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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/Framebuffer.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/Framebuffer.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/Framebuffer.cpp938
1 files changed, 938 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/Framebuffer.cpp b/gfx/angle/src/libANGLE/Framebuffer.cpp
new file mode 100755
index 000000000..4bb213854
--- /dev/null
+++ b/gfx/angle/src/libANGLE/Framebuffer.cpp
@@ -0,0 +1,938 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer.cpp: Implements the gl::Framebuffer class. Implements GL framebuffer
+// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
+
+#include "libANGLE/Framebuffer.h"
+
+#include "common/Optional.h"
+#include "common/utilities.h"
+#include "libANGLE/Config.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/ContextImpl.h"
+#include "libANGLE/renderer/FramebufferImpl.h"
+#include "libANGLE/renderer/GLImplFactory.h"
+#include "libANGLE/renderer/RenderbufferImpl.h"
+#include "libANGLE/renderer/SurfaceImpl.h"
+
+using namespace angle;
+
+namespace gl
+{
+
+namespace
+{
+
+void BindResourceChannel(ChannelBinding *binding, FramebufferAttachmentObject *resource)
+{
+ binding->bind(resource ? resource->getDirtyChannel() : nullptr);
+}
+
+} // anonymous namespace
+
+FramebufferState::FramebufferState()
+ : mLabel(),
+ mColorAttachments(1),
+ mDrawBufferStates(1, GL_NONE),
+ mReadBufferState(GL_COLOR_ATTACHMENT0_EXT)
+{
+ mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT;
+}
+
+FramebufferState::FramebufferState(const Caps &caps)
+ : mLabel(),
+ mColorAttachments(caps.maxColorAttachments),
+ mDrawBufferStates(caps.maxDrawBuffers, GL_NONE),
+ mReadBufferState(GL_COLOR_ATTACHMENT0_EXT)
+{
+ ASSERT(mDrawBufferStates.size() > 0);
+ mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT;
+}
+
+FramebufferState::~FramebufferState()
+{
+}
+
+const std::string &FramebufferState::getLabel()
+{
+ return mLabel;
+}
+
+const FramebufferAttachment *FramebufferState::getAttachment(GLenum attachment) const
+{
+ if (attachment >= GL_COLOR_ATTACHMENT0 && attachment <= GL_COLOR_ATTACHMENT15)
+ {
+ return getColorAttachment(attachment - GL_COLOR_ATTACHMENT0);
+ }
+
+ switch (attachment)
+ {
+ case GL_COLOR:
+ case GL_BACK:
+ return getColorAttachment(0);
+ case GL_DEPTH:
+ case GL_DEPTH_ATTACHMENT:
+ return getDepthAttachment();
+ case GL_STENCIL:
+ case GL_STENCIL_ATTACHMENT:
+ return getStencilAttachment();
+ case GL_DEPTH_STENCIL:
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ return getDepthStencilAttachment();
+ default:
+ UNREACHABLE();
+ return nullptr;
+ }
+}
+
+const FramebufferAttachment *FramebufferState::getReadAttachment() const
+{
+ ASSERT(mReadBufferState == GL_BACK || (mReadBufferState >= GL_COLOR_ATTACHMENT0 && mReadBufferState <= GL_COLOR_ATTACHMENT15));
+ size_t readIndex = (mReadBufferState == GL_BACK ? 0 : static_cast<size_t>(mReadBufferState - GL_COLOR_ATTACHMENT0));
+ ASSERT(readIndex < mColorAttachments.size());
+ return mColorAttachments[readIndex].isAttached() ? &mColorAttachments[readIndex] : nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getFirstColorAttachment() const
+{
+ for (const FramebufferAttachment &colorAttachment : mColorAttachments)
+ {
+ if (colorAttachment.isAttached())
+ {
+ return &colorAttachment;
+ }
+ }
+
+ return nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getDepthOrStencilAttachment() const
+{
+ if (mDepthAttachment.isAttached())
+ {
+ return &mDepthAttachment;
+ }
+ if (mStencilAttachment.isAttached())
+ {
+ return &mStencilAttachment;
+ }
+ return nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getColorAttachment(size_t colorAttachment) const
+{
+ ASSERT(colorAttachment < mColorAttachments.size());
+ return mColorAttachments[colorAttachment].isAttached() ?
