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// 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.
#include "Framebuffer.h"
#include "main.h"
#include "Renderbuffer.h"
#include "Texture.h"
#include "utilities.h"
namespace gl
{
Framebuffer::Framebuffer()
{
mColorbufferType = GL_NONE;
mDepthbufferType = GL_NONE;
mStencilbufferType = GL_NONE;
}
Framebuffer::~Framebuffer()
{
mColorbufferPointer = nullptr;
mDepthbufferPointer = nullptr;
mStencilbufferPointer = nullptr;
}
Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle) const
{
Context *context = getContext();
Renderbuffer *buffer = nullptr;
if(type == GL_NONE)
{
buffer = nullptr;
}
else if(type == GL_RENDERBUFFER)
{
buffer = context->getRenderbuffer(handle);
}
else if(IsTextureTarget(type))
{
buffer = context->getTexture(handle)->getRenderbuffer(type);
}
else UNREACHABLE(type);
return buffer;
}
void Framebuffer::setColorbuffer(GLenum type, GLuint colorbuffer)
{
mColorbufferType = (colorbuffer != 0) ? type : GL_NONE;
mColorbufferPointer = lookupRenderbuffer(type, colorbuffer);
}
void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer)
{
mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE;
mDepthbufferPointer = lookupRenderbuffer(type, depthbuffer);
}
void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer)
{
mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE;
mStencilbufferPointer = lookupRenderbuffer(type, stencilbuffer);
}
void Framebuffer::detachTexture(GLuint texture)
{
if(mColorbufferPointer.name() == texture && IsTextureTarget(mColorbufferType))
{
mColorbufferType = GL_NONE;
mColorbufferPointer = 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)
{
if(mColorbufferPointer.name() == renderbuffer && mColorbufferType == GL_RENDERBUFFER)
{
mColorbufferType = GL_NONE;
mColorbufferPointer = nullptr;
}
if(mDepthbufferPointer.name() == renderbuffer && mDepthbufferType == GL_RENDERBUFFER)
{
mDepthbufferType = GL_NONE;
mDepthbufferPointer = nullptr;
}
if(mStencilbufferPointer.name() == renderbuffer && mStencilbufferType == GL_RENDERBUFFER)
{
mStencilbufferType = GL_NONE;
mStencilbufferPointer = nullptr;
}
}
// Increments refcount on surface.
// caller must Release() the returned surface
Image *Framebuffer::getRenderTarget()
{
Renderbuffer *colorbuffer = mColorbufferPointer;
if(colorbuffer)
{
return colorbuffer->getRenderTarget();
}
return nullptr;
}
// Increments refcount on surface.
// caller must Release() the returned surface
Image *Framebuffer::getDepthStencil()
{
Renderbuffer *depthstencilbuffer = mDepthbufferPointer;
if(!depthstencilbuffer)
{
depthstencilbuffer = mStencilbufferPointer;
}
if(depthstencilbuffer)
{
return depthstencilbuffer->getRenderTarget();
}
return nullptr;
}
Renderbuffer *Framebuffer::getColorbuffer()
{
return mColorbufferPointer;
}
Renderbuffer *Framebuffer::getDepthbuffer()
{
return mDepthbufferPointer;
}
Renderbuffer *Framebuffer::getStencilbuffer()
{
return mStencilbufferPointer;
}
GLenum Framebuffer::getColorbufferType()
{
return mColorbufferType;
}
GLenum Framebuffer::getDepthbufferType()
{
return mDepthbufferType;
}
GLenum Framebuffer::getStencilbufferType()
{
return mStencilbufferType;
}
GLuint Framebuffer::getColorbufferName()
{
return mColorbufferPointer.name();
}
GLuint Framebuffer::getDepthbufferName()
{
return mDepthbufferPointer.name();
}
GLuint Framebuffer::getStencilbufferName()
{
return mStencilbufferPointer.name();
}
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;
if(mColorbufferType != GL_NONE)
{
Renderbuffer *colorbuffer = getColorbuffer();
if(!colorbuffer)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if(colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if(mColorbufferType == GL_RENDERBUFFER)
{
if(!gl::IsColorRenderable(colorbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if(IsTextureTarget(mColorbufferType))
{
GLenum format = colorbuffer->getFormat();
if(IsCompressed(format) ||
format == GL_ALPHA ||
format == GL_LUMINANCE ||
format == GL_LUMINANCE_ALPHA)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
if(gl::IsDepthTexture(format) || gl::IsStencilTexture(format))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else
{
UNREACHABLE(mColorbufferType);
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
width = colorbuffer->getWidth();
height = colorbuffer->getHeight();
samples = colorbuffer->getSamples();
}
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(mDepthbufferType == GL_RENDERBUFFER)
{
if(!gl::IsDepthRenderable(depthbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if(IsTextureTarget(mDepthbufferType))
{
if(!gl::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_EXT;
}
else if(samples != depthbuffer->getSamples())
{
return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT;
}
}
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(mStencilbufferType == GL_RENDERBUFFER)
{
if(!gl::IsStencilRenderable(stencilbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if(IsTextureTarget(mStencilbufferType))
{
GLenum internalformat = stencilbuffer->getFormat();
if(!gl::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_EXT;
}
else if(samples != stencilbuffer->getSamples())
{
return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT;
}
}
// If we have both a depth and stencil buffer, they must refer to the same object
// since we only support packed_depth_stencil and not separate depth and stencil
if(depthbuffer && stencilbuffer && (depthbuffer != stencilbuffer))
{
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;
}
DefaultFramebuffer::DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil)
{
mColorbufferPointer = new Renderbuffer(0, colorbuffer);
Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(0, depthStencil);
mDepthbufferPointer = depthStencilRenderbuffer;
mStencilbufferPointer = depthStencilRenderbuffer;
mColorbufferType = GL_RENDERBUFFER;
mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
}
GLenum DefaultFramebuffer::completeness()
{
// The default framebuffer should always be complete
ASSERT(Framebuffer::completeness() == GL_FRAMEBUFFER_COMPLETE);
return GL_FRAMEBUFFER_COMPLETE;
}
}