• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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::UniqueSerial framebufferSerial);
64 
65     FramebufferAttachment(FramebufferAttachment &&other);
66     FramebufferAttachment &operator=(FramebufferAttachment &&other);
67 
68     ~FramebufferAttachment();
69 
70     void detach(const Context *context, rx::UniqueSerial 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::UniqueSerial 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 
120     bool isRenderToTexture() const;
121     GLsizei getRenderToTextureSamples() const;
122 
123     // The size of the underlying resource the attachment points to. The 'depth' value will
124     // correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
125     // Renderbuffers, it will always be 1.
126     Extents getSize() const;
127     Format getFormat() const;
128     GLsizei getSamples() const;
129     // This will always return the actual sample count of the attachment even if
130     // render_to_texture extension is active on this FBattachment object.
131     GLsizei getResourceSamples() const;
type()132     GLenum type() const { return mType; }
isAttached()133     bool isAttached() const { return mType != GL_NONE; }
134     bool isRenderable(const Context *context) const;
135     bool isYUV() const;
136     // Checks whether the attachment is an external image such as AHB or dmabuf, where
137     // synchronization is done without individually naming the objects that are involved.  This
138     // excludes Vulkan images (EXT_external_objects) as they are individually listed during
139     // synchronization.
140     //
141     // This function is used to disable optimizations that involve deferring operations, as there is
142     // no efficient way to perform those deferred operations on sync if the specific objects are
143     // unknown.
144     bool isExternalImageWithoutIndividualSync() const;
145     bool hasFrontBufferUsage() const;
146 
147     Renderbuffer *getRenderbuffer() const;
148     Texture *getTexture() const;
149     const egl::Surface *getSurface() const;
150     FramebufferAttachmentObject *getResource() const;
151     InitState initState() const;
152     angle::Result initializeContents(const Context *context);
153     void setInitState(InitState initState) const;
154 
155     // "T" must be static_castable from FramebufferAttachmentRenderTarget
156     template <typename T>
getRenderTarget(const Context * context,GLsizei samples,T ** rtOut)157     angle::Result getRenderTarget(const Context *context, GLsizei samples, T **rtOut) const
158     {
159         static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
160                       "Invalid RenderTarget class.");
161         return getRenderTargetImpl(
162             context, samples, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
163     }
164 
165     bool operator==(const FramebufferAttachment &other) const;
166     bool operator!=(const FramebufferAttachment &other) const;
167 
168     static const GLsizei kDefaultNumViews;
169     static const GLint kDefaultBaseViewIndex;
170     static const GLint kDefaultRenderToTextureSamples;
171 
172   private:
173     angle::Result getRenderTargetImpl(const Context *context,
174                                       GLsizei samples,
175                                       rx::FramebufferAttachmentRenderTarget **rtOut) const;
176 
177     // A framebuffer attachment points to one of three types of resources: Renderbuffers,
178     // Textures and egl::Surface. The "Target" struct indicates which part of the
179     // object an attachment references. For the three types:
180     //   - a Renderbuffer has a unique renderable target, and needs no target index
181     //   - a Texture has targets for every image and uses an ImageIndex
182     //   - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
183     class Target
184     {
185       public:
186         Target();
187         Target(GLenum binding, const ImageIndex &imageIndex);
188         Target(const Target &other);
189         Target &operator=(const Target &other);
190 
binding()191         GLenum binding() const { return mBinding; }
textureIndex()192         const ImageIndex &textureIndex() const { return mTextureIndex; }
193 
194       private:
195         GLenum mBinding;
196         ImageIndex mTextureIndex;
197     };
198 
199     GLenum mType;
200     Target mTarget;
201     FramebufferAttachmentObject *mResource;
202     GLsizei mNumViews;
203     bool mIsMultiview;
204     GLint mBaseViewIndex;
205     // A single-sampled texture can be attached to a framebuffer either as single-sampled or as
206     // multisampled-render-to-texture.  In the latter case, |mRenderToTextureSamples| will contain
207     // the number of samples.  For renderbuffers, the number of samples is inherited from the
208     // renderbuffer itself.
209     //
210     // Note that textures cannot change storage between single and multisample once attached to a
211     // framebuffer.  Renderbuffers instead can, and caching the number of renderbuffer samples here
212     // can lead to stale data.