+ &mColorAttachments[colorAttachment] :
+ nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getDepthAttachment() const
+{
+ return mDepthAttachment.isAttached() ? &mDepthAttachment : nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getStencilAttachment() const
+{
+ return mStencilAttachment.isAttached() ? &mStencilAttachment : nullptr;
+}
+
+const FramebufferAttachment *FramebufferState::getDepthStencilAttachment() const
+{
+ // A valid depth-stencil attachment has the same resource bound to both the
+ // depth and stencil attachment points.
+ if (mDepthAttachment.isAttached() && mStencilAttachment.isAttached() &&
+ mDepthAttachment.type() == mStencilAttachment.type() &&
+ mDepthAttachment.id() == mStencilAttachment.id())
+ {
+ return &mDepthAttachment;
+ }
+
+ return nullptr;
+}
+
+bool FramebufferState::attachmentsHaveSameDimensions() const
+{
+ Optional<Extents> attachmentSize;
+
+ auto hasMismatchedSize = [&attachmentSize](const FramebufferAttachment &attachment)
+ {
+ if (!attachment.isAttached())
+ {
+ return false;
+ }
+
+ if (!attachmentSize.valid())
+ {
+ attachmentSize = attachment.getSize();
+ return false;
+ }
+
+ return (attachment.getSize() != attachmentSize.value());
+ };
+
+ for (const auto &attachment : mColorAttachments)
+ {
+ if (hasMismatchedSize(attachment))
+ {
+ return false;
+ }
+ }
+
+ if (hasMismatchedSize(mDepthAttachment))
+ {
+ return false;
+ }
+
+ return !hasMismatchedSize(mStencilAttachment);
+}
+
+const gl::FramebufferAttachment *FramebufferState::getDrawBuffer(size_t drawBufferIdx) const
+{
+ ASSERT(drawBufferIdx < mDrawBufferStates.size());
+ if (mDrawBufferStates[drawBufferIdx] != GL_NONE)
+ {
+ // ES3 spec: "If the GL is bound to a draw framebuffer object, the ith buffer listed in bufs
+ // must be COLOR_ATTACHMENTi or NONE"
+ ASSERT(mDrawBufferStates[drawBufferIdx] == GL_COLOR_ATTACHMENT0 + drawBufferIdx ||
+ (drawBufferIdx == 0 && mDrawBufferStates[drawBufferIdx] == GL_BACK));
+ return getAttachment(mDrawBufferStates[drawBufferIdx]);
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+size_t FramebufferState::getDrawBufferCount() const
+{
+ return mDrawBufferStates.size();
+}
+
+bool FramebufferState::colorAttachmentsAreUniqueImages() const
+{
+ for (size_t firstAttachmentIdx = 0; firstAttachmentIdx < mColorAttachments.size();
+ firstAttachmentIdx++)
+ {
+ const gl::FramebufferAttachment &firstAttachment = mColorAttachments[firstAttachmentIdx];
+ if (!firstAttachment.isAttached())
+ {
+ continue;
+ }
+
+ for (size_t secondAttachmentIdx = firstAttachmentIdx + 1;
+ secondAttachmentIdx < mColorAttachments.size(); secondAttachmentIdx++)
+ {
+ const gl::FramebufferAttachment &secondAttachment =
+ mColorAttachments[secondAttachmentIdx];
+ if (!secondAttachment.isAttached())
+ {
+ continue;
+ }
+
+ if (firstAttachment == secondAttachment)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+Framebuffer::Framebuffer(const Caps &caps, rx::GLImplFactory *factory, GLuint id)
+ : mState(caps),
+ mImpl(factory->createFramebuffer(mState)),
+ mId(id),
+ mCachedStatus(),
+ mDirtyDepthAttachmentBinding(this, DIRTY_BIT_DEPTH_ATTACHMENT),
+ mDirtyStencilAttachmentBinding(this, DIRTY_BIT_STENCIL_ATTACHMENT)
+{
+ ASSERT(mId != 0);
+ ASSERT(mImpl != nullptr);
+ ASSERT(mState.mColorAttachments.size() == static_cast<size_t>(caps.maxColorAttachments));
+
