1 //
2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // FramebufferAttachment.h: Defines the wrapper class gl::FramebufferAttachment, as well as the
8 // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
9
10 #ifndef LIBANGLE_FRAMEBUFFERATTACHMENT_H_
11 #define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
12
13 #include "angle_gl.h"
14 #include "common/angleutils.h"
15 #include "libANGLE/Error.h"
16 #include "libANGLE/ImageIndex.h"
17 #include "libANGLE/Observer.h"
18 #include "libANGLE/angletypes.h"
19 #include "libANGLE/formatutils.h"
20 #include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
21
22 namespace egl
23 {
24 class Surface;
25 }
26
27 namespace rx
28 {
29 // An implementation-specific object associated with an attachment.
30
31 class FramebufferAttachmentRenderTarget : angle::NonCopyable
32 {
33 public:
FramebufferAttachmentRenderTarget()34 FramebufferAttachmentRenderTarget() {}
~FramebufferAttachmentRenderTarget()35 virtual ~FramebufferAttachmentRenderTarget() {}
36 };
37
38 class FramebufferAttachmentObjectImpl;
39 } // namespace rx
40
41 namespace gl
42 {
43 class FramebufferAttachmentObject;
44 class Renderbuffer;
45 class Texture;
46
47 // FramebufferAttachment implements a GL framebuffer attachment.
48 // Attachments are "light" containers, which store pointers to ref-counted GL objects.
49 // We support GL texture (2D/3D/Cube/2D array) and renderbuffer object attachments.
50 // Note: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
51 // framebuffer attachments, which confused their usage.
52
53 class FramebufferAttachment final
54 {
55 public:
56 FramebufferAttachment();
57
58 FramebufferAttachment(const Context *context,
59 GLenum type,
60 GLenum binding,
61 const ImageIndex &textureIndex,
62 FramebufferAttachmentObject *resource,
63 rx::Serial framebufferSerial);
64
65 FramebufferAttachment(FramebufferAttachment &&other);
66 FramebufferAttachment &operator=(FramebufferAttachment &&other);
67
68 ~FramebufferAttachment();
69
70 void detach(const Context *context, rx::Serial framebufferSerial);
71 void attach(const Context *context,
72 GLenum type,
73 GLenum binding,
74 const ImageIndex &textureIndex,
75 FramebufferAttachmentObject *resource,
76 GLsizei numViews,
77 GLuint baseViewIndex,
78 bool isMultiview,
79 GLsizei samples,
80 rx::Serial framebufferSerial);
81
82 // Helper methods
83 GLuint getRedSize() const;
84 GLuint getGreenSize() const;
85 GLuint getBlueSize() const;
86 GLuint getAlphaSize() const;
87 GLuint getDepthSize() const;
88 GLuint getStencilSize() const;
89 GLenum getComponentType() const;
90 GLenum getColorEncoding() const;
91
isTextureWithId(TextureID textureId)92 bool isTextureWithId(TextureID textureId) const
93 {
94 return mType == GL_TEXTURE && id() == textureId.value;
95 }
isExternalTexture()96 bool isExternalTexture() const
97 {
98 return mType == GL_TEXTURE && getTextureImageIndex().getType() == gl::TextureType::External;
99 }
isRenderbufferWithId(GLuint renderbufferId)100 bool isRenderbufferWithId(GLuint renderbufferId) const
101 {
102 return mType == GL_RENDERBUFFER && id() == renderbufferId;
103 }
104
getBinding()105 GLenum getBinding() const { return mTarget.binding(); }
106 GLuint id() const;
107
108 // These methods are only legal to call on Texture attachments
109 const ImageIndex &getTextureImageIndex() const;
110 TextureTarget cubeMapFace() const;
111 GLint mipLevel() const;
112 GLint layer() const;
113 bool isLayered() const;
114
getNumViews()115 GLsizei getNumViews() const { return mNumViews; }
116
117 bool isMultiview() const;
118 GLint getBaseViewIndex() const;
119
isRenderToTexture()120 bool isRenderToTexture() const
121 {
122 return mRenderToTextureSamples != kDefaultRenderToTextureSamples;
123 }
getRenderToTextureSamples()124 GLsizei getRenderToTextureSamples() const { return mRenderToTextureSamples; }
125
126 // The size of the underlying resource the attachment points to. The 'depth' value will
127 // correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
128 // Renderbuffers, it will always be 1.
129 Extents getSize() const;
130 Format getFormat() const;
131 GLsizei getSamples() const;
132 // This will always return the actual sample count of the attachment even if
133 // render_to_texture extension is active on this FBattachment object.
