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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/Framebuffer.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/Framebuffer.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/Framebuffer.cpp | 938 |
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 |