blob: 095055c5061a84091ee5fd5e64e6a8f6a691dec0 [file] [log] [blame]
//
// Copyright 2015 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.
//
// FramebufferGL.cpp: Implements the class methods for FramebufferGL.
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/queryconversions.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/renderer/gl/ClearMultiviewGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/RenderbufferGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
#include "platform/FeaturesGL.h"
#include "platform/Platform.h"
using namespace gl;
using angle::CheckedNumeric;
namespace rx
{
namespace
{
struct BlitFramebufferBounds
{
gl::Rectangle sourceBounds;
gl::Rectangle sourceRegion;
gl::Rectangle destBounds;
gl::Rectangle destRegion;
bool xFlipped;
bool yFlipped;
};
static BlitFramebufferBounds GetBlitFramebufferBounds(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea)
{
BlitFramebufferBounds bounds;
const Framebuffer *sourceFramebuffer = context->getState().getReadFramebuffer();
const Framebuffer *destFramebuffer = context->getState().getDrawFramebuffer();
gl::Extents readSize = sourceFramebuffer->getExtents();
gl::Extents drawSize = destFramebuffer->getExtents();
bounds.sourceBounds = gl::Rectangle(0, 0, readSize.width, readSize.height);
bounds.sourceRegion = sourceArea.removeReversal();
bounds.destBounds = gl::Rectangle(0, 0, drawSize.width, drawSize.height);
bounds.destRegion = destArea.removeReversal();
bounds.xFlipped = sourceArea.isReversedX() != destArea.isReversedX();
bounds.yFlipped = sourceArea.isReversedY() != destArea.isReversedY();
return bounds;
}
void BindFramebufferAttachment(const FunctionsGL *functions,
GLenum attachmentPoint,
const FramebufferAttachment *attachment)
{
if (attachment)
{
if (attachment->type() == GL_TEXTURE)
{
const Texture *texture = attachment->getTexture();
const TextureGL *textureGL = GetImplAs<TextureGL>(texture);
if (texture->getType() == TextureType::_2D ||
texture->getType() == TextureType::_2DMultisample ||
texture->getType() == TextureType::Rectangle)
{
functions->framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoint,
ToGLenum(texture->getType()),
textureGL->getTextureID(), attachment->mipLevel());
}
else if (attachment->isLayered())
{
TextureType textureType = texture->getType();
ASSERT(textureType == TextureType::_2DArray || textureType == TextureType::_3D ||
textureType == TextureType::CubeMap ||
textureType == TextureType::_2DMultisampleArray);
functions->framebufferTexture(GL_FRAMEBUFFER, attachmentPoint,
textureGL->getTextureID(), attachment->mipLevel());
}
else if (texture->getType() == TextureType::CubeMap)
{
functions->framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoint,
ToGLenum(attachment->cubeMapFace()),
textureGL->getTextureID(), attachment->mipLevel());
}
else if (texture->getType() == TextureType::_2DArray ||
texture->getType() == TextureType::_3D ||
texture->getType() == TextureType::_2DMultisampleArray)
{
if (attachment->isMultiview())
{
ASSERT(functions->framebufferTexture);
functions->framebufferTexture(GL_FRAMEBUFFER, attachmentPoint,
textureGL->getTextureID(),
attachment->mipLevel());
}
else
{
functions->framebufferTextureLayer(GL_FRAMEBUFFER, attachmentPoint,
textureGL->getTextureID(),
attachment->mipLevel(), attachment->layer());
}
}
else
{
UNREACHABLE();
}
}
else if (attachment->type() == GL_RENDERBUFFER)
{
const Renderbuffer *renderbuffer = attachment->getRenderbuffer();
const RenderbufferGL *renderbufferGL = GetImplAs<RenderbufferGL>(renderbuffer);
functions->framebufferRenderbuffer(GL_FRAMEBUFFER, attachmentPoint, GL_RENDERBUFFER,
renderbufferGL->getRenderbufferID());
}
else
{
UNREACHABLE();
}
}
else
{
// Unbind this attachment
functions->framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, 0, 0);
}
}
bool AreAllLayersActive(const FramebufferAttachment &attachment)
{
int baseViewIndex = attachment.getBaseViewIndex();
if (baseViewIndex != 0)
{
return false;
}
const ImageIndex &imageIndex = attachment.getTextureImageIndex();
int numLayers = static_cast<int>(
attachment.getTexture()->getDepth(imageIndex.getTarget(), imageIndex.getLevelIndex()));
return (attachment.getNumViews() == numLayers);
}
bool RequiresMultiviewClear(const FramebufferState &state, bool scissorTestEnabled)
{
// Get one attachment and check whether all layers are attached.