+ for (size_t colorIndex = 0; colorIndex < mState.mColorAttachments.size(); ++colorIndex)
+ {
+ mDirtyColorAttachmentBindings.push_back(ChannelBinding(
+ this, static_cast<SignalToken>(DIRTY_BIT_COLOR_ATTACHMENT_0 + colorIndex)));
+ }
+}
+
+Framebuffer::Framebuffer(rx::SurfaceImpl *surface)
+ : mState(),
+ mImpl(surface->createDefaultFramebuffer(mState)),
+ mId(0),
+ mCachedStatus(GL_FRAMEBUFFER_COMPLETE),
+ mDirtyDepthAttachmentBinding(this, DIRTY_BIT_DEPTH_ATTACHMENT),
+ mDirtyStencilAttachmentBinding(this, DIRTY_BIT_STENCIL_ATTACHMENT)
+{
+ ASSERT(mImpl != nullptr);
+ mDirtyColorAttachmentBindings.push_back(
+ ChannelBinding(this, static_cast<SignalToken>(DIRTY_BIT_COLOR_ATTACHMENT_0)));
+}
+
+Framebuffer::~Framebuffer()
+{
+ SafeDelete(mImpl);
+}
+
+void Framebuffer::setLabel(const std::string &label)
+{
+ mState.mLabel = label;
+}
+
+const std::string &Framebuffer::getLabel() const
+{
+ return mState.mLabel;
+}
+
+void Framebuffer::detachTexture(GLuint textureId)
+{
+ detachResourceById(GL_TEXTURE, textureId);
+}
+
+void Framebuffer::detachRenderbuffer(GLuint renderbufferId)
+{
+ detachResourceById(GL_RENDERBUFFER, renderbufferId);
+}
+
+void Framebuffer::detachResourceById(GLenum resourceType, GLuint resourceId)
+{
+ for (size_t colorIndex = 0; colorIndex < mState.mColorAttachments.size(); ++colorIndex)
+ {
+ detachMatchingAttachment(&mState.mColorAttachments[colorIndex], resourceType, resourceId,
+ DIRTY_BIT_COLOR_ATTACHMENT_0 + colorIndex);
+ }
+
+ detachMatchingAttachment(&mState.mDepthAttachment, resourceType, resourceId,
+ DIRTY_BIT_DEPTH_ATTACHMENT);
+ detachMatchingAttachment(&mState.mStencilAttachment, resourceType, resourceId,
+ DIRTY_BIT_STENCIL_ATTACHMENT);
+}
+
+void Framebuffer::detachMatchingAttachment(FramebufferAttachment *attachment,
+ GLenum matchType,
+ GLuint matchId,
+ size_t dirtyBit)
+{
+ if (attachment->isAttached() && attachment->type() == matchType && attachment->id() == matchId)
+ {
+ attachment->detach();
+ mDirtyBits.set(dirtyBit);
+ }
+}
+
+const FramebufferAttachment *Framebuffer::getColorbuffer(size_t colorAttachment) const
+{
+ return mState.getColorAttachment(colorAttachment);
+}
+
+const FramebufferAttachment *Framebuffer::getDepthbuffer() const
+{
+ return mState.getDepthAttachment();
+}
+
+const FramebufferAttachment *Framebuffer::getStencilbuffer() const
+{
+ return mState.getStencilAttachment();
+}
+
+const FramebufferAttachment *Framebuffer::getDepthStencilBuffer() const
+{
+ return mState.getDepthStencilAttachment();
+}
+
+const FramebufferAttachment *Framebuffer::getDepthOrStencilbuffer() const
+{
+ return mState.getDepthOrStencilAttachment();
+}
+
+const FramebufferAttachment *Framebuffer::getReadColorbuffer() const
+{
+ return mState.getReadAttachment();
+}
+
+GLenum Framebuffer::getReadColorbufferType() const
+{
+ const FramebufferAttachment *readAttachment = mState.getReadAttachment();
+ return (readAttachment != nullptr ? readAttachment->type() : GL_NONE);
+}
+
+const FramebufferAttachment *Framebuffer::getFirstColorbuffer() const
+{
+ return mState.getFirstColorAttachment();
+}
+
+const FramebufferAttachment *Framebuffer::getAttachment(GLenum attachment) const
+{
+ return mState.getAttachment(attachment);
+}
+
+size_t Framebuffer::getDrawbufferStateCount() const
+{
+ return mState.mDrawBufferStates.size();
+}
+
+GLenum Framebuffer::getDrawBufferState(size_t drawBuffer) const
+{
