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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com911cd6d2012-06-01 01:45:20 +00002// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Framebuffer.cpp: Implements the gl::Framebuffer class. Implements GL framebuffer
8// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000011
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000012#include "libGLESv2/main.h"
13#include "libGLESv2/Renderbuffer.h"
14#include "libGLESv2/Texture.h"
daniel@transgaming.com93a81472010-04-20 18:52:58 +000015#include "libGLESv2/utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016
17namespace gl
18{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000019
daniel@transgaming.com16418b12012-11-28 19:32:22 +000020Framebuffer::Framebuffer(rx::Renderer *renderer)
21 : mRenderer(renderer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000022{
23 mColorbufferType = GL_NONE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000024 mDepthbufferType = GL_NONE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000025 mStencilbufferType = GL_NONE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000026}
27
28Framebuffer::~Framebuffer()
29{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000030 mColorbufferPointer.set(NULL);
31 mDepthbufferPointer.set(NULL);
32 mStencilbufferPointer.set(NULL);
daniel@transgaming.com68145c62012-05-31 01:14:46 +000033 mNullColorbufferPointer.set(NULL);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000034}
35
36Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle) const
37{
38 gl::Context *context = gl::getContext();
39 Renderbuffer *buffer = NULL;
40
41 if (type == GL_NONE)
42 {
43 buffer = NULL;
44 }
45 else if (type == GL_RENDERBUFFER)
46 {
47 buffer = context->getRenderbuffer(handle);
48 }
apatrick@chromium.org551022e2012-01-23 19:56:54 +000049 else if (IsInternalTextureTarget(type))
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000050 {
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +000051 buffer = context->getTexture(handle)->getRenderbuffer(type);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000052 }
53 else
54 {
55 UNREACHABLE();
56 }
57
58 return buffer;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059}
60
61void Framebuffer::setColorbuffer(GLenum type, GLuint colorbuffer)
62{
daniel@transgaming.com2fa45512011-10-04 18:43:18 +000063 mColorbufferType = (colorbuffer != 0) ? type : GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000064 mColorbufferPointer.set(lookupRenderbuffer(type, colorbuffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065}
66
67void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer)
68{
daniel@transgaming.com2fa45512011-10-04 18:43:18 +000069 mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000070 mDepthbufferPointer.set(lookupRenderbuffer(type, depthbuffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000071}
72
73void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer)
74{
daniel@transgaming.com2fa45512011-10-04 18:43:18 +000075 mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000076 mStencilbufferPointer.set(lookupRenderbuffer(type, stencilbuffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000077}
78
79void Framebuffer::detachTexture(GLuint texture)
80{
apatrick@chromium.org551022e2012-01-23 19:56:54 +000081 if (mColorbufferPointer.id() == texture && IsInternalTextureTarget(mColorbufferType))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000082 {
83 mColorbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000084 mColorbufferPointer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000085 }
daniel@transgaming.comfbc09532010-04-26 15:33:41 +000086
apatrick@chromium.org551022e2012-01-23 19:56:54 +000087 if (mDepthbufferPointer.id() == texture && IsInternalTextureTarget(mDepthbufferType))
daniel@transgaming.comfbc09532010-04-26 15:33:41 +000088 {
89 mDepthbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000090 mDepthbufferPointer.set(NULL);
daniel@transgaming.comfbc09532010-04-26 15:33:41 +000091 }
92
apatrick@chromium.org551022e2012-01-23 19:56:54 +000093 if (mStencilbufferPointer.id() == texture && IsInternalTextureTarget(mStencilbufferType))
daniel@transgaming.comfbc09532010-04-26 15:33:41 +000094 {
95 mStencilbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000096 mStencilbufferPointer.set(NULL);
daniel@transgaming.comfbc09532010-04-26 15:33:41 +000097 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098}
99
100void Framebuffer::detachRenderbuffer(GLuint renderbuffer)
101{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000102 if (mColorbufferPointer.id() == renderbuffer && mColorbufferType == GL_RENDERBUFFER)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000103 {
104 mColorbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000105 mColorbufferPointer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106 }
107
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000108 if (mDepthbufferPointer.id() == renderbuffer && mDepthbufferType == GL_RENDERBUFFER)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000109 {
110 mDepthbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000111 mDepthbufferPointer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000112 }
113
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000114 if (mStencilbufferPointer.id() == renderbuffer && mStencilbufferType == GL_RENDERBUFFER)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000115 {
116 mStencilbufferType = GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000117 mStencilbufferPointer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000118 }
119}
120
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000121unsigned int Framebuffer::getRenderTargetSerial()
122{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000123 Renderbuffer *colorbuffer = mColorbufferPointer.get();
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000124
125 if (colorbuffer)
126 {
127 return colorbuffer->getSerial();
128 }
129
130 return 0;
131}
132
daniel@transgaming.com63e6afe2012-05-31 01:14:42 +0000133// Increments refcount on surface.
134// caller must Release() the returned surface
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000135IDirect3DSurface9 *Framebuffer::getRenderTarget()
136{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000137 Renderbuffer *colorbuffer = mColorbufferPointer.get();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000138
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000139 if (colorbuffer)
140 {
141 return colorbuffer->getRenderTarget();
142 }
143
144 return NULL;
145}
146
daniel@transgaming.com63e6afe2012-05-31 01:14:42 +0000147// Increments refcount on surface.