const FramebufferAttachment *attachment = nullptr;
bool allTextureArraysAreFullyAttached = true;
for (const FramebufferAttachment &colorAttachment : state.getColorAttachments())
{
if (colorAttachment.isAttached())
{
if (!colorAttachment.isMultiview())
{
return false;
}
attachment = &colorAttachment;
allTextureArraysAreFullyAttached =
allTextureArraysAreFullyAttached && AreAllLayersActive(*attachment);
}
}
const FramebufferAttachment *depthAttachment = state.getDepthAttachment();
if (depthAttachment)
{
if (!depthAttachment->isMultiview())
{
return false;
}
attachment = depthAttachment;
allTextureArraysAreFullyAttached =
allTextureArraysAreFullyAttached && AreAllLayersActive(*attachment);
}
const FramebufferAttachment *stencilAttachment = state.getStencilAttachment();
if (stencilAttachment)
{
if (!stencilAttachment->isMultiview())
{
return false;
}
attachment = stencilAttachment;
allTextureArraysAreFullyAttached =
allTextureArraysAreFullyAttached && AreAllLayersActive(*attachment);
}
if (attachment == nullptr)
{
return false;
}
if (attachment->isMultiview())
{
// If all layers of each texture array are active, then there is no need to issue a
// special multiview clear.
return !allTextureArraysAreFullyAttached;
}
return false;
}
bool IsEmulatedAlphaChannelTextureAttachment(const FramebufferAttachment *attachment)
{
if (!attachment || attachment->type() != GL_TEXTURE)
{
return false;
}
const Texture *texture = attachment->getTexture();
const TextureGL *textureGL = GetImplAs<TextureGL>(texture);
return textureGL->hasEmulatedAlphaChannel(attachment->getTextureImageIndex());
}
} // namespace
FramebufferGL::FramebufferGL(const gl::FramebufferState &data,
GLuint id,
bool isDefault,
bool emulatedAlpha)
: FramebufferImpl(data),
mFramebufferID(id),
mIsDefault(isDefault),
mHasEmulatedAlphaAttachment(emulatedAlpha),
mAppliedEnabledDrawBuffers(1)
{}
FramebufferGL::~FramebufferGL()
{
ASSERT(mFramebufferID == 0);
}
void FramebufferGL::destroy(const gl::Context *context)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->deleteFramebuffer(mFramebufferID);
mFramebufferID = 0;
}
angle::Result FramebufferGL::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
// glInvalidateFramebuffer accepts the same enums as glDiscardFramebufferEXT
return invalidate(context, count, attachments);
}
angle::Result FramebufferGL::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
const GLenum *finalAttachmentsPtr = attachments;
std::vector<GLenum> modifiedAttachments;
if (modifyInvalidateAttachmentsForEmulatedDefaultFBO(count, attachments, &modifiedAttachments))
{
finalAttachmentsPtr = modifiedAttachments.data();
}
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
// Since this function is just a hint, only call a native function if it exists.
if (functions->invalidateFramebuffer)
{
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
functions->invalidateFramebuffer(GL_FRAMEBUFFER, static_cast<GLsizei>(count),
finalAttachmentsPtr);
}
else if (functions->discardFramebufferEXT)
{
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
functions->discardFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLsizei>(count),
finalAttachmentsPtr);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
const GLenum *finalAttachmentsPtr = attachments;
std::vector<GLenum> modifiedAttachments;
if (modifyInvalidateAttachmentsForEmulatedDefaultFBO(count, attachments, &modifiedAttachments))
{
finalAttachmentsPtr = modifiedAttachments.data();
}
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
// Since this function is just a hint and not available until OpenGL 4.3, only call it if it is
// available.
if (functions->invalidateSubFramebuffer)
{
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
functions->invalidateSubFramebuffer(GL_FRAMEBUFFER, static_cast<GLsizei>(count),
finalAttachmentsPtr, area.x, area.y, area.width,
area.height);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::clear(const gl::Context *context, GLbitfield mask)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
syncClearState(context, mask);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
if (!RequiresMultiviewClear(mState, context->getState().isScissorTestEnabled()))
{
functions->clear(mask);
}
else
{
ClearMultiviewGL *multiviewClearer = GetMultiviewClearer(context);
multiviewClearer->clearMultiviewFBO(mState, context->getState().getScissor(),
ClearMultiviewGL::ClearCommandType::Clear, mask,
GL_NONE, 0, nullptr, 0.0f, 0);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
syncClearBufferState(context, buffer, drawbuffer);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
if (!RequiresMultiviewClear(mState, context->getState().isScissorTestEnabled()))
{
functions->clearBufferfv(buffer, drawbuffer, values);
}
else
{
ClearMultiviewGL *multiviewClearer = GetMultiviewClearer(context);
multiviewClearer->clearMultiviewFBO(mState, context->getState().getScissor(),
ClearMultiviewGL::ClearCommandType::ClearBufferfv,
static_cast<GLbitfield>(0u), buffer, drawbuffer,
reinterpret_cast<const uint8_t *>(values), 0.0f, 0);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
syncClearBufferState(context, buffer, drawbuffer);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
if (!RequiresMultiviewClear(mState, context->getState().isScissorTestEnabled()))
{
functions->clearBufferuiv(buffer, drawbuffer, values);
}
else
{
ClearMultiviewGL *multiviewClearer = GetMultiviewClearer(context);
multiviewClearer->clearMultiviewFBO(mState, context->getState().getScissor(),