+ ASSERT(drawBuffer < mState.mDrawBufferStates.size());
+ return mState.mDrawBufferStates[drawBuffer];
+}
+
+const std::vector<GLenum> &Framebuffer::getDrawBufferStates() const
+{
+ return mState.getDrawBufferStates();
+}
+
+void Framebuffer::setDrawBuffers(size_t count, const GLenum *buffers)
+{
+ auto &drawStates = mState.mDrawBufferStates;
+
+ ASSERT(count <= drawStates.size());
+ std::copy(buffers, buffers + count, drawStates.begin());
+ std::fill(drawStates.begin() + count, drawStates.end(), GL_NONE);
+ mDirtyBits.set(DIRTY_BIT_DRAW_BUFFERS);
+}
+
+const FramebufferAttachment *Framebuffer::getDrawBuffer(size_t drawBuffer) const
+{
+ return mState.getDrawBuffer(drawBuffer);
+}
+
+bool Framebuffer::hasEnabledDrawBuffer() const
+{
+ for (size_t drawbufferIdx = 0; drawbufferIdx < mState.mDrawBufferStates.size(); ++drawbufferIdx)
+ {
+ if (getDrawBuffer(drawbufferIdx) != nullptr)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+GLenum Framebuffer::getReadBufferState() const
+{
+ return mState.mReadBufferState;
+}
+
+void Framebuffer::setReadBuffer(GLenum buffer)
+{
+ ASSERT(buffer == GL_BACK || buffer == GL_NONE ||
+ (buffer >= GL_COLOR_ATTACHMENT0 &&
+ (buffer - GL_COLOR_ATTACHMENT0) < mState.mColorAttachments.size()));
+ mState.mReadBufferState = buffer;
+ mDirtyBits.set(DIRTY_BIT_READ_BUFFER);
+}
+
+size_t Framebuffer::getNumColorBuffers() const
+{
+ return mState.mColorAttachments.size();
+}
+
+bool Framebuffer::hasDepth() const
+{
+ return (mState.mDepthAttachment.isAttached() && mState.mDepthAttachment.getDepthSize() > 0);
+}
+
+bool Framebuffer::hasStencil() const
+{
+ return (mState.mStencilAttachment.isAttached() &&
+ mState.mStencilAttachment.getStencilSize() > 0);
+}
+
+bool Framebuffer::usingExtendedDrawBuffers() const
+{
+ for (size_t drawbufferIdx = 1; drawbufferIdx < mState.mDrawBufferStates.size(); ++drawbufferIdx)
+ {
+ if (getDrawBuffer(drawbufferIdx) != nullptr)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+GLenum Framebuffer::checkStatus(const ContextState &state)
+{
+ // The default framebuffer *must* always be complete, though it may not be
+ // subject to the same rules as application FBOs. ie, it could have 0x0 size.
+ if (mId == 0)
+ {
+ return GL_FRAMEBUFFER_COMPLETE;
+ }
+
+ if (hasAnyDirtyBit() || !mCachedStatus.valid())
+ {
+ mCachedStatus = checkStatusImpl(state);
+ }
+
+ return mCachedStatus.value();
+}
+
+GLenum Framebuffer::checkStatusImpl(const ContextState &state)
+{
+ ASSERT(mId != 0);
+
+ unsigned int colorbufferSize = 0;
+ int samples = -1;
+ bool missingAttachment = true;
+
+ for (const FramebufferAttachment &colorAttachment : mState.mColorAttachments)
+ {
+ if (colorAttachment.isAttached())
+ {
+ const Extents &size = colorAttachment.getSize();
+ if (size.width == 0 || size.height == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ const Format &format = colorAttachment.getFormat();
+ const TextureCaps &formatCaps = state.getTextureCap(format.asSized());
+ if (colorAttachment.type() == GL_TEXTURE)
+ {
+ if (!formatCaps.renderable)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (format.info->depthBits > 0 || format.info->stencilBits > 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (colorAttachment.layer() >= size.depth)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ // ES3 specifies that cube map texture attachments must be cube complete.
