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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. [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;
}
}