215 lines
7.9 KiB
C++
215 lines
7.9 KiB
C++
/*
|
|
* Copyright (C) 2011 The Android Open Source Project
|
|
*
|
|
* 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.
|
|
*/
|
|
#include <GLES/gl.h>
|
|
#include <GLES/glext.h>
|
|
#include <GLcommon/FramebufferData.h>
|
|
#include <GLcommon/GLEScontext.h>
|
|
|
|
RenderbufferData::RenderbufferData() : sourceEGLImage(0),
|
|
eglImageDetach(NULL),
|
|
attachedFB(0),
|
|
attachedPoint(0),
|
|
eglImageGlobalTexName(0) {
|
|
}
|
|
|
|
RenderbufferData::~RenderbufferData() {
|
|
if (sourceEGLImage && eglImageDetach) (*eglImageDetach)(sourceEGLImage);
|
|
}
|
|
|
|
|
|
FramebufferData::FramebufferData(GLuint name):m_dirty(false) {
|
|
m_fbName = name;
|
|
for (int i=0; i<MAX_ATTACH_POINTS; i++) {
|
|
m_attachPoints[i].target = 0;
|
|
m_attachPoints[i].name = 0;
|
|
m_attachPoints[i].obj = ObjectDataPtr(NULL);
|
|
m_attachPoints[i].owned = false;
|
|
}
|
|
}
|
|
|
|
FramebufferData::~FramebufferData() {
|
|
for (int i=0; i<MAX_ATTACH_POINTS; i++) {
|
|
detachObject(i);
|
|
}
|
|
}
|
|
|
|
void FramebufferData::setAttachment(GLenum attachment,
|
|
GLenum target,
|
|
GLuint name,
|
|
ObjectDataPtr obj,
|
|
bool takeOwnership) {
|
|
int idx = attachmentPointIndex(attachment);
|
|
if (!name) {
|
|
detachObject(idx);
|
|
return;
|
|
}
|
|
if (m_attachPoints[idx].target != target ||
|
|
m_attachPoints[idx].name != name ||
|
|
m_attachPoints[idx].obj.Ptr() != obj.Ptr() ||
|
|
m_attachPoints[idx].owned != takeOwnership) {
|
|
|
|
detachObject(idx);
|
|
|
|
m_attachPoints[idx].target = target;
|
|
m_attachPoints[idx].name = name;
|
|
m_attachPoints[idx].obj = obj;
|
|
m_attachPoints[idx].owned = takeOwnership;
|
|
|
|
if (target == GL_RENDERBUFFER_OES && obj.Ptr() != NULL) {
|
|
RenderbufferData *rbData = (RenderbufferData *)obj.Ptr();
|
|
rbData->attachedFB = m_fbName;
|
|
rbData->attachedPoint = attachment;
|
|
}
|
|
|
|
m_dirty = true;
|
|
}
|
|
}
|
|
|
|
GLuint FramebufferData::getAttachment(GLenum attachment,
|
|
GLenum *outTarget,
|
|
ObjectDataPtr *outObj) {
|
|
int idx = attachmentPointIndex(attachment);
|
|
if (outTarget) *outTarget = m_attachPoints[idx].target;
|
|
if (outObj) *outObj = m_attachPoints[idx].obj;
|
|
return m_attachPoints[idx].name;
|
|
}
|
|
|
|
int FramebufferData::attachmentPointIndex(GLenum attachment)
|
|
{
|
|
switch(attachment) {
|
|
case GL_COLOR_ATTACHMENT0_OES:
|
|
return 0;
|
|
case GL_DEPTH_ATTACHMENT_OES:
|
|
return 1;
|
|
case GL_STENCIL_ATTACHMENT_OES:
|
|
return 2;
|
|
default:
|
|
return MAX_ATTACH_POINTS;
|
|
}
|
|
}
|
|
|
|
void FramebufferData::detachObject(int idx) {
|
|
if (m_attachPoints[idx].target == GL_RENDERBUFFER_OES && m_attachPoints[idx].obj.Ptr() != NULL) {
|
|
RenderbufferData *rbData = (RenderbufferData *)m_attachPoints[idx].obj.Ptr();
|
|
rbData->attachedFB = 0;
|
|
rbData->attachedPoint = 0;
|
|
}
|
|
|
|
if(m_attachPoints[idx].owned)
|
|
{
|
|
switch(m_attachPoints[idx].target)
|
|
{
|
|
case GL_RENDERBUFFER_OES:
|
|
GLEScontext::dispatcher().glDeleteRenderbuffersEXT(1, &(m_attachPoints[idx].name));
|
|
break;
|
|
case GL_TEXTURE_2D:
|
|
GLEScontext::dispatcher().glDeleteTextures(1, &(m_attachPoints[idx].name));
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_attachPoints[idx].target = 0;
|
|
m_attachPoints[idx].name = 0;
|
|
m_attachPoints[idx].obj = ObjectDataPtr(NULL);
|
|
m_attachPoints[idx].owned = false;
|
|
}
|
|
|
|
void FramebufferData::validate(GLEScontext* ctx)
|
|
{
|
|
if(!getAttachment(GL_COLOR_ATTACHMENT0_OES, NULL, NULL))
|
|
{
|
|
// GLES does not require the framebuffer to have a color attachment.