+ // This language is missing from the ES2 spec, but we enforce it here because some
+ // desktop OpenGL drivers also enforce this validation.
+ // TODO(jmadill): Check if OpenGL ES2 drivers enforce cube completeness.
+ const Texture *texture = colorAttachment.getTexture();
+ ASSERT(texture);
+ if (texture->getTarget() == GL_TEXTURE_CUBE_MAP &&
+ !texture->getTextureState().isCubeComplete())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+ else if (colorAttachment.type() == GL_RENDERBUFFER)
+ {
+ if (!formatCaps.renderable || format.info->depthBits > 0 ||
+ format.info->stencilBits > 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+
+ if (!missingAttachment)
+ {
+ // APPLE_framebuffer_multisample, which EXT_draw_buffers refers to, requires that
+ // all color attachments have the same number of samples for the FBO to be complete.
+ if (colorAttachment.getSamples() != samples)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT;
+ }
+
+ // in GLES 2.0, all color attachments attachments must have the same number of bitplanes
+ // in GLES 3.0, there is no such restriction
+ if (state.getClientMajorVersion() < 3)
+ {
+ if (format.info->pixelBytes != colorbufferSize)
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+ }
+ else
+ {
+ samples = colorAttachment.getSamples();
+ colorbufferSize = format.info->pixelBytes;
+ missingAttachment = false;
+ }
+ }
+ }
+
+ const FramebufferAttachment &depthAttachment = mState.mDepthAttachment;
+ if (depthAttachment.isAttached())
+ {
+ const Extents &size = depthAttachment.getSize();
+ if (size.width == 0 || size.height == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ const Format &format = depthAttachment.getFormat();
+ const TextureCaps &formatCaps = state.getTextureCap(format.asSized());
+ if (depthAttachment.type() == GL_TEXTURE)
+ {
+ // depth texture attachments require OES/ANGLE_depth_texture
+ if (!state.getExtensions().depthTextures)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (!formatCaps.renderable)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (format.info->depthBits == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+ else if (depthAttachment.type() == GL_RENDERBUFFER)
+ {
+ if (!formatCaps.renderable || format.info->depthBits == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+
+ if (missingAttachment)
+ {
+ samples = depthAttachment.getSamples();
+ missingAttachment = false;
+ }
+ else if (samples != depthAttachment.getSamples())
+ {
+ // CHROMIUM_framebuffer_mixed_samples allows a framebuffer to be
+ // considered complete when its depth or stencil samples are a
+ // multiple of the number of color samples.
+ const bool mixedSamples = state.getExtensions().framebufferMixedSamples;
+ if (!mixedSamples)
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+
+ const int colorSamples = samples ? samples : 1;
+ const int depthSamples = depthAttachment.getSamples();
+ if ((depthSamples % colorSamples) != 0)
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+ }
+ }
+
+ const FramebufferAttachment &stencilAttachment = mState.mStencilAttachment;
+ if (stencilAttachment.isAttached())
+ {
+ const Extents &size = stencilAttachment.getSize();
+ if (size.width == 0 || size.height == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ const Format &format = stencilAttachment.getFormat();
+ const TextureCaps &formatCaps = state.getTextureCap(format.asSized());
+ if (stencilAttachment.type() == GL_TEXTURE)
+ {
+ // texture stencil attachments come along as part
+ // of OES_packed_depth_stencil + OES/ANGLE_depth_texture
+ if (!state.getExtensions().depthTextures)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (!formatCaps.renderable)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+
+ if (format.info->stencilBits == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+ else if (stencilAttachment.type() == GL_RENDERBUFFER)
+ {
+ if (!formatCaps.renderable || format.info->stencilBits == 0)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+ }
+ }
+
+ if (missingAttachment)
+ {
+ samples = stencilAttachment.getSamples();
+ missingAttachment = false;
+ }
+ else if (samples != stencilAttachment.getSamples())
+ {
+ // see the comments in depth attachment check.
