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/*
* 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 "GLcommon/FramebufferData.h"
#include "aemu/base/files/StreamSerializing.h"
#include "GLcommon/GLEScontext.h"
#include "GLcommon/GLutils.h"
#include "GLcommon/TextureData.h"
#include <GLES/gl.h>
#include <GLES/glext.h>
RenderbufferData::RenderbufferData(android::base::Stream* stream) :
ObjectData(stream) {
attachedFB = stream->getBe32();
attachedPoint = stream->getBe32();
// TODO: load eglImageGlobalTexObject
width = stream->getBe32();
height = stream->getBe32();
internalformat = stream->getBe32();
hostInternalFormat = stream->getBe32();
everBound = stream->getBe32();
}
void RenderbufferData::onSave(android::base::Stream* stream, unsigned int globalName) const {
ObjectData::onSave(stream, globalName);
stream->putBe32(attachedFB);
stream->putBe32(attachedPoint);
// TODO: snapshot eglImageGlobalTexObject
if (eglImageGlobalTexObject) {
fprintf(stderr, "RenderbufferData::onSave: warning:"
" EglImage snapshot unimplemented. \n");
}
stream->putBe32(width);
stream->putBe32(height);
stream->putBe32(internalformat);
stream->putBe32(hostInternalFormat);
stream->putBe32(everBound);
}
void RenderbufferData::restore(ObjectLocalName localName,
const getGlobalName_t& getGlobalName) {
ObjectData::restore(localName, getGlobalName);
int globalName = getGlobalName(NamedObjectType::RENDERBUFFER,
localName);
GLDispatch& dispatcher = GLEScontext::dispatcher();
dispatcher.glBindRenderbuffer(GL_RENDERBUFFER, globalName);
if (hostInternalFormat != GL_NONE) {
dispatcher.glRenderbufferStorage(GL_RENDERBUFFER, hostInternalFormat,
width, height);
}
}
void RenderbufferData::makeTextureDirty() {
if (saveableTexture) {
saveableTexture->makeDirty();
}
}
static GLenum s_index2Attachment(int idx);
FramebufferData::FramebufferData(GLuint name, GLuint globalName) : ObjectData(FRAMEBUFFER_DATA)
, m_fbName(name), m_fbGlobalName(globalName) {
}
FramebufferData::FramebufferData(android::base::Stream* stream) :
ObjectData(stream) {
m_fbName = stream->getBe32();
int attachNum = stream->getBe32();
(void)attachNum;
assert(attachNum == MAX_ATTACH_POINTS);
for (auto& attachPoint : m_attachPoints) {
attachPoint.target = stream->getBe32();
attachPoint.name = stream->getBe32();
attachPoint.objType = (NamedObjectType)stream->getBe32();
// attachPoint.obj will be set up in postLoad
attachPoint.owned = stream->getByte();
}
m_dirty = stream->getByte();
m_hasBeenBound = stream->getByte();
m_hasDrawBuffers = stream->getByte();
android::base::loadBuffer(stream, &m_drawBuffers);
m_readBuffer = stream->getBe32();
}
FramebufferData::~FramebufferData() {
for (int i=0; i<MAX_ATTACH_POINTS; i++) {
detachObject(i);
}
}
void FramebufferData::onSave(android::base::Stream* stream, unsigned int globalName) const {
ObjectData::onSave(stream, globalName);
stream->putBe32(m_fbName);
stream->putBe32(MAX_ATTACH_POINTS);
for (auto& attachPoint : m_attachPoints) {
stream->putBe32(attachPoint.target);
stream->putBe32(attachPoint.name);
// do not save attachPoint.obj
if (attachPoint.obj) {
stream->putBe32((uint32_t)ObjectDataType2NamedObjectType(
attachPoint.obj->getDataType()));
} else {
stream->putBe32((uint32_t)NamedObjectType::NULLTYPE);
}
stream->putByte(attachPoint.owned);
}
stream->putByte(m_dirty);
stream->putByte(m_hasBeenBound);
stream->putByte(m_hasDrawBuffers);
android::base::saveBuffer(stream, m_drawBuffers);
stream->putBe32(m_readBuffer);
}
void FramebufferData::postLoad(const getObjDataPtr_t& getObjDataPtr) {
for (auto& attachPoint : m_attachPoints) {
if (NamedObjectType::NULLTYPE != attachPoint.objType) {