ClearMultiviewGL::ClearCommandType::ClearBufferuiv,
static_cast<GLbitfield>(0u), buffer, drawbuffer,
reinterpret_cast<const uint8_t *>(values), 0.0f, 0);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
syncClearBufferState(context, buffer, drawbuffer);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
if (!RequiresMultiviewClear(mState, context->getState().isScissorTestEnabled()))
{
functions->clearBufferiv(buffer, drawbuffer, values);
}
else
{
ClearMultiviewGL *multiviewClearer = GetMultiviewClearer(context);
multiviewClearer->clearMultiviewFBO(mState, context->getState().getScissor(),
ClearMultiviewGL::ClearCommandType::ClearBufferiv,
static_cast<GLbitfield>(0u), buffer, drawbuffer,
reinterpret_cast<const uint8_t *>(values), 0.0f, 0);
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
syncClearBufferState(context, buffer, drawbuffer);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
if (!RequiresMultiviewClear(mState, context->getState().isScissorTestEnabled()))
{
functions->clearBufferfi(buffer, drawbuffer, depth, stencil);
}
else
{
ClearMultiviewGL *multiviewClearer = GetMultiviewClearer(context);
multiviewClearer->clearMultiviewFBO(mState, context->getState().getScissor(),
ClearMultiviewGL::ClearCommandType::ClearBufferfi,
static_cast<GLbitfield>(0u), buffer, drawbuffer,
nullptr, depth, stencil);
}
return angle::Result::Continue;
}
GLenum FramebufferGL::getImplementationColorReadFormat(const gl::Context *context) const
{
const auto *readAttachment = mState.getReadAttachment();
const Format &format = readAttachment->getFormat();
return format.info->getReadPixelsFormat();
}
GLenum FramebufferGL::getImplementationColorReadType(const gl::Context *context) const
{
const auto *readAttachment = mState.getReadAttachment();
const Format &format = readAttachment->getFormat();
return format.info->getReadPixelsType(context->getClientVersion());
}
angle::Result FramebufferGL::readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
// Clip read area to framebuffer.
const gl::Extents fbSize = getState().getReadAttachment()->getSize();
const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
gl::Rectangle clippedArea;
if (!ClipRectangle(area, fbRect, &clippedArea))
{
// nothing to read
return angle::Result::Continue;
}
PixelPackState packState = context->getState().getPackState();
const gl::Buffer *packBuffer =
context->getState().getTargetBuffer(gl::BufferBinding::PixelPack);
nativegl::ReadPixelsFormat readPixelsFormat =
nativegl::GetReadPixelsFormat(functions, features, format, type);
GLenum readFormat = readPixelsFormat.format;
GLenum readType = readPixelsFormat.type;
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferID);
bool useOverlappingRowsWorkaround = features.packOverlappingRowsSeparatelyPackBuffer.enabled &&
packBuffer && packState.rowLength != 0 &&
packState.rowLength < clippedArea.width;
GLubyte *outPtr = static_cast<GLubyte *>(pixels);
int leftClip = clippedArea.x - area.x;
int topClip = clippedArea.y - area.y;
if (leftClip || topClip)
{
// Adjust destination to match portion clipped off left and/or top.
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(readFormat, readType);
GLuint rowBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL,
glFormat.computeRowPitch(readType, area.width, packState.alignment,
packState.rowLength, &rowBytes));
outPtr += leftClip * glFormat.pixelBytes + topClip * rowBytes;
}
if (packState.rowLength == 0 && clippedArea.width != area.width)
{
// No rowLength was specified so it will derive from read width, but clipping changed the
// read width. Use the original width so we fill the user's buffer as they intended.
packState.rowLength = area.width;
}
// We want to use rowLength, but that might not be supported.
bool cannotSetDesiredRowLength =
packState.rowLength && !GetImplAs<ContextGL>(context)->getNativeExtensions().packSubimage;
if (cannotSetDesiredRowLength || useOverlappingRowsWorkaround)
{
return readPixelsRowByRow(context, clippedArea, readFormat, readType, packState, outPtr);
}
bool useLastRowPaddingWorkaround = false;
if (features.packLastRowSeparatelyForPaddingInclusion.enabled)
{
ANGLE_TRY(ShouldApplyLastRowPaddingWorkaround(
contextGL, gl::Extents(clippedArea.width, clippedArea.height, 1), packState, packBuffer,
readFormat, readType, false, outPtr, &useLastRowPaddingWorkaround));
}
return readPixelsAllAtOnce(context, clippedArea, readFormat, readType, packState, outPtr,
useLastRowPaddingWorkaround);
}
angle::Result FramebufferGL::blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
const Framebuffer *sourceFramebuffer = context->getState().getReadFramebuffer();
const Framebuffer *destFramebuffer = context->getState().getDrawFramebuffer();
const FramebufferAttachment *colorReadAttachment = sourceFramebuffer->getReadColorAttachment();
GLsizei readAttachmentSamples = 0;
if (colorReadAttachment != nullptr)
{
// Blitting requires that the textures be single sampled. getSamples will return
// emulated sample number, but the EXT_multisampled_render_to_texture extension will
// take care of resolving the texture, so even if emulated samples > 0, we should still
// be able to blit as long as the underlying resource samples is single sampled.
readAttachmentSamples = colorReadAttachment->getResourceSamples();
}
bool needManualColorBlit = false;
// TODO(cwallez) when the filter is LINEAR and both source and destination are SRGB, we
// could avoid doing a manual blit.
// Prior to OpenGL 4.4 BlitFramebuffer (section 18.3.1 of GL 4.3 core profile) reads:
// When values are taken from the read buffer, no linearization is performed, even
// if the format of the buffer is SRGB.
// Starting from OpenGL 4.4 (section 18.3.1) it reads:
// When values are taken from the read buffer, if FRAMEBUFFER_SRGB is enabled and the
// value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING for the framebuffer attachment
// corresponding to the read buffer is SRGB, the red, green, and blue components are
// converted from the non-linear sRGB color space according [...].
{
bool sourceSRGB =
colorReadAttachment != nullptr && colorReadAttachment->getColorEncoding() == GL_SRGB;
needManualColorBlit =
needManualColorBlit || (sourceSRGB && functions->isAtMostGL(gl::Version(4, 3)));
}
// Prior to OpenGL 4.2 BlitFramebuffer (section 4.3.2 of GL 4.1 core profile) reads:
// Blit operations bypass the fragment pipeline. The only fragment operations which
// affect a blit are the pixel ownership test and scissor test.
// Starting from OpenGL 4.2 (section 4.3.2) it reads:
// When values are written to the draw buffers, blit operations bypass the fragment
// pipeline. The only fragment operations which affect a blit are the pixel ownership
// test, the scissor test and sRGB conversion.
if (!needManualColorBlit)
{
bool destSRGB = false;
for (size_t i = 0; i < destFramebuffer->getDrawbufferStateCount(); ++i)
{
const FramebufferAttachment *attachment = destFramebuffer->getDrawBuffer(i);
if (attachment && attachment->getColorEncoding() == GL_SRGB)
{
destSRGB = true;
break;
}
}
needManualColorBlit =
needManualColorBlit || (destSRGB && functions->isAtMostGL(gl::Version(4, 1)));
}
// Enable FRAMEBUFFER_SRGB if needed
stateManager->setFramebufferSRGBEnabledForFramebuffer(context, true, this);
GLenum blitMask = mask;
if (needManualColorBlit && (mask & GL_COLOR_BUFFER_BIT) && readAttachmentSamples <= 1)
{
BlitGL *blitter = GetBlitGL(context);
ANGLE_TRY(blitter->blitColorBufferWithShader(context, sourceFramebuffer, destFramebuffer,
sourceArea, destArea, filter));
blitMask &= ~GL_COLOR_BUFFER_BIT;
}
if (blitMask == 0)
{
return angle::Result::Continue;
}
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(sourceFramebuffer);
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
stateManager->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferID);
gl::Rectangle finalSourceArea(sourceArea);
gl::Rectangle finalDestArea(destArea);
if (features.adjustSrcDstRegionBlitFramebuffer.enabled)
{
angle::Result result =
adjustSrcDstRegion(context, sourceArea, destArea, &finalSourceArea, &finalDestArea);
if (result != angle::Result::Continue)
{
return result;
}
}
if (features.clipSrcRegionBlitFramebuffer.enabled)
{
angle::Result result =
clipSrcRegion(context, sourceArea, destArea, &finalSourceArea, &finalDestArea);
if (result != angle::Result::Continue)
{
return result;
}
}
functions->blitFramebuffer(finalSourceArea.x, finalSourceArea.y, finalSourceArea.x1(),
finalSourceArea.y1(), finalDestArea.x, finalDestArea.y,
finalDestArea.x1(), finalDestArea.y1(), blitMask, filter);
return angle::Result::Continue;
}
angle::Result FramebufferGL::adjustSrcDstRegion(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
gl::Rectangle *newSourceArea,
gl::Rectangle *newDestArea)
{
BlitFramebufferBounds bounds = GetBlitFramebufferBounds(context, sourceArea, destArea);
if (bounds.destRegion.width == 0 || bounds.sourceRegion.width == 0 ||
bounds.destRegion.height == 0 || bounds.sourceRegion.height == 0)
{
return angle::Result::Stop;
}
if (!ClipRectangle(bounds.destBounds, bounds.destRegion, nullptr))
{
return angle::Result::Stop;
}
if (!bounds.destBounds.encloses(bounds.destRegion))
{
// destRegion is not within destBounds. We want to adjust it to a
// reasonable size. This is done by halving the destRegion until it is at
// most twice the size of the framebuffer. We cut it in half instead
// of arbitrarily shrinking it to fit so that we don't end up with
// non-power-of-two scale factors which could mess up pixel interpolation.
