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//
// Copyright 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.
//
// FramebufferD3D.cpp: Implements the DefaultAttachmentD3D and FramebufferD3D classes.
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "common/bitset_utils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Surface.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/SurfaceD3D.h"
#include "libANGLE/renderer/d3d/SwapChainD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
namespace rx
{
namespace
{
ClearParameters GetClearParameters(const gl::State &state, GLbitfield mask)
{
ClearParameters clearParams;
memset(&clearParams, 0, sizeof(ClearParameters));
const auto &blendState = state.getBlendState();
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = false;
}
clearParams.colorF = state.getColorClearValue();
clearParams.colorType = GL_FLOAT;
clearParams.colorMaskRed = blendState.colorMaskRed;
clearParams.colorMaskGreen = blendState.colorMaskGreen;
clearParams.colorMaskBlue = blendState.colorMaskBlue;
clearParams.colorMaskAlpha = blendState.colorMaskAlpha;
clearParams.clearDepth = false;
clearParams.depthValue = state.getDepthClearValue();
clearParams.clearStencil = false;
clearParams.stencilValue = state.getStencilClearValue();
clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask;
clearParams.scissorEnabled = state.isScissorTestEnabled();
clearParams.scissor = state.getScissor();
const gl::Framebuffer *framebufferObject = state.getDrawFramebuffer();
if (mask & GL_COLOR_BUFFER_BIT)
{
if (framebufferObject->hasEnabledDrawBuffer())
{
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = true;
}
}
}
if (mask & GL_DEPTH_BUFFER_BIT)
{
if (state.getDepthStencilState().depthMask &&
framebufferObject->getDepthbuffer() != nullptr)
{
clearParams.clearDepth = true;
}
}
if (mask & GL_STENCIL_BUFFER_BIT)
{
if (framebufferObject->getStencilbuffer() != nullptr &&
framebufferObject->getStencilbuffer()->getStencilSize() > 0)
{
clearParams.clearStencil = true;
}
}
return clearParams;
}
}
FramebufferD3D::FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer)
: FramebufferImpl(data), mRenderer(renderer)
{
}
FramebufferD3D::~FramebufferD3D()
{
}
gl::Error FramebufferD3D::clear(ContextImpl *context, GLbitfield mask)
{
ClearParameters clearParams = GetClearParameters(context->getGLState(), mask);
return clearImpl(context, clearParams);
}
gl::Error FramebufferD3D::clearBufferfv(ContextImpl *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
// glClearBufferfv can be called to clear the color buffer or depth buffer
ClearParameters clearParams = GetClearParameters(context->getGLState(), 0);
if (buffer == GL_COLOR)
{
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
clearParams.colorF = gl::ColorF(values[0], values[1], values[2], values[3]);
clearParams.colorType = GL_FLOAT;
}
if (buffer == GL_DEPTH)
{
clearParams.clearDepth = true;
clearParams.depthValue = values[0];
}
return clearImpl(context, clearParams);
}
gl::Error FramebufferD3D::clearBufferuiv(ContextImpl *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
// glClearBufferuiv can only be called to clear a color buffer
ClearParameters clearParams = GetClearParameters(context->getGLState(), 0);
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
clearParams.colorUI = gl::ColorUI(values[0], values[1], values[2], values[3]);
clearParams.colorType = GL_UNSIGNED_INT;
return clearImpl(context, clearParams);
}
gl::Error FramebufferD3D::clearBufferiv(ContextImpl *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
// glClearBufferiv can be called to clear the color buffer or stencil buffer
ClearParameters clearParams = GetClearParameters(context->getGLState(), 0);
if (buffer == GL_COLOR)
{
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
clearParams.colorI = gl::ColorI(values[0], values[1], values[2], values[3]);
clearParams.colorType = GL_INT;
}
if (buffer == GL_STENCIL)
{
clearParams.clearStencil = true;
clearParams.stencilValue = values[1];
}
return clearImpl(context, clearParams);
}
gl::Error FramebufferD3D::clearBufferfi(ContextImpl *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
// glClearBufferfi can only be called to clear a depth stencil buffer
ClearParameters clearParams = GetClearParameters(context->getGLState(), 0);
clearParams.clearDepth = true;
clearParams.depthValue = depth;
clearParams.clearStencil = true;
clearParams.stencilValue = stencil;
return clearImpl(context, clearParams);
}
GLenum FramebufferD3D::getImplementationColorReadFormat() const
{
const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
if (readAttachment == nullptr)
{
return GL_NONE;
}
RenderTargetD3D *attachmentRenderTarget = nullptr;
gl::Error error = readAttachment->getRenderTarget(&attachmentRenderTarget);
if (error.isError())
{
return GL_NONE;
}
GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
const gl::InternalFormat &implementationFormatInfo =
gl::GetSizedInternalFormatInfo(implementationFormat);
return implementationFormatInfo.getReadPixelsFormat();
}
GLenum FramebufferD3D::getImplementationColorReadType() const
{
const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
if (readAttachment == nullptr)
{
return GL_NONE;
}
RenderTargetD3D *attachmentRenderTarget = nullptr;
gl::Error error = readAttachment->getRenderTarget(&attachmentRenderTarget);
if (error.isError())
{
return GL_NONE;
}
GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
const gl::InternalFormat &implementationFormatInfo =
gl::GetSizedInternalFormatInfo(implementationFormat);
return implementationFormatInfo.getReadPixelsType();
}
gl::Error FramebufferD3D::readPixels(ContextImpl *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) const
{
const gl::PixelPackState &packState = context->getGLState().getPackState();
const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(format, type);
GLuint outputPitch = 0;
ANGLE_TRY_RESULT(
sizedFormatInfo.computeRowPitch(type, area.width, packState.alignment, packState.rowLength),
outputPitch);
GLuint outputSkipBytes = 0;
ANGLE_TRY_RESULT(sizedFormatInfo.computeSkipBytes(outputPitch, 0, packState, false),
outputSkipBytes);
return readPixelsImpl(area, format, type, outputPitch, packState,
reinterpret_cast<uint8_t *>(pixels) + outputSkipBytes);
}
gl::Error FramebufferD3D::blit(ContextImpl *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
const auto &glState = context->getGLState();
const gl::Framebuffer *sourceFramebuffer = glState.getReadFramebuffer();
const gl::Rectangle *scissor = glState.isScissorTestEnabled() ? &glState.getScissor() : nullptr;
ANGLE_TRY(blitImpl(sourceArea, destArea, scissor, (mask & GL_COLOR_BUFFER_BIT) != 0,
(mask & GL_DEPTH_BUFFER_BIT) != 0, (mask & GL_STENCIL_BUFFER_BIT) != 0,
filter, sourceFramebuffer));
return gl::NoError();
}
bool FramebufferD3D::checkStatus() const
{
// if we have both a depth and stencil buffer, they must refer to the same object
// since we only support packed_depth_stencil and not separate depth and stencil
if (mState.getDepthAttachment() != nullptr && mState.getStencilAttachment() != nullptr &&
mState.getDepthStencilAttachment() == nullptr)
{
return false;
}
// D3D11 does not allow for overlapping RenderTargetViews
if (!mState.colorAttachmentsAreUniqueImages())
{
return false;
}
// D3D requires all render targets to have the same dimensions.
if (!mState.attachmentsHaveSameDimensions())
{
return false;
}
return true;
}
void FramebufferD3D::syncState(ContextImpl *contextImpl,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
bool invalidateColorAttachmentCache = false;
if (!mColorAttachmentsForRender.valid())
{
invalidateColorAttachmentCache = true;
}
for (auto dirtyBit : dirtyBits)
{
if ((dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 &&
dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX) ||
dirtyBit == gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS)
{
invalidateColorAttachmentCache = true;
}
}
if (!invalidateColorAttachmentCache)
{
return;
}
// Does not actually free memory
gl::AttachmentList colorAttachmentsForRender;
const auto &colorAttachments = mState.getColorAttachments();
const auto &drawBufferStates = mState.getDrawBufferStates();
const auto &workarounds = mRenderer->getWorkarounds();
for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
{
GLenum drawBufferState = drawBufferStates[attachmentIndex];
const gl::FramebufferAttachment &colorAttachment = colorAttachments[attachmentIndex];
if (colorAttachment.isAttached() && drawBufferState != GL_NONE)
{
ASSERT(drawBufferState == GL_BACK ||
drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex));
colorAttachmentsForRender.push_back(&colorAttachment);
}
else if (!workarounds.mrtPerfWorkaround)
{
colorAttachmentsForRender.push_back(nullptr);
}
}
mColorAttachmentsForRender = std::move(colorAttachmentsForRender);
}
const gl::AttachmentList &FramebufferD3D::getColorAttachmentsForRender() const
{
ASSERT(mColorAttachmentsForRender.valid());
return mColorAttachmentsForRender.value();
}
gl::Error FramebufferD3D::getSamplePosition(size_t index, GLfloat *xy) const
{
return gl::InternalError() << "getSamplePosition is unimplemented.";
}
} // namespace rx