attachPoint.obj = getObjDataPtr(attachPoint.objType,
attachPoint.name);
if (!attachPoint.obj) {
fprintf(stderr, "FramebufferData::postLoad: warning: "
"bound render buffer restore failed.\n");
attachPoint.obj.reset(new RenderbufferData);
}
} else {
attachPoint.obj = {};
}
}
}
void FramebufferData::restore(ObjectLocalName localName,
const getGlobalName_t& getGlobalName) {
ObjectData::restore(localName, getGlobalName);
if (!hasBeenBoundAtLeastOnce()) return;
int globalName = getGlobalName(NamedObjectType::FRAMEBUFFER,
localName);
GLDispatch& dispatcher = GLEScontext::dispatcher();
dispatcher.glBindFramebuffer(GL_FRAMEBUFFER, globalName);
for (int i = 0; i < MAX_ATTACH_POINTS; i++) {
auto& attachPoint = m_attachPoints[i];
if (!attachPoint.name) continue; // bound to nothing
// attachPoint.owned is true only when color buffer 0 is
// not bound. In such situation, it will generate its own object when
// calling validate()
if (attachPoint.owned) {
attachPoint.name = 0;
continue;
}
if (attachPoint.obj) { // binding a render buffer
assert(attachPoint.obj->getDataType()
== RENDERBUFFER_DATA);
attachPoint.globalName =
getGlobalName(NamedObjectType::RENDERBUFFER,
attachPoint.name);
RenderbufferData *rbData = (RenderbufferData*)attachPoint.obj.get();
if (rbData->eglImageGlobalTexObject) {
fprintf(stderr, "FramebufferData::restore: warning: "
"binding egl image unsupported\n");
} else {
assert(attachPoint.target == GL_RENDERBUFFER);
dispatcher.glFramebufferRenderbuffer(
GL_FRAMEBUFFER,
s_index2Attachment(i),
attachPoint.target,
attachPoint.globalName);
}
} else { // binding a texture
int texGlobalName = getGlobalName(NamedObjectType::TEXTURE,
attachPoint.name);
attachPoint.globalName = texGlobalName;
if (!texGlobalName) {
fprintf(stderr, "FramebufferData::restore: warning: "
"a texture is deleted without unbinding FBO\n");
}
dispatcher.glFramebufferTexture2D(GL_FRAMEBUFFER,
s_index2Attachment(i),
attachPoint.target,
texGlobalName,
0);
}
}
m_dirty = true;
if (m_hasDrawBuffers) {
dispatcher.glDrawBuffers(m_drawBuffers.size(), m_drawBuffers.data());
}
if (dispatcher.glReadBuffer) {
dispatcher.glReadBuffer(m_readBuffer);
}
}
void FramebufferData::makeTextureDirty(const getObjDataPtr_t& getObjDataPtr) {
if (!hasBeenBoundAtLeastOnce()) return;
for (int i = 0; i < MAX_ATTACH_POINTS; i++) {
auto& attachPoint = m_attachPoints[i];
if (!attachPoint.name || attachPoint.owned || attachPoint.obj) {
// If not bound to a texture, do nothing
continue;
}
TextureData* texData = (TextureData*)getObjDataPtr(
NamedObjectType::TEXTURE, attachPoint.name).get();
if (texData) {
texData->makeDirty();
}
}
}
void FramebufferData::setAttachment(
class GLEScontext* ctx,
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.get() != obj.get() ||
m_attachPoints[idx].owned != takeOwnership) {
detachObject(idx);
m_attachPoints[idx].target = target;
m_attachPoints[idx].name = name;
NamedObjectType namedObjectType =
target == GL_RENDERBUFFER ?
NamedObjectType::RENDERBUFFER :
NamedObjectType::TEXTURE;
m_attachPoints[idx].globalName =
name ? ctx->shareGroup()->getGlobalName(namedObjectType, name) : 0;
m_attachPoints[idx].obj = obj;
m_attachPoints[idx].owned = takeOwnership;
if (target == GL_RENDERBUFFER_OES && obj.get() != NULL) {
RenderbufferData *rbData = (RenderbufferData *)obj.get();
rbData->attachedFB = m_fbName;
rbData->attachedPoint = attachment;
}
m_dirty = true;
refreshSeparateDepthStencilAttachmentState();
}
}
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;
}
GLint FramebufferData::getAttachmentSamples(GLEScontext* ctx, GLenum attachment) {
int idx = attachmentPointIndex(attachment);
// Don't expose own attachments.