// Naively clipping the dst rect and then proportionally sizing the
// src rect yields incorrect results.
GLuint destXHalvings = 0;
GLuint destYHalvings = 0;
GLint destOriginX = bounds.destRegion.x;
GLint destOriginY = bounds.destRegion.y;
GLint destClippedWidth = bounds.destRegion.width;
while (destClippedWidth > 2 * bounds.destBounds.width)
{
destClippedWidth = destClippedWidth / 2;
destXHalvings++;
}
GLint destClippedHeight = bounds.destRegion.height;
while (destClippedHeight > 2 * bounds.destBounds.height)
{
destClippedHeight = destClippedHeight / 2;
destYHalvings++;
}
// Before this block, we check that the two rectangles intersect.
// Now, compute the location of a new region origin such that we use the
// scaled dimensions but the new region has the same intersection as the
// original region.
GLint left = bounds.destRegion.x0();
GLint right = bounds.destRegion.x1();
GLint top = bounds.destRegion.y0();
GLint bottom = bounds.destRegion.y1();
GLint extraXOffset = 0;
if (left >= 0 && left < bounds.destBounds.width)
{
// Left edge is in-bounds
destOriginX = bounds.destRegion.x;
}
else if (right > 0 && right <= bounds.destBounds.width)
{
// Right edge is in-bounds
destOriginX = right - destClippedWidth;
}
else
{
// Region completely spans bounds
extraXOffset = (bounds.destRegion.width - destClippedWidth) / 2;
destOriginX = bounds.destRegion.x + extraXOffset;
}
GLint extraYOffset = 0;
if (top >= 0 && top < bounds.destBounds.height)
{
// Top edge is in-bounds
destOriginY = bounds.destRegion.y;
}
else if (bottom > 0 && bottom <= bounds.destBounds.height)
{
// Bottom edge is in-bounds
destOriginY = bottom - destClippedHeight;
}
else
{
// Region completely spans bounds
extraYOffset = (bounds.destRegion.height - destClippedHeight) / 2;
destOriginY = bounds.destRegion.y + extraYOffset;
}
// Offsets from the bottom left corner of the original region to
// the bottom left corner of the clipped region.
// This value (after it is scaled) is the respective offset we will apply
// to the src origin.
CheckedNumeric<GLuint> checkedXOffset(destOriginX - bounds.destRegion.x - extraXOffset / 2);
CheckedNumeric<GLuint> checkedYOffset(destOriginY - bounds.destRegion.y - extraYOffset / 2);
// if X/Y is reversed, use the top/right out-of-bounds region to compute
// the origin offset instead of the left/bottom out-of-bounds region
if (bounds.xFlipped)
{
checkedXOffset =
(bounds.destRegion.x1() - (destOriginX + destClippedWidth) + extraXOffset / 2);
}
if (bounds.yFlipped)
{
checkedYOffset =
(bounds.destRegion.y1() - (destOriginY + destClippedHeight) + extraYOffset / 2);
}
// These offsets should never overflow
GLuint xOffset, yOffset;
if (!checkedXOffset.AssignIfValid(&xOffset) || !checkedYOffset.AssignIfValid(&yOffset))
{
UNREACHABLE();
return angle::Result::Stop;
}
bounds.destRegion =
gl::Rectangle(destOriginX, destOriginY, destClippedWidth, destClippedHeight);
// Adjust the src region by the same factor
bounds.sourceRegion = gl::Rectangle(bounds.sourceRegion.x + (xOffset >> destXHalvings),
bounds.sourceRegion.y + (yOffset >> destYHalvings),
bounds.sourceRegion.width >> destXHalvings,
bounds.sourceRegion.height >> destYHalvings);
// if the src was scaled to 0, set it to 1 so the src is non-empty
if (bounds.sourceRegion.width == 0)
{
bounds.sourceRegion.width = 1;
}
if (bounds.sourceRegion.height == 0)
{
bounds.sourceRegion.height = 1;
}
}
if (!bounds.sourceBounds.encloses(bounds.sourceRegion))
{
// sourceRegion is not within sourceBounds. We want to adjust it to a
// reasonable size. This is done by halving the sourceRegion until it is at
// most twice the size of the framebuffer. We cut it in half instead
// of arbitrarily shrinking it to fit so that we don't end up with
// non-power-of-two scale factors which could mess up pixel interpolation.
// Naively clipping the source rect and then proportionally sizing the
// dest rect yields incorrect results.
GLuint sourceXHalvings = 0;
GLuint sourceYHalvings = 0;
GLint sourceOriginX = bounds.sourceRegion.x;
GLint sourceOriginY = bounds.sourceRegion.y;
GLint sourceClippedWidth = bounds.sourceRegion.width;
while (sourceClippedWidth > 2 * bounds.sourceBounds.width)
{
sourceClippedWidth = sourceClippedWidth / 2;
sourceXHalvings++;
}
GLint sourceClippedHeight = bounds.sourceRegion.height;
while (sourceClippedHeight > 2 * bounds.sourceBounds.height)
{
sourceClippedHeight = sourceClippedHeight / 2;
sourceYHalvings++;
}
// Before this block, we check that the two rectangles intersect.
