// 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" namespace es2 { bool Framebuffer::IsRenderbuffer(GLenum type) { return type == GL_RENDERBUFFER || type == GL_FRAMEBUFFER_DEFAULT; } Framebuffer::Framebuffer() { for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) { mColorbufferType[i] = GL_NONE; } mDepthbufferType = GL_NONE; mStencilbufferType = GL_NONE; readBuffer = GL_BACK; drawBuffer[0] = GL_BACK; for(int i = 1; i < MAX_COLOR_ATTACHMENTS; ++i) { drawBuffer[i] = GL_NONE; } } 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, GLint layer) const { Context *context = getContext(); 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, layer); } 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, layer); } void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer) { mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE; mDepthbufferPointer = lookupRenderbuffer(type, depthbuffer, level, layer); } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer) { mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE; mStencilbufferPointer = lookupRenderbuffer(type, stencilbuffer, level, 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) { Renderbuffer *colorbuffer = mColorbufferPointer[index]; if(colorbuffer) { return colorbuffer->getRenderTarget(); } return nullptr; } egl::Image *Framebuffer::getReadRenderTarget() { Context *context = getContext(); return getRenderTarget(context->getReadFramebufferColorIndex()); } // 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) { return (index < MAX_COLOR_ATTACHMENTS) ? mColorbufferPointer[index] : (Renderbuffer*)nullptr; } Renderbuffer *Framebuffer::getReadColorbuffer() { Context *context = getContext(); return getColorbuffer(context->getReadFramebufferColorIndex()); } Renderbuffer *Framebuffer::getDepthbuffer() { return mDepthbufferPointer; } Renderbuffer *Framebuffer::getStencilbuffer() { return mStencilbufferPointer; } 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) { Renderbuffer *colorbuffer = mColorbufferPointer[index]; return colorbuffer ? colorbuffer->getLayer() : 0; } GLint Framebuffer::getDepthbufferLayer() { return mDepthbufferPointer ? mDepthbufferPointer->getLayer() : 0; } GLint Framebuffer::getStencilbufferLayer() { return mStencilbufferPointer ? mStencilbufferPointer->getLayer() : 0; } 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() <= colorbuffer->getLayer())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsRenderbuffer(mColorbufferType[i])) { if(!IsColorRenderable(colorbuffer->getFormat(), egl::getClientVersion())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if(IsTextureTarget(mColorbufferType[i])) { GLenum format = colorbuffer->getFormat(); if(!IsColorRenderable(format, egl::getClientVersion())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if(IsDepthTexture(format) || IsStencilTexture(format)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(mColorbufferType[i]); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); if(samples == -1) { samples = colorbuffer->getSamples(); } else if(samples != colorbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } } 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) { 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(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(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(width != stencilbuffer->getWidth() || height != stencilbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if(samples != stencilbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } if((egl::getClientVersion() >= 3) && 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() { Renderbuffer *colorbuffer = getReadColorbuffer(); if(colorbuffer) { // Don't return GL_RGBA since that's always supported. Provide a second option here. switch(colorbuffer->getInternalFormat()) { case sw::FORMAT_A8B8G8R8I: case sw::FORMAT_A8B8G8R8UI: case sw::FORMAT_A16B16G16R16I: case sw::FORMAT_A16B16G16R16UI: case sw::FORMAT_A32B32G32R32I: case sw::FORMAT_A32B32G32R32UI:return GL_RGBA_INTEGER; case sw::FORMAT_A2B10G10R10: return GL_RGB10_A2; case sw::FORMAT_A8B8G8R8I_SNORM: case sw::FORMAT_A16B16G16R16F: case sw::FORMAT_A32B32G32R32F: case sw::FORMAT_A8R8G8B8: case sw::FORMAT_A8B8G8R8: case sw::FORMAT_SRGB8_A8: case sw::FORMAT_A1R5G5B5: return GL_BGRA_EXT; case sw::FORMAT_X8B8G8R8I: case sw::FORMAT_X8B8G8R8UI: case sw::FORMAT_X16B16G16R16I: case sw::FORMAT_X16B16G16R16UI: case sw::FORMAT_X32B32G32R32I: case sw::FORMAT_X32B32G32R32UI:return GL_RGB_INTEGER; case sw::FORMAT_X32B32G32R32F: case sw::FORMAT_B16G16R16F: case sw::FORMAT_X8B8G8R8I_SNORM: case sw::FORMAT_SRGB8_X8: case sw::FORMAT_X8B8G8R8: return GL_RGB; case sw::FORMAT_X8R8G8B8: return 0x80E0; // GL_BGR_EXT case sw::FORMAT_R5G6B5: return GL_RGB; case sw::FORMAT_G8R8I: case sw::FORMAT_G8R8UI: case sw::FORMAT_G16R16I: case sw::FORMAT_G16R16UI: case sw::FORMAT_G32R32I: case sw::FORMAT_G32R32UI: return GL_RG_INTEGER; case sw::FORMAT_G8R8: case sw::FORMAT_G8R8I_SNORM: case sw::FORMAT_G16R16F: case sw::FORMAT_G32R32F: return GL_RG; case sw::FORMAT_R8I: case sw::FORMAT_R8UI: case sw::FORMAT_R16I: case sw::FORMAT_R16UI: case sw::FORMAT_R32I: case sw::FORMAT_R32UI: return GL_RED_INTEGER; case sw::FORMAT_R8: case sw::FORMAT_R8I_SNORM: case sw::FORMAT_R16F: case sw::FORMAT_R32F: return GL_RED; default: UNREACHABLE(colorbuffer->getInternalFormat()); } } return GL_RGBA; } GLenum Framebuffer::getImplementationColorReadType() { Renderbuffer *colorbuffer = getReadColorbuffer(); if(colorbuffer) { switch(colorbuffer->getInternalFormat()) { case sw::FORMAT_R16F: case sw::FORMAT_G16R16F: case sw::FORMAT_B16G16R16F: case sw::FORMAT_A16B16G16R16F: case sw::FORMAT_R32F: case sw::FORMAT_G32R32F: case sw::FORMAT_B32G32R32F: case sw::FORMAT_X32B32G32R32F: case sw::FORMAT_A32B32G32R32F: return GL_FLOAT; case sw::FORMAT_R8I_SNORM: case sw::FORMAT_G8R8I_SNORM: case sw::FORMAT_X8B8G8R8I_SNORM: case sw::FORMAT_A8B8G8R8I_SNORM:return GL_BYTE; case sw::FORMAT_R8: case sw::FORMAT_G8R8: case sw::FORMAT_SRGB8_X8: case sw::FORMAT_SRGB8_A8: case sw::FORMAT_A8R8G8B8: case sw::FORMAT_A8B8G8R8: case sw::FORMAT_X8R8G8B8: case sw::FORMAT_X8B8G8R8: return GL_UNSIGNED_BYTE; case sw::FORMAT_R8I: case sw::FORMAT_G8R8I: case sw::FORMAT_X8B8G8R8I: case sw::FORMAT_A8B8G8R8I: case sw::FORMAT_R16I: case sw::FORMAT_G16R16I: case sw::FORMAT_X16B16G16R16I: case sw::FORMAT_A16B16G16R16I: case sw::FORMAT_R32I: case sw::FORMAT_G32R32I: case sw::FORMAT_X32B32G32R32I: case sw::FORMAT_A32B32G32R32I: return GL_INT; case sw::FORMAT_R8UI: case sw::FORMAT_G8R8UI: case sw::FORMAT_X8B8G8R8UI: case sw::FORMAT_A8B8G8R8UI: case sw::FORMAT_R16UI: case sw::FORMAT_G16R16UI: case sw::FORMAT_X16B16G16R16UI: case sw::FORMAT_A16B16G16R16UI: case sw::FORMAT_R32UI: case sw::FORMAT_G32R32UI: case sw::FORMAT_X32B32G32R32UI: case sw::FORMAT_A32B32G32R32UI:return GL_UNSIGNED_INT; case sw::FORMAT_A2B10G10R10: return GL_UNSIGNED_INT_10_10_10_2_OES; case sw::FORMAT_A1R5G5B5: return GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT; case sw::FORMAT_R5G6B5: return GL_UNSIGNED_SHORT_5_6_5; default: UNREACHABLE(colorbuffer->getInternalFormat()); } } return GL_UNSIGNED_BYTE; } GLenum Framebuffer::getDepthReadFormat() { 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() { Renderbuffer *depthbuffer = getDepthbuffer(); if(depthbuffer) { switch(depthbuffer->getInternalFormat()) { case sw::FORMAT_D16: return GL_UNSIGNED_SHORT; case sw::FORMAT_D24S8: return GL_UNSIGNED_INT_24_8_OES; case sw::FORMAT_D32: return GL_UNSIGNED_INT; case sw::FORMAT_D32F: case sw::FORMAT_D32F_COMPLEMENTARY: case sw::FORMAT_D32F_LOCKABLE: case sw::FORMAT_D32FS8_TEXTURE: case sw::FORMAT_D32FS8_SHADOW: return GL_FLOAT; default: UNREACHABLE(depthbuffer->getInternalFormat()); } } // If there is no depth buffer, GL_INVALID_OPERATION occurs. return GL_NONE; } DefaultFramebuffer::DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) { GLenum defaultRenderbufferType = egl::getClientVersion() < 3 ? GL_RENDERBUFFER : GL_FRAMEBUFFER_DEFAULT; mColorbufferPointer[0] = new Renderbuffer(0, colorbuffer); mColorbufferType[0] = defaultRenderbufferType; 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) ? defaultRenderbufferType : GL_NONE; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? defaultRenderbufferType : GL_NONE; } }