|
|
// OpenGL does. Therefore, if no color is attached, create a dummy
|
|
// color texture and attach it.
|
|
// This dummy color texture will is owned by the FramebufferObject,
|
|
// and will be released by it when its object is detached.
|
|
|
|
GLint type = GL_NONE;
|
|
GLint name = 0;
|
|
|
|
ctx->dispatcher().glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
|
|
if(type != GL_NONE)
|
|
{
|
|
ctx->dispatcher().glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
|
|
}
|
|
else
|
|
{
|
|
ctx->dispatcher().glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
|
|
if(type != GL_NONE)
|
|
{
|
|
ctx->dispatcher().glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
|
|
}
|
|
else
|
|
{
|
|
// No color, depth or stencil attachments - do nothing
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Find the existing attachment(s) dimensions
|
|
GLint width = 0;
|
|
GLint height = 0;
|
|
|
|
if(type == GL_RENDERBUFFER)
|
|
{
|
|
GLint prev;
|
|
ctx->dispatcher().glGetIntegerv(GL_RENDERBUFFER_BINDING, &prev);
|
|
ctx->dispatcher().glBindRenderbufferEXT(GL_RENDERBUFFER, name);
|
|
ctx->dispatcher().glGetRenderbufferParameterivEXT(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
|
|
ctx->dispatcher().glGetRenderbufferParameterivEXT(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
|
|
ctx->dispatcher().glBindRenderbufferEXT(GL_RENDERBUFFER, prev);
|
|
}
|
|
else if(type == GL_TEXTURE)
|
|
{
|
|
GLint prev;
|
|
ctx->dispatcher().glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev);
|
|
ctx->dispatcher().glBindTexture(GL_TEXTURE_2D, name);
|
|
ctx->dispatcher().glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
ctx->dispatcher().glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
ctx->dispatcher().glBindTexture(GL_TEXTURE_2D, prev);
|
|
}
|
|
|
|
// Create the color attachment and attch it
|
|
unsigned int tex = ctx->shareGroup()->genGlobalName(TEXTURE);
|
|
GLint prev;
|
|
ctx->dispatcher().glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev);
|
|
ctx->dispatcher().glBindTexture(GL_TEXTURE_2D, tex);
|
|
|
|
ctx->dispatcher().glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
|
ctx->dispatcher().glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
|
|
ctx->dispatcher().glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
ctx->dispatcher().glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
ctx->dispatcher().glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
ctx->dispatcher().glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tex, 0);
|
|
setAttachment(GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tex, ObjectDataPtr(NULL), true);
|
|
|
|
ctx->dispatcher().glBindTexture(GL_TEXTURE_2D, prev);
|
|
}
|
|
|
|
if(m_dirty)
|
|
{
|
|
// This is a workaround for a bug found in several OpenGL
|
|
// drivers (e.g. ATI's) - after the framebuffer attachments
|
|
// have changed, and before the next draw, unbind and rebind
|
|
// the framebuffer to sort things out.
|
|
ctx->dispatcher().glBindFramebufferEXT(GL_FRAMEBUFFER,0);
|
|
ctx->dispatcher().glBindFramebufferEXT(GL_FRAMEBUFFER,ctx->shareGroup()->getGlobalName(FRAMEBUFFER,m_fbName));
|
|
|
|
m_dirty = false;
|
|
}
|
|
}
|
|
|