// Now, compute the location of a new region origin such that we use the
// scaled dimensions but the new region has the same intersection as the
// original region.
GLint left = bounds.sourceRegion.x0();
GLint right = bounds.sourceRegion.x1();
GLint top = bounds.sourceRegion.y0();
GLint bottom = bounds.sourceRegion.y1();
GLint extraXOffset = 0;
if (left >= 0 && left < bounds.sourceBounds.width)
{
// Left edge is in-bounds
sourceOriginX = bounds.sourceRegion.x;
}
else if (right > 0 && right <= bounds.sourceBounds.width)
{
// Right edge is in-bounds
sourceOriginX = right - sourceClippedWidth;
}
else
{
// Region completely spans bounds
extraXOffset = (bounds.sourceRegion.width - sourceClippedWidth) / 2;
sourceOriginX = bounds.sourceRegion.x + extraXOffset;
}
GLint extraYOffset = 0;
if (top >= 0 && top < bounds.sourceBounds.height)
{
// Top edge is in-bounds
sourceOriginY = bounds.sourceRegion.y;
}
else if (bottom > 0 && bottom <= bounds.sourceBounds.height)
{
// Bottom edge is in-bounds
sourceOriginY = bottom - sourceClippedHeight;
}
else
{
// Region completely spans bounds
extraYOffset = (bounds.sourceRegion.height - sourceClippedHeight) / 2;
sourceOriginY = bounds.sourceRegion.y + extraYOffset;
}
// Offsets from the bottom left corner of the original region to
// the bottom left corner of the clipped region.
// This value (after it is scaled) is the respective offset we will apply
// to the dest origin.
CheckedNumeric<GLuint> checkedXOffset(sourceOriginX - bounds.sourceRegion.x -
extraXOffset / 2);
CheckedNumeric<GLuint> checkedYOffset(sourceOriginY - bounds.sourceRegion.y -
extraYOffset / 2);
// if X/Y is reversed, use the top/right out-of-bounds region to compute
// the origin offset instead of the left/bottom out-of-bounds region
if (bounds.xFlipped)
{
checkedXOffset = (bounds.sourceRegion.x1() - (sourceOriginX + sourceClippedWidth) +
extraXOffset / 2);
}
if (bounds.yFlipped)
{
checkedYOffset = (bounds.sourceRegion.y1() - (sourceOriginY + sourceClippedHeight) +
extraYOffset / 2);
}
// These offsets should never overflow
GLuint xOffset, yOffset;
if (!checkedXOffset.AssignIfValid(&xOffset) || !checkedYOffset.AssignIfValid(&yOffset))
{
UNREACHABLE();
return angle::Result::Stop;
}
bounds.sourceRegion =
gl::Rectangle(sourceOriginX, sourceOriginY, sourceClippedWidth, sourceClippedHeight);
// Adjust the dest region by the same factor
bounds.destRegion = gl::Rectangle(bounds.destRegion.x + (xOffset >> sourceXHalvings),
bounds.destRegion.y + (yOffset >> sourceYHalvings),
bounds.destRegion.width >> sourceXHalvings,
bounds.destRegion.height >> sourceYHalvings);
}
// Set the src and dst endpoints. If they were previously flipped,
// set them as flipped.
*newSourceArea = bounds.sourceRegion.flip(sourceArea.isReversedX(), sourceArea.isReversedY());
*newDestArea = bounds.destRegion.flip(destArea.isReversedX(), destArea.isReversedY());
return angle::Result::Continue;
}
angle::Result FramebufferGL::clipSrcRegion(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
gl::Rectangle *newSourceArea,
gl::Rectangle *newDestArea)
{
BlitFramebufferBounds bounds = GetBlitFramebufferBounds(context, sourceArea, destArea);
if (bounds.destRegion.width == 0 || bounds.sourceRegion.width == 0 ||
bounds.destRegion.height == 0 || bounds.sourceRegion.height == 0)
{
return angle::Result::Stop;
}
if (!ClipRectangle(bounds.destBounds, bounds.destRegion, nullptr))
{
return angle::Result::Stop;
}
if (!bounds.sourceBounds.encloses(bounds.sourceRegion))
{
// If pixels lying outside the read framebuffer, adjust src region
// and dst region to appropriate in-bounds regions respectively.
gl::Rectangle realSourceRegion;
ClipRectangle(bounds.sourceRegion, bounds.sourceBounds, &realSourceRegion);
GLuint xOffset = realSourceRegion.x - bounds.sourceRegion.x;
GLuint yOffset = realSourceRegion.y - bounds.sourceRegion.y;
// if X/Y is reversed, use the top/right out-of-bounds region for mapping
// to dst region, instead of left/bottom out-of-bounds region for mapping.
if (bounds.xFlipped)
{
xOffset = bounds.sourceRegion.x1() - realSourceRegion.x1();
}
if (bounds.yFlipped)
{
yOffset = bounds.sourceRegion.y1() - realSourceRegion.y1();
}
GLfloat destMappingWidth = static_cast<GLfloat>(realSourceRegion.width) *
bounds.destRegion.width / bounds.sourceRegion.width;
GLfloat destMappingHeight = static_cast<GLfloat>(realSourceRegion.height) *
bounds.destRegion.height / bounds.sourceRegion.height;
GLfloat destMappingXOffset =
static_cast<GLfloat>(xOffset) * bounds.destRegion.width / bounds.sourceRegion.width;
GLfloat destMappingYOffset =
static_cast<GLfloat>(yOffset) * bounds.destRegion.height / bounds.sourceRegion.height;
GLuint destMappingX0 =
static_cast<GLuint>(std::round(bounds.destRegion.x + destMappingXOffset));
GLuint destMappingY0 =
static_cast<GLuint>(std::round(bounds.destRegion.y + destMappingYOffset));
GLuint destMappingX1 = static_cast<GLuint>(
std::round(bounds.destRegion.x + destMappingXOffset + destMappingWidth));
GLuint destMappingY1 = static_cast<GLuint>(
std::round(bounds.destRegion.y + destMappingYOffset + destMappingHeight));
bounds.destRegion =
gl::Rectangle(destMappingX0, destMappingY0, destMappingX1 - destMappingX0,
destMappingY1 - destMappingY0);
bounds.sourceRegion = realSourceRegion;
}
// Set the src and dst endpoints. If they were previously flipped,
// set them as flipped.
*newSourceArea = bounds.sourceRegion.flip(sourceArea.isReversedX(), sourceArea.isReversedY());
*newDestArea = bounds.destRegion.flip(destArea.isReversedX(), destArea.isReversedY());
return angle::Result::Continue;
}
angle::Result FramebufferGL::getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
functions->getMultisamplefv(GL_SAMPLE_POSITION, static_cast<GLuint>(index), xy);
return angle::Result::Continue;
}
bool FramebufferGL::shouldSyncStateBeforeCheckStatus() const
{
return true;
}
bool FramebufferGL::checkStatus(const gl::Context *context) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
GLenum status = functions->checkFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
WARN() << "GL framebuffer returned incomplete.";
}
return (status == GL_FRAMEBUFFER_COMPLETE);
}
angle::Result FramebufferGL::syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
// Don't need to sync state for the default FBO.
if (mIsDefault)
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindFramebuffer(GL_FRAMEBUFFER, mFramebufferID);
// A pointer to one of the attachments for which the texture or the render buffer is not zero.
const FramebufferAttachment *attachment = nullptr;
for (auto dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
{
const FramebufferAttachment *newAttachment = mState.getDepthAttachment();
BindFramebufferAttachment(functions, GL_DEPTH_ATTACHMENT, newAttachment);
if (newAttachment)
{
attachment = newAttachment;
}
break;
}
case Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
{
const FramebufferAttachment *newAttachment = mState.getStencilAttachment();
BindFramebufferAttachment(functions, GL_STENCIL_ATTACHMENT, newAttachment);
if (newAttachment)
{
attachment = newAttachment;
}
break;
}
case Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
{
const auto &drawBuffers = mState.getDrawBufferStates();
functions->drawBuffers(static_cast<GLsizei>(drawBuffers.size()),
drawBuffers.data());
mAppliedEnabledDrawBuffers = mState.getEnabledDrawBuffers();
break;
}
case Framebuffer::DIRTY_BIT_READ_BUFFER:
functions->readBuffer(mState.getReadBufferState());
break;
case Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
functions->framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH,
mState.getDefaultWidth());
break;
case Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
functions->framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT,
mState.getDefaultHeight());
break;
case Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
functions->framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES,
mState.getDefaultSamples());
break;
case Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
functions->framebufferParameteri(
GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS,
gl::ConvertToGLBoolean(mState.getDefaultFixedSampleLocations()));
break;
case Framebuffer::DIRTY_BIT_DEFAULT_LAYERS:
functions->framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT,
mState.getDefaultLayers());
break;
default:
{
static_assert(Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
if (dirtyBit < Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
{
size_t index =
static_cast<size_t>(dirtyBit - Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
const FramebufferAttachment *newAttachment = mState.getColorAttachment(index);
BindFramebufferAttachment(functions,
static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + index),
newAttachment);
if (newAttachment)
{
attachment = newAttachment;
}
// Hiding an alpha channel is only supported when it's the first attachment
// currently. Assert that these emulated textures are not bound to a framebuffer
// using MRT.