134 GLsizei getResourceSamples() const;
type()135 GLenum type() const { return mType; }
isAttached()136 bool isAttached() const { return mType != GL_NONE; }
137 bool isRenderable(const Context *context) const;
138 bool isYUV() const;
139
140 Renderbuffer *getRenderbuffer() const;
141 Texture *getTexture() const;
142 const egl::Surface *getSurface() const;
143 FramebufferAttachmentObject *getResource() const;
144 InitState initState() const;
145 angle::Result initializeContents(const Context *context);
146 void setInitState(InitState initState) const;
147
148 // "T" must be static_castable from FramebufferAttachmentRenderTarget
149 template <typename T>
getRenderTarget(const Context * context,GLsizei samples,T ** rtOut)150 angle::Result getRenderTarget(const Context *context, GLsizei samples, T **rtOut) const
151 {
152 static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
153 "Invalid RenderTarget class.");
154 return getRenderTargetImpl(
155 context, samples, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
156 }
157
158 bool operator==(const FramebufferAttachment &other) const;
159 bool operator!=(const FramebufferAttachment &other) const;
160
161 static const GLsizei kDefaultNumViews;
162 static const GLint kDefaultBaseViewIndex;
163 static const GLint kDefaultRenderToTextureSamples;
164
165 private:
166 angle::Result getRenderTargetImpl(const Context *context,
167 GLsizei samples,
168 rx::FramebufferAttachmentRenderTarget **rtOut) const;
169
170 // A framebuffer attachment points to one of three types of resources: Renderbuffers,
171 // Textures and egl::Surface. The "Target" struct indicates which part of the
172 // object an attachment references. For the three types:
173 // - a Renderbuffer has a unique renderable target, and needs no target index
174 // - a Texture has targets for every image and uses an ImageIndex
175 // - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
176 class Target
177 {
178 public:
179 Target();
180 Target(GLenum binding, const ImageIndex &imageIndex);
181 Target(const Target &other);
182 Target &operator=(const Target &other);
183
binding()184 GLenum binding() const { return mBinding; }
textureIndex()185 const ImageIndex &textureIndex() const { return mTextureIndex; }
186
187 private:
188 GLenum mBinding;
189 ImageIndex mTextureIndex;
190 };
191
192 GLenum mType;
193 Target mTarget;
194 FramebufferAttachmentObject *mResource;
195 GLsizei mNumViews;
196 bool mIsMultiview;
197 GLint mBaseViewIndex;
198 GLsizei mRenderToTextureSamples;
199 };
200
201 // A base class for objects that FBO Attachments may point to.
202 class FramebufferAttachmentObject : public angle::Subject, public angle::ObserverInterface
203 {
204 public:
205 FramebufferAttachmentObject();
206 ~FramebufferAttachmentObject() override;
207
208 virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
209 virtual Format getAttachmentFormat(GLenum binding, const ImageIndex &imageIndex) const = 0;
210 virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const = 0;
211 virtual bool isRenderable(const Context *context,
212 GLenum binding,
213 const ImageIndex &imageIndex) const = 0;
214 virtual bool isYUV() const = 0;
215
216 virtual void onAttach(const Context *context, rx::Serial framebufferSerial) = 0;
217 virtual void onDetach(const Context *context, rx::Serial framebufferSerial) = 0;
218 virtual GLuint getId() const = 0;
219
220 // These are used for robust resource initialization.
221 virtual InitState initState(const ImageIndex &imageIndex) const = 0;
222 virtual void setInitState(const ImageIndex &imageIndex, InitState initState) = 0;
223
224 angle::Result getAttachmentRenderTarget(const Context *context,
225 GLenum binding,
226 const ImageIndex &imageIndex,
227 GLsizei samples,
228 rx::FramebufferAttachmentRenderTarget **rtOut) const;
229
230 angle::Result initializeContents(const Context *context, const ImageIndex &imageIndex);
231
232 protected:
233 virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
234 };
235
getTextureImageIndex()236 inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
237 {
238 ASSERT(type() == GL_TEXTURE);
239 return mTarget.textureIndex();
240 }
241
getSize()242 inline Extents FramebufferAttachment::getSize() const
243 {
244 ASSERT(mResource);
245 return mResource->getAttachmentSize(mTarget.textureIndex());
246 }
247
getFormat()248 inline Format FramebufferAttachment::getFormat() const
249 {
250 ASSERT(mResource);
251 return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
252 }
253
getSamples()254 inline GLsizei FramebufferAttachment::getSamples() const
255 {
256 return (mRenderToTextureSamples != kDefaultRenderToTextureSamples) ? getRenderToTextureSamples()
257 : getResourceSamples();
258 }
259
getResourceSamples()260 inline GLsizei FramebufferAttachment::getResourceSamples() const
261 {
262 ASSERT(mResource);
263 return mResource->getAttachmentSamples(mTarget.textureIndex());
264 }
265
getRenderTargetImpl(const Context * context,GLsizei samples,rx::FramebufferAttachmentRenderTarget ** rtOut)266 inline angle::Result FramebufferAttachment::getRenderTargetImpl(
267 const Context *context,
268 GLsizei samples,
269 rx::FramebufferAttachmentRenderTarget **rtOut) const
270 {
271 ASSERT(mResource);
272 return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
273 samples, rtOut);
274 }
275
isRenderable(const Context * context)276 inline bool FramebufferAttachment::isRenderable(const Context *context) const
277 {
278 ASSERT(mResource);
279 return mResource->isRenderable(context, mTarget.binding(), mTarget.textureIndex());
280 }
281
isYUV()282 inline bool FramebufferAttachment::isYUV() const
283 {
284 ASSERT(mResource);
285 return mResource->isYUV();
286 }
287
288 } // namespace gl
289
290 #endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_
291