+ const bool mixedSamples = state.getExtensions().framebufferMixedSamples;
+ if (!mixedSamples)
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+
+ const int colorSamples = samples ? samples : 1;
+ const int stencilSamples = stencilAttachment.getSamples();
+ if ((stencilSamples % colorSamples) != 0)
+ return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
+ }
+
+ // Starting from ES 3.0 stencil and depth, if present, should be the same image
+ if (state.getClientMajorVersion() >= 3 && depthAttachment.isAttached() &&
+ stencilAttachment != depthAttachment)
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+
+ // we need to have at least one attachment to be complete
+ if (missingAttachment)
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
+ }
+
+ // In ES 2.0, all color attachments must have the same width and height.
+ // In ES 3.0, there is no such restriction.
+ if (state.getClientMajorVersion() < 3 && !mState.attachmentsHaveSameDimensions())
+ {
+ return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
+ }
+
+ syncState();
+ if (!mImpl->checkStatus())
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+
+ return GL_FRAMEBUFFER_COMPLETE;
+}
+
+Error Framebuffer::discard(size_t count, const GLenum *attachments)
+{
+ return mImpl->discard(count, attachments);
+}
+
+Error Framebuffer::invalidate(size_t count, const GLenum *attachments)
+{
+ return mImpl->invalidate(count, attachments);
+}
+
+Error Framebuffer::invalidateSub(size_t count, const GLenum *attachments, const gl::Rectangle &area)
+{
+ return mImpl->invalidateSub(count, attachments, area);
+}
+
+Error Framebuffer::clear(rx::ContextImpl *context, GLbitfield mask)
+{
+ if (context->getGLState().isRasterizerDiscardEnabled())
+ {
+ return gl::NoError();
+ }
+
+ return mImpl->clear(context, mask);
+}
+
+Error Framebuffer::clearBufferfv(rx::ContextImpl *context,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *values)
+{
+ if (context->getGLState().isRasterizerDiscardEnabled())
+ {
+ return gl::NoError();
+ }
+
+ return mImpl->clearBufferfv(context, buffer, drawbuffer, values);
+}
+
+Error Framebuffer::clearBufferuiv(rx::ContextImpl *context,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *values)
+{
+ if (context->getGLState().isRasterizerDiscardEnabled())
+ {
+ return gl::NoError();
+ }
+
+ return mImpl->clearBufferuiv(context, buffer, drawbuffer, values);
+}
+
+Error Framebuffer::clearBufferiv(rx::ContextImpl *context,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLint *values)
+{
+ if (context->getGLState().isRasterizerDiscardEnabled())
+ {
+ return gl::NoError();
+ }
+
+ return mImpl->clearBufferiv(context, buffer, drawbuffer, values);
+}
+
+Error Framebuffer::clearBufferfi(rx::ContextImpl *context,
+ GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil)
+{
+ if (context->getGLState().isRasterizerDiscardEnabled())
+ {
+ return gl::NoError();
+ }
+
+ return mImpl->clearBufferfi(context, buffer, drawbuffer, depth, stencil);
+}
+
+GLenum Framebuffer::getImplementationColorReadFormat() const
+{
+ return mImpl->getImplementationColorReadFormat();
+}
+
+GLenum Framebuffer::getImplementationColorReadType() const
+{
+ return mImpl->getImplementationColorReadType();
+}
+
+Error Framebuffer::readPixels(rx::ContextImpl *context,
+ const Rectangle &area,
+ GLenum format,
+ GLenum type,
+ GLvoid *pixels) const
+{
+ ANGLE_TRY(mImpl->readPixels(context, area, format, type, pixels));
+
+ Buffer *unpackBuffer = context->getGLState().getUnpackState().pixelBuffer.get();
+ if (unpackBuffer)
+ {
+ unpackBuffer->onPixelUnpack();
+ }
+
+ return NoError();
+}
+
+Error Framebuffer::blit(rx::ContextImpl *context,
+ const Rectangle &sourceArea,
+ const Rectangle &destArea,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return mImpl->blit(context, sourceArea, destArea, mask, filter);
+}
+
+int Framebuffer::getSamples(const ContextState &state)
+{
+ if (complete(state))
+ {
+ // For a complete framebuffer, all attachments must have the same sample count.