213     GLsizei mRenderToTextureSamples;
214 };
215 
216 // A base class for objects that FBO Attachments may point to.
217 class FramebufferAttachmentObject : public angle::Subject, public angle::ObserverInterface
218 {
219   public:
220     FramebufferAttachmentObject();
221     ~FramebufferAttachmentObject() override;
222 
223     virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const                  = 0;
224     virtual Format getAttachmentFormat(GLenum binding, const ImageIndex &imageIndex) const = 0;
225     virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const               = 0;
226     virtual bool isRenderable(const Context *context,
227                               GLenum binding,
228                               const ImageIndex &imageIndex) const                          = 0;
229     virtual bool isYUV() const                                                             = 0;
230     virtual bool isExternalImageWithoutIndividualSync() const                              = 0;
231     virtual bool hasFrontBufferUsage() const                                               = 0;
232     virtual bool hasProtectedContent() const                                               = 0;
233 
234     virtual void onAttach(const Context *context, rx::UniqueSerial framebufferSerial) = 0;
235     virtual void onDetach(const Context *context, rx::UniqueSerial framebufferSerial) = 0;
236     virtual GLuint getId() const                                                      = 0;
237 
238     // These are used for robust resource initialization.
239     virtual InitState initState(GLenum binding, const ImageIndex &imageIndex) const = 0;
240     virtual void setInitState(GLenum binding,
241                               const ImageIndex &imageIndex,
242                               InitState initState)                                  = 0;
243 
244     angle::Result getAttachmentRenderTarget(const Context *context,
245                                             GLenum binding,
246                                             const ImageIndex &imageIndex,
247                                             GLsizei samples,
248                                             rx::FramebufferAttachmentRenderTarget **rtOut) const;
249 
250     angle::Result initializeContents(const Context *context,
251                                      GLenum binding,
252                                      const ImageIndex &imageIndex);
253 
254   protected:
255     virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
256 };
257 
getTextureImageIndex()258 inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
259 {
260     ASSERT(type() == GL_TEXTURE);
261     return mTarget.textureIndex();
262 }
263 
getSize()264 inline Extents FramebufferAttachment::getSize() const
265 {
266     ASSERT(mResource);
267     return mResource->getAttachmentSize(mTarget.textureIndex());
268 }
269 
getFormat()270 inline Format FramebufferAttachment::getFormat() const
271 {
272     ASSERT(mResource);
273     return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
274 }
275 
getSamples()276 inline GLsizei FramebufferAttachment::getSamples() const
277 {
278     return isRenderToTexture() ? getRenderToTextureSamples() : getResourceSamples();
279 }
280 
getResourceSamples()281 inline GLsizei FramebufferAttachment::getResourceSamples() const
282 {
283     ASSERT(mResource);
284     return mResource->getAttachmentSamples(mTarget.textureIndex());
285 }
286 
getRenderTargetImpl(const Context * context,GLsizei samples,rx::FramebufferAttachmentRenderTarget ** rtOut)287 inline angle::Result FramebufferAttachment::getRenderTargetImpl(
288     const Context *context,
289     GLsizei samples,
290     rx::FramebufferAttachmentRenderTarget **rtOut) const
291 {
292     ASSERT(mResource);
293     return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
294                                                 samples, rtOut);
295 }
296 
isRenderable(const Context * context)297 inline bool FramebufferAttachment::isRenderable(const Context *context) const
298 {
299     ASSERT(mResource);
300     return mResource->isRenderable(context, mTarget.binding(), mTarget.textureIndex());
301 }
302 
isYUV()303 inline bool FramebufferAttachment::isYUV() const
304 {
305     ASSERT(mResource);
306     return mResource->isYUV();
307 }
308 
isExternalImageWithoutIndividualSync()309 inline bool FramebufferAttachment::isExternalImageWithoutIndividualSync() const
310 {
311     ASSERT(mResource);
312     return mResource->isExternalImageWithoutIndividualSync();
313 }
314 
hasFrontBufferUsage()315 inline bool FramebufferAttachment::hasFrontBufferUsage() const
316 {
317     ASSERT(mResource);
318     return mResource->hasFrontBufferUsage();
319 }
320 
321 }  // namespace gl
322 
323 #endif  // LIBANGLE_FRAMEBUFFERATTACHMENT_H_
324