if (index == 0)
{
mHasEmulatedAlphaAttachment =
IsEmulatedAlphaChannelTextureAttachment(attachment);
}
ASSERT(index == 0 || !IsEmulatedAlphaChannelTextureAttachment(attachment));
}
break;
}
}
}
if (attachment && mState.id() == context->getState().getDrawFramebuffer()->id())
{
stateManager->updateMultiviewBaseViewLayerIndexUniform(context->getState().getProgram(),
getState());
}
return angle::Result::Continue;
}
GLuint FramebufferGL::getFramebufferID() const
{
return mFramebufferID;
}
bool FramebufferGL::isDefault() const
{
return mIsDefault;
}
bool FramebufferGL::hasEmulatedAlphaChannelTextureAttachment() const
{
return mHasEmulatedAlphaAttachment;
}
void FramebufferGL::syncClearState(const gl::Context *context, GLbitfield mask)
{
const FunctionsGL *functions = GetFunctionsGL(context);
if (functions->standard == STANDARD_GL_DESKTOP)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
if (features.doesSRGBClearsOnLinearFramebufferAttachments.enabled &&
(mask & GL_COLOR_BUFFER_BIT) != 0 && !mIsDefault)
{
bool hasSRGBAttachment = false;
for (const auto &attachment : mState.getColorAttachments())
{
if (attachment.isAttached() && attachment.getColorEncoding() == GL_SRGB)
{
hasSRGBAttachment = true;
break;
}
}
stateManager->setFramebufferSRGBEnabled(context, hasSRGBAttachment);
}
else
{
stateManager->setFramebufferSRGBEnabled(context, !mIsDefault);
}
}
}
void FramebufferGL::syncClearBufferState(const gl::Context *context,
GLenum buffer,
GLint drawBuffer)
{
const FunctionsGL *functions = GetFunctionsGL(context);
if (functions->standard == STANDARD_GL_DESKTOP)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
if (features.doesSRGBClearsOnLinearFramebufferAttachments.enabled && buffer == GL_COLOR &&
!mIsDefault)
{
// If doing a clear on a color buffer, set SRGB blend enabled only if the color buffer
// is an SRGB format.
const auto &drawbufferState = mState.getDrawBufferStates();
const auto &colorAttachments = mState.getColorAttachments();
const FramebufferAttachment *attachment = nullptr;
if (drawbufferState[drawBuffer] >= GL_COLOR_ATTACHMENT0 &&
drawbufferState[drawBuffer] < GL_COLOR_ATTACHMENT0 + colorAttachments.size())
{
size_t attachmentIdx =
static_cast<size_t>(drawbufferState[drawBuffer] - GL_COLOR_ATTACHMENT0);
attachment = &colorAttachments[attachmentIdx];
}
if (attachment != nullptr)
{
stateManager->setFramebufferSRGBEnabled(context,
attachment->getColorEncoding() == GL_SRGB);
}
}
else
{
stateManager->setFramebufferSRGBEnabled(context, !mIsDefault);
}
}
}
bool FramebufferGL::modifyInvalidateAttachmentsForEmulatedDefaultFBO(
size_t count,
const GLenum *attachments,
std::vector<GLenum> *modifiedAttachments) const
{
bool needsModification = mIsDefault && mFramebufferID != 0;
if (!needsModification)
{
return false;
}
modifiedAttachments->resize(count);
for (size_t i = 0; i < count; i++)
{
switch (attachments[i])
{
case GL_COLOR:
(*modifiedAttachments)[i] = GL_COLOR_ATTACHMENT0;
break;
case GL_DEPTH:
(*modifiedAttachments)[i] = GL_DEPTH_ATTACHMENT;
break;
case GL_STENCIL:
(*modifiedAttachments)[i] = GL_STENCIL_ATTACHMENT;
break;
default:
UNREACHABLE();
break;
}
}
return true;
}
angle::Result FramebufferGL::readPixelsRowByRow(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
const gl::PixelPackState &pack,
GLubyte *pixels) const
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment,
pack.rowLength, &rowBytes));
GLuint skipBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL,
glFormat.computeSkipBytes(type, rowBytes, 0, pack, false, &skipBytes));
gl::PixelPackState directPack;
directPack.alignment = 1;
stateManager->setPixelPackState(directPack);
pixels += skipBytes;
for (GLint y = area.y; y < area.y + area.height; ++y)
{
functions->readPixels(area.x, y, area.width, 1, format, type, pixels);
pixels += rowBytes;
}
return angle::Result::Continue;
}
angle::Result FramebufferGL::readPixelsAllAtOnce(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
const gl::PixelPackState &pack,
GLubyte *pixels,
bool readLastRowSeparately) const
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
GLint height = area.height - readLastRowSeparately;
if (height > 0)
{
stateManager->setPixelPackState(pack);
functions->readPixels(area.x, area.y, area.width, height, format, type, pixels);
}
if (readLastRowSeparately)
{
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment,
pack.rowLength, &rowBytes));
GLuint skipBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL,
glFormat.computeSkipBytes(type, rowBytes, 0, pack, false, &skipBytes));
gl::PixelPackState directPack;
directPack.alignment = 1;
stateManager->setPixelPackState(directPack);
pixels += skipBytes + (area.height - 1) * rowBytes;
functions->readPixels(area.x, area.y + area.height - 1, area.width, 1, format, type,
pixels);
}
return angle::Result::Continue;
}
} // namespace rx