148// caller must Release() the returned surface
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +0000149IDirect3DSurface9 *Framebuffer::getDepthStencil()
150{
151 Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get();
152
153 if (!depthstencilbuffer)
154 {
155 depthstencilbuffer = mStencilbufferPointer.get();
156 }
157
158 if (depthstencilbuffer)
159 {
160 return depthstencilbuffer->getDepthStencil();
161 }
162
163 return NULL;
164}
165
daniel@transgaming.com339ae702010-05-12 03:40:20 +0000166unsigned int Framebuffer::getDepthbufferSerial()
167{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000168 Renderbuffer *depthbuffer = mDepthbufferPointer.get();
daniel@transgaming.com339ae702010-05-12 03:40:20 +0000169
170 if (depthbuffer)
171 {
172 return depthbuffer->getSerial();
173 }
174
175 return 0;
176}
177
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +0000178unsigned int Framebuffer::getStencilbufferSerial()
179{
180 Renderbuffer *stencilbuffer = mStencilbufferPointer.get();
181
182 if (stencilbuffer)
183 {
184 return stencilbuffer->getSerial();
185 }
186
187 return 0;
188}
189
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000190Renderbuffer *Framebuffer::getColorbuffer()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000191{
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000192 return mColorbufferPointer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000193}
194
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000195Renderbuffer *Framebuffer::getDepthbuffer()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196{
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000197 return mDepthbufferPointer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000198}
199
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000200Renderbuffer *Framebuffer::getStencilbuffer()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000201{
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000202 return mStencilbufferPointer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000203}
204
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000205Renderbuffer *Framebuffer::getNullColorbuffer()
206{
207 Renderbuffer *nullbuffer = mNullColorbufferPointer.get();
208 Renderbuffer *depthbuffer = getDepthbuffer();
209
210 if (!depthbuffer)
211 {
212 ERR("Unexpected null depthbuffer for depth-only FBO.");
213 return NULL;
214 }
215
216 GLsizei width = depthbuffer->getWidth();
217 GLsizei height = depthbuffer->getHeight();
218
219 if (!nullbuffer ||
220 width != nullbuffer->getWidth() || height != nullbuffer->getHeight())
221 {
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000222 nullbuffer = new Renderbuffer(mRenderer, 0, new Colorbuffer(mRenderer, width, height, GL_NONE, 0));
daniel@transgaming.com68145c62012-05-31 01:14:46 +0000223 mNullColorbufferPointer.set(nullbuffer);
224 }
225
226 return nullbuffer;
227}
228
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +0000229GLenum Framebuffer::getColorbufferType()
230{
231 return mColorbufferType;
232}
233
234GLenum Framebuffer::getDepthbufferType()
235{
236 return mDepthbufferType;
237}
238
239GLenum Framebuffer::getStencilbufferType()
240{
241 return mStencilbufferType;
242}
243
244GLuint Framebuffer::getColorbufferHandle()
245{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000246 return mColorbufferPointer.id();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +0000247}
248
249GLuint Framebuffer::getDepthbufferHandle()
250{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000251 return mDepthbufferPointer.id();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +0000252}
253
254GLuint Framebuffer::getStencilbufferHandle()
255{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000256 return mStencilbufferPointer.id();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +0000257}
258
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000259bool Framebuffer::hasStencil()
260{
261 if (mStencilbufferType != GL_NONE)
262 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000263 Renderbuffer *stencilbufferObject = getStencilbuffer();
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000264
265 if (stencilbufferObject)
266 {
267 return stencilbufferObject->getStencilSize() > 0;
268 }
269 }
270
271 return false;
272}
273
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000274GLenum Framebuffer::completeness()
275{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000276 int width = 0;
277 int height = 0;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000278 int samples = -1;
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000279 bool missingAttachment = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000280
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000281 if (mColorbufferType != GL_NONE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000282 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000283 Renderbuffer *colorbuffer = getColorbuffer();
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000284
285 if (!colorbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000286 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000287 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000288 }
289
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000290 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000291 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000292 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000293 }
294
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000295 if (mColorbufferType == GL_RENDERBUFFER)
296 {
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +0000297 if (!gl::IsColorRenderable(colorbuffer->getInternalFormat()))
daniel@transgaming.comedc19182010-10-15 17:57:55 +0000298 {
299 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
300 }
301 }
apatrick@chromium.org551022e2012-01-23 19:56:54 +0000302 else if (IsInternalTextureTarget(mColorbufferType))
daniel@transgaming.com01868132010-08-24 19:21:17 +0000303 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000304 GLint internalformat = colorbuffer->getInternalFormat();
305 GLenum format = gl::ExtractFormat(internalformat);
daniel@transgaming.comd885df02012-05-31 01:14:36 +0000306
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000307 if (IsCompressed(format) ||
308 format == GL_ALPHA ||
309 format == GL_LUMINANCE ||
310 format == GL_LUMINANCE_ALPHA)
daniel@transgaming.com01868132010-08-24 19:21:17 +0000311 {
312 return GL_FRAMEBUFFER_UNSUPPORTED;
313 }
daniel@transgaming.com1297d922010-09-01 15:47:47 +0000314
daniel@transgaming.comea32d482012-11-28 19:33:18 +0000315 bool filtering, renderable;
316
317 if ((gl::IsFloat32Format(internalformat) && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) ||
318 (gl::IsFloat16Format(internalformat) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable)))
daniel@transgaming.comb6b2e672010-10-15 17:57:47 +0000319 {
320 return GL_FRAMEBUFