptr; } egl::Image *Framebuffer::getReadRenderTarget() { return getRenderTarget(getReadBufferIndex()); } // Increments refcount on surface. // caller must Release() the returned surface egl::Image *Framebuffer::getDepthBuffer() { Renderbuffer *depthbuffer = mDepthbufferPointer; if(depthbuffer) { return depthbuffer->getRenderTarget(); } return nullptr; } // Increments refcount on surface. // caller must Release() the returned surface egl::Image *Framebuffer::getStencilBuffer() { Renderbuffer *stencilbuffer = mStencilbufferPointer; if(stencilbuffer) { return stencilbuffer->getRenderTarget(); } return nullptr; } Renderbuffer *Framebuffer::getColorbuffer(GLuint index) const { return (index < MAX_COLOR_ATTACHMENTS) ? mColorbufferPointer[index] : (Renderbuffer*)nullptr; } Renderbuffer *Framebuffer::getReadColorbuffer() const { return getColorbuffer(getReadBufferIndex()); } Renderbuffer *Framebuffer::getDepthbuffer() const { return mDepthbufferPointer; } Renderbuffer *Framebuffer::getStencilbuffer() const { return mStencilbufferPointer; } GLenum Framebuffer::getReadBufferType() { if(readBuffer == GL_NONE) { return GL_NONE; } return mColorbufferType[getReadBufferIndex()]; } GLenum Framebuffer::getColorbufferType(GLuint index) { return mColorbufferType[index]; } GLenum Framebuffer::getDepthbufferType() { return mDepthbufferType; } GLenum Framebuffer::getStencilbufferType() { return mStencilbufferType; } GLuint Framebuffer::getColorbufferName(GLuint index) { return mColorbufferPointer[index].name(); } GLuint Framebuffer::getDepthbufferName() { return mDepthbufferPointer.name(); } GLuint Framebuffer::getStencilbufferName() { return mStencilbufferPointer.name(); } GLint Framebuffer::getColorbufferLayer(GLuint index) { return mColorbufferLayer[index]; } GLint Framebuffer::getDepthbufferLayer() { return mDepthbufferLayer; } GLint Framebuffer::getStencilbufferLayer() { return mStencilbufferLayer; } bool Framebuffer::hasStencil() { if(mStencilbufferType != GL_NONE) { Renderbuffer *stencilbufferObject = getStencilbuffer(); if(stencilbufferObject) { return stencilbufferObject->getStencilSize() > 0; } } return false; } GLenum Framebuffer::completeness() { int width; int height; int samples; return completeness(width, height, samples); } GLenum Framebuffer::completeness(int &width, int &height, int &samples) { width = -1; height = -1; samples = -1; for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { if(mColorbufferType[i] != GL_NONE) { Renderbuffer *colorbuffer = getColorbuffer(i); if(!colorbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0 || (colorbuffer->getDepth() <= mColorbufferLayer[i])) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsRenderbuffer(mColorbufferType[i])) { if(!IsColorRenderable(colorbuffer->getFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if(IsTextureTarget(mColorbufferType[i])) { GLint format = colorbuffer->getFormat(); if(!IsColorRenderable(format)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsDepthTexture(format) || IsStencilTexture(format)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(mColorbufferType[i]); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(width == -1 || height == -1) { width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); samples = colorbuffer->getSamples(); } else { if(samples != colorbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; } width = std::min(width, colorbuffer->getWidth()); height = std::min(height, colorbuffer->getHeight()); } } } Renderbuffer *depthbuffer = nullptr; Renderbuffer *stencilbuffer = nullptr; if(mDepthbufferType != GL_NONE) { depthbuffer = getDepthbuffer(); if(!depthbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(depthbuffer->getWidth() == 0 || depthbuffer->getHeight() == 0 || (depthbuffer->getDepth() <= mDepthbufferLayer)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsRenderbuffer(mDepthbufferType)) { if(!es2::IsDepthRenderable(depthbuffer->getFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if(IsTextureTarget(mDepthbufferType)) { if(!es2::IsDepthTexture(depthbuffer->getFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(mDepthbufferType); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(width == -1 || height == -1) { width = depthbuffer->getWidth(); height = depthbuffer->getHeight(); samples = depthbuffer->getSamples(); } else { if(samples != depthbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; } width = std::min(width, depthbuffer->getWidth()); height = std::min(height, depthbuffer->getHeight()); } } if(mStencilbufferType != GL_NONE) { stencilbuffer = getStencilbuffer(); if(!stencilbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(stencilbuffer->getWidth() == 0 || stencilbuffer->getHeight() == 0 || (stencilbuffer->getDepth() <= mStencilbufferLayer)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsRenderbuffer(mStencilbufferType)) { if(!es2::IsStencilRenderable(stencilbuffer->getFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if(IsTextureTarget(mStencilbufferType)) { GLenum internalformat = stencilbuffer->getFormat(); if(!es2::IsStencilTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(mStencilbufferType); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(width == -1 || height == -1) { width = stencilbuffer->getWidth(); height = stencilbuffer->getHeight(); samples = stencilbuffer->getSamples(); } else { if(samples != stencilbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; } width = std::min(width, stencilbuffer->getWidth()); height = std::min(height, stencilbuffer->getHeight()); } } if(depthbuffer && stencilbuffer && (depthbuffer != stencilbuffer)) { // In the GLES 3.0 spec, section 4.4.4, Framebuffer Completeness: // "The framebuffer object target is said to be framebuffer complete if all the following conditions are true: // [...] // Depth and stencil attachments, if present, are the same image. // { FRAMEBUFFER_UNSUPPORTED }" return GL_FRAMEBUFFER_UNSUPPORTED; } // We need to have at least one attachment to be complete if(width == -1 || height == -1) { return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; } return GL_FRAMEBUFFER_COMPLETE; } GLenum Framebuffer::getImplementationColorReadFormat() const { Renderbuffer *colorbuffer = getReadColorbuffer(); if(colorbuffer) { switch(colorbuffer->getFormat()) { case GL_BGRA8_EXT: return GL_BGRA_EXT; case GL_RGBA4: return GL_RGBA; case GL_RGB5_A1: return GL_RGBA; case GL_RGBA8: return GL_RGBA; case GL_RGB565: return GL_RGB; case GL_RGB8: return GL_RGB; case GL_R8: return GL_RED; case GL_RG8: return GL_RG; case GL_R8I: return GL_RED_INTEGER; case GL_RG8I: return GL_RG_INTEGER; case GL_RGB8I: return GL_RGB_INTEGER; case GL_RGBA8I: return GL_RGBA_INTEGER; case GL_R8UI: return GL_RED_INTEGER; case GL_RG8UI: return GL_RG_INTEGER; case GL_RGB8UI: return GL_RGB_INTEGER; case GL_RGBA8UI: return GL_RGBA_INTEGER; case GL_R16I: return GL_RED_INTEGER; case GL_RG16I: return GL_RG_INTEGER; case GL_RGB16I: return GL_RGB_INTEGER; case GL_RGBA16I: return GL_RGBA_INTEGER; case GL_R16UI: return GL_RED_INTEGER; case GL_RG16UI: return GL_RG_INTEGER; case GL_RGB16UI: return GL_RGB_INTEGER; case GL_RGB10_A2UI: return GL_RGBA_INTEGER; case GL_RGBA16UI: return GL_RGBA_INTEGER; case GL_R32I: return GL_RED_INTEGER; case GL_RG32I: return GL_RG_INTEGER; case GL_RGB32I: return GL_RGB_INTEGER; case GL_RGBA32I: return GL_RGBA_INTEGER; case GL_R32UI: return GL_RED_INTEGER; case GL_RG32UI: return GL_RG_INTEGER; case GL_RGB32UI: return GL_RGB_INTEGER; case GL_RGBA32UI: return GL_RGBA_INTEGER; case GL_R16F: return GL_RED; case GL_RG16F: return GL_RG; case GL_R11F_G11F_B10F: return GL_RGB; case GL_RGB16F: return GL_RGB; case GL_RGBA16F: return GL_RGBA; case GL_R32F: return GL_RED; case GL_RG32F: return GL_RG; case GL_RGB32F: return GL_RGB; case GL_RGBA32F: return GL_RGBA; case GL_RGB10_A2: return GL_RGBA; case GL_SRGB8: return GL_RGB; case GL_SRGB8_ALPHA8: return GL_RGBA; default: UNREACHABLE(colorbuffer->getFormat()); } } return GL_RGBA; } GLenum Framebuffer::getImplementationColorReadType() const { Renderbuffer *colorbuffer = getReadColorbuffer(); if(colorbuffer) { switch(colorbuffer->getFormat()) { case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE; case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4; case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1; case GL_RGBA8: return GL_UNSIGNED_BYTE; case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5; case GL_RGB8: return GL_UNSIGNED_BYTE; case GL_R8: return GL_UNSIGNED_BYTE; case GL_RG8: return GL_UNSIGNED_BYTE; case GL_R8I: return GL_INT; case GL_RG8I: return GL_INT; case GL_RGB8I: return GL_INT; case GL_RGBA8I: return GL_INT; case GL_R8UI: return GL_UNSIGNED_BYTE; case GL_RG8UI: return GL_UNSIGNED_BYTE; case GL_RGB8UI: return GL_UNSIGNED_BYTE; case GL_RGBA8UI: return GL_UNSIGNED_BYTE; case GL_R16I: return GL_INT; case GL_RG16I: return GL_INT; case GL_RGB16I: return GL_INT; case GL_RGBA16I: return GL_INT; case GL_R16UI: return GL_UNSIGNED_INT; case GL_RG16UI: return GL_UNSIGNED_INT; case GL_RGB16UI: return GL_UNSIGNED_INT; case GL_RGB10_A2UI: return GL_UNSIGNED_INT_2_10_10_10_REV; case GL_RGBA16UI: return GL_UNSIGNED_INT; case GL_R32I: return GL_INT; case GL_RG32I: return GL_INT; case GL_RGB32I: return GL_INT; case GL_RGBA32I: return GL_INT; case GL_R32UI: return GL_UNSIGNED_INT; case GL_RG32UI: return GL_UNSIGNED_INT; case GL_RGB32UI: return GL_UNSIGNED_INT; case GL_RGBA32UI: return GL_UNSIGNED_INT; case GL_R16F: return GL_HALF_FLOAT; case GL_RG16F: return GL_HALF_FLOAT; case GL_R11F_G11F_B10F: return GL_HALF_FLOAT; case GL_RGB16F: return GL_HALF_FLOAT; case GL_RGBA16F: return GL_HALF_FLOAT; case GL_R32F: return GL_FLOAT; case GL_RG32F: return GL_FLOAT; case GL_RGB32F: return GL_FLOAT; case GL_RGBA32F: return GL_FLOAT; case GL_RGB10_A2: return GL_UNSIGNED_INT_2_10_10_10_REV; case GL_SRGB8: return GL_UNSIGNED_BYTE; case GL_SRGB8_ALPHA8: return GL_UNSIGNED_BYTE; default: UNREACHABLE(colorbuffer->getFormat()); } } return GL_UNSIGNED_BYTE; } GLenum Framebuffer::getDepthReadFormat() const { Renderbuffer *depthbuffer = getDepthbuffer(); if(depthbuffer) { // There is only one depth read format. return GL_DEPTH_COMPONENT; } // If there is no depth buffer, GL_INVALID_OPERATION occurs. return GL_NONE; } GLenum Framebuffer::getDepthReadType() const { Renderbuffer *depthbuffer = getDepthbuffer(); if(depthbuffer) { switch(depthbuffer->getFormat()) { case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT; case GL_DEPTH_COMPONENT24: return GL_UNSIGNED_INT; case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT; case GL_DEPTH_COMPONENT32F: return GL_FLOAT; case GL_DEPTH24_STENCIL8: return GL_UNSIGNED_INT_24_8_OES; case GL_DEPTH32F_STENCIL8: return GL_FLOAT_32_UNSIGNED_INT_24_8_REV; default: UNREACHABLE(depthbuffer->getFormat()); } } // If there is no depth buffer, GL_INVALID_OPERATION occurs. return GL_NONE; } GLuint Framebuffer::getReadBufferIndex() const { switch(readBuffer) { case GL_BACK: return 0; case GL_NONE: return GL_INVALID_INDEX; default: return readBuffer - GL_COLOR_ATTACHMENT0; } } DefaultFramebuffer::DefaultFramebuffer() { readBuffer = GL_BACK; drawBuffer[0] = GL_BACK; } DefaultFramebuffer::DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) { GLenum defaultRenderbufferType = GL_FRAMEBUFFER_DEFAULT; mColorbufferPointer[0] = new Renderbuffer(0, colorbuffer); mColorbufferType[0] = defaultRenderbufferType; readBuffer = GL_BACK; drawBuffer[0] = GL_BACK; for(int i = 1; i < MAX_COLOR_ATTACHMENTS; i++) { mColorbufferPointer[i] = nullptr; mColorbufferType[i] = GL_NONE; } Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(0, depthStencil); mDepthbufferPointer = depthStencilRenderbuffer; mStencilbufferPointer = depthStencilRenderbuffer; mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_FRAMEBUFFER_DEFAULT : GL_NONE; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_FRAMEBUFFER_DEFAULT : GL_NONE; } }