if (m_attachPoints[idx].owned) return 0;
GLenum target = m_attachPoints[idx].target;
GLuint name = m_attachPoints[idx].name;
if (target == GL_RENDERBUFFER) {
RenderbufferData* rbData = (RenderbufferData*)
ctx->shareGroup()->getObjectData(NamedObjectType::RENDERBUFFER, name);
return rbData ? rbData->samples : 0;
} else {
TextureData* texData = (TextureData*)
ctx->shareGroup()->getObjectData(NamedObjectType::TEXTURE, name);
return texData ? texData->samples : 0;
}
}
void FramebufferData::getAttachmentDimensions(GLEScontext* ctx, GLenum attachment, GLint* width, GLint* height) {
int idx = attachmentPointIndex(attachment);
// Don't expose own attachments.
if (m_attachPoints[idx].owned) return;
GLenum target = m_attachPoints[idx].target;
GLuint name = m_attachPoints[idx].name;
if (target == GL_RENDERBUFFER) {
RenderbufferData* rbData = (RenderbufferData*)
ctx->shareGroup()->getObjectData(NamedObjectType::RENDERBUFFER, name);
if (rbData) {
*width = rbData->width;
*height = rbData->height;
}
} else {
TextureData* texData = (TextureData*)
ctx->shareGroup()->getObjectData(NamedObjectType::TEXTURE, name);
if (texData) {
*width = texData->width;
*height = texData->height;
}
}
}
GLint FramebufferData::getAttachmentInternalFormat(GLEScontext* ctx, GLenum attachment) {
int idx = attachmentPointIndex(attachment);
// Don't expose own attachments.
if (m_attachPoints[idx].owned) return 0;
GLenum target = m_attachPoints[idx].target;
GLuint name = m_attachPoints[idx].name;
if (target == GL_RENDERBUFFER) {
RenderbufferData* rbData = (RenderbufferData*)
ctx->shareGroup()->getObjectData(NamedObjectType::RENDERBUFFER, name);
return rbData ? rbData->internalformat : 0;
} else {
TextureData* texData = (TextureData*)
ctx->shareGroup()->getObjectData(NamedObjectType::TEXTURE, name);
return texData? texData->internalFormat : 0;
}
}
void FramebufferData::separateDepthStencilWorkaround(GLEScontext* ctx) {
// Swiftshader does not need the workaround as it allows separate depth/stencil.
if (isGles2Gles()) return;
// bug: 78083376
//
// Some apps rely on using separate depth/stencil attachments with separate
// backing images. This affects macOS OpenGL because it does not allow
// separate depth/stencil attachments with separate backing images.
//
// Emulate them here with a single combined backing image.
#ifdef __APPLE__
if (!m_hasSeparateDepthStencil || m_separateDSEmulationRbo) return;
GLuint prevRboBinding;
GLuint prevFboBinding;
auto& gl = ctx->dispatcher();
// Use the depth stencil's dimensions.
GLint widthDepth;
GLint heightDepth;
getAttachmentDimensions(ctx, GL_DEPTH_ATTACHMENT,
&widthDepth, &heightDepth);
gl.glGetIntegerv(GL_RENDERBUFFER_BINDING, (GLint*)&prevRboBinding);
gl.glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&prevFboBinding);
gl.glGenRenderbuffers(1, &m_separateDSEmulationRbo);
gl.glBindRenderbuffer(GL_RENDERBUFFER, m_separateDSEmulationRbo);
gl.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
widthDepth, heightDepth);
gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbGlobalName);
gl.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, m_separateDSEmulationRbo);
gl.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, m_separateDSEmulationRbo);
gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFboBinding);
gl.glBindRenderbuffer(GL_RENDERBUFFER, prevRboBinding);
#endif
}
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;
case GL_DEPTH_STENCIL_ATTACHMENT:
return 3;
default:
{
// for colorbuffer 1 ~ 15, they are continuous
int idx = attachment - GL_COLOR_ATTACHMENT1 + 4;
// in case for some new attachment extensions
if (idx < 4 || idx > MAX_ATTACH_POINTS) {
idx = MAX_ATTACH_POINTS;
}
return idx;
}
}
}
static GLenum s_index2Attachment(int idx) {
switch (idx) {
case 0:
return GL_COLOR_ATTACHMENT0_OES;
case 1:
return GL_DEPTH_ATTACHMENT_OES;
case 2:
return GL_STENCIL_ATTACHMENT_OES;
case 3:
return GL_DEPTH_STENCIL_ATTACHMENT;
default:
return idx - 4 + GL_COLOR_ATTACHMENT1;
}
}
void FramebufferData::detachObject(int idx) {
if (m_attachPoints[idx].target == GL_RENDERBUFFER_OES && m_attachPoints[idx].obj.get() != NULL) {
RenderbufferData *rbData = (RenderbufferData *)m_attachPoints[idx].obj.get();
rbData->attachedFB = 0;
rbData->attachedPoint = 0;
}
if(m_attachPoints[idx].owned)
{
switch(m_attachPoints[idx].target)
{
case GL_RENDERBUFFER_OES:
GLEScontext::dispatcher().glDeleteRenderbuffers(1, &(m_attachPoints[idx].name));
break;
case GL_TEXTURE_2D:
GLEScontext::dispatcher().glDeleteTextures(1, &(m_attachPoints[idx].name));
break;
}
}
m_attachPoints[idx] = {};
refreshSeparateDepthStencilAttachmentState();
}
// bug: 78083376
//
// Check attachment state and delete / recreate original depth/stencil
// attachments if necessary.
//
void FramebufferData::refreshSeparateDepthStencilAttachmentState() {
m_hasSeparateDepthStencil = false;
ObjectDataPtr depthObject =
m_attachPoints[attachmentPointIndex(GL_DEPTH_ATTACHMENT)].obj;
ObjectDataPtr stencilObject =
m_attachPoints[attachmentPointIndex(GL_STENCIL_ATTACHMENT)].obj;
m_hasSeparateDepthStencil = depthObject && stencilObject && (depthObject != stencilObject);
if (m_hasSeparateDepthStencil) return;
// Delete the emulated RBO and restore the original
// if we don't have separate depth/stencil anymore.
auto& gl = GLEScontext::dispatcher();
if (!m_separateDSEmulationRbo) return;
gl.glDeleteRenderbuffers(1, &m_separateDSEmulationRbo);
m_separateDSEmulationRbo = 0;
// Now that we don't have separate depth/stencil attachments,
// we might need to restore one of the original attachments,
// because we were using a nonzero m_separateDSEmulationRbo.
GLenum attachmentToRestore =
m_attachPoints[attachmentPointIndex(GL_DEPTH_ATTACHMENT)].name ?
GL_DEPTH_ATTACHMENT : (
m_attachPoints[attachmentPointIndex(GL_STENCIL_ATTACHMENT)].name ?
GL_STENCIL_ATTACHMENT : 0);
if (!attachmentToRestore) return;
GLuint objectToRestore =
m_attachPoints[attachmentPointIndex(attachmentToRestore)].globalName;
GLenum objectTypeToRestore =
m_attachPoints[attachmentPointIndex(attachmentToRestore)].target;
GLuint prevFboBinding;
gl.glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&prevFboBinding);
gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbGlobalName);
switch (objectTypeToRestore) {
case GL_RENDERBUFFER:
gl.glFramebufferRenderbuffer(
GL_DRAW_FRAMEBUFFER,
attachmentToRestore,
GL_RENDERBUFFER,
objectToRestore);
break;
case GL_TEXTURE_2D:
gl.glFramebufferTexture2D(
GL_DRAW_FRAMEBUFFER,
attachmentToRestore,
GL_TEXTURE_2D,
objectToRestore, 0);
break;
}
gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFboBinding);
}
void FramebufferData::validate(GLEScontext* ctx)
{
// Do not validate if on another GLES2 backend
if (isGles2Gles()) return;
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().glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
if(type != GL_NONE)
{
ctx->dispatcher().glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
}
else
{
ctx->dispatcher().glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT_OES, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
if(type != GL_NONE)
{
ctx->dispatcher().glGetFramebufferAttachmentParameteriv(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().glBindRenderbuffer(GL_RENDERBUFFER, name);
ctx->dispatcher().glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
ctx->dispatcher().glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
ctx->dispatcher().glBindRenderbuffer(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 = 0;
ctx->dispatcher().glGenTextures(1, &tex);
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().glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tex, 0);
setAttachment(ctx, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tex, ObjectDataPtr(), 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().glBindFramebuffer(GL_FRAMEBUFFER,0);
ctx->dispatcher().glBindFramebuffer(
GL_FRAMEBUFFER, m_fbGlobalName);
m_dirty = false;
}
}
void FramebufferData::setDrawBuffers(GLsizei n, const GLenum * bufs) {
m_drawBuffers.resize(n);
memcpy(m_drawBuffers.data(), bufs, n * sizeof(GLenum));
m_hasDrawBuffers = true;
}
void FramebufferData::setReadBuffers(GLenum src) {
m_readBuffer = src;
}