| // 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 <algorithm> | |
| 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; | |
| } | |
| } |