+ // In this case return the first nonzero sample size.
+ const auto *firstColorAttachment = mState.getFirstColorAttachment();
+ if (firstColorAttachment)
+ {
+ ASSERT(firstColorAttachment->isAttached());
+ return firstColorAttachment->getSamples();
+ }
+ }
+
+ return 0;
+}
+
+bool Framebuffer::hasValidDepthStencil() const
+{
+ return mState.getDepthStencilAttachment() != nullptr;
+}
+
+void Framebuffer::setAttachment(GLenum type,
+ GLenum binding,
+ const ImageIndex &textureIndex,
+ FramebufferAttachmentObject *resource)
+{
+ if (binding == GL_DEPTH_STENCIL || binding == GL_DEPTH_STENCIL_ATTACHMENT)
+ {
+ // ensure this is a legitimate depth+stencil format
+ FramebufferAttachmentObject *attachmentObj = resource;
+ if (resource)
+ {
+ FramebufferAttachment::Target target(binding, textureIndex);
+ const Format &format = resource->getAttachmentFormat(target);
+ if (format.info->depthBits == 0 || format.info->stencilBits == 0)
+ {
+ // Attaching nullptr detaches the current attachment.
+ attachmentObj = nullptr;
+ }
+ }
+
+ mState.mDepthAttachment.attach(type, binding, textureIndex, attachmentObj);
+ mState.mStencilAttachment.attach(type, binding, textureIndex, attachmentObj);
+ mDirtyBits.set(DIRTY_BIT_DEPTH_ATTACHMENT);
+ mDirtyBits.set(DIRTY_BIT_STENCIL_ATTACHMENT);
+ BindResourceChannel(&mDirtyDepthAttachmentBinding, resource);
+ BindResourceChannel(&mDirtyStencilAttachmentBinding, resource);
+ }
+ else
+ {
+ switch (binding)
+ {
+ case GL_DEPTH:
+ case GL_DEPTH_ATTACHMENT:
+ mState.mDepthAttachment.attach(type, binding, textureIndex, resource);
+ mDirtyBits.set(DIRTY_BIT_DEPTH_ATTACHMENT);
+ BindResourceChannel(&mDirtyDepthAttachmentBinding, resource);
+ break;
+ case GL_STENCIL:
+ case GL_STENCIL_ATTACHMENT:
+ mState.mStencilAttachment.attach(type, binding, textureIndex, resource);
+ mDirtyBits.set(DIRTY_BIT_STENCIL_ATTACHMENT);
+ BindResourceChannel(&mDirtyStencilAttachmentBinding, resource);
+ break;
+ case GL_BACK:
+ mState.mColorAttachments[0].attach(type, binding, textureIndex, resource);
+ mDirtyBits.set(DIRTY_BIT_COLOR_ATTACHMENT_0);
+ // No need for a resource binding for the default FBO, it's always complete.
+ break;
+ default:
+ {
+ size_t colorIndex = binding - GL_COLOR_ATTACHMENT0;
+ ASSERT(colorIndex < mState.mColorAttachments.size());
+ mState.mColorAttachments[colorIndex].attach(type, binding, textureIndex, resource);
+ mDirtyBits.set(DIRTY_BIT_COLOR_ATTACHMENT_0 + colorIndex);
+ BindResourceChannel(&mDirtyColorAttachmentBindings[colorIndex], resource);
+ }
+ break;
+ }
+ }
+}
+
+void Framebuffer::resetAttachment(GLenum binding)
+{
+ setAttachment(GL_NONE, binding, ImageIndex::MakeInvalid(), nullptr);
+}
+
+void Framebuffer::syncState()
+{
+ if (mDirtyBits.any())
+ {
+ mImpl->syncState(mDirtyBits);
+ mDirtyBits.reset();
+ mCachedStatus.reset();
+ }
+}
+
+void Framebuffer::signal(SignalToken token)
+{
+ // TOOD(jmadill): Make this only update individual attachments to do less work.
+ mCachedStatus.reset();
+}
+
+bool Framebuffer::complete(const ContextState &state)
+{
+ return (checkStatus(state) == GL_FRAMEBUFFER_COMPLETE);
+}
+
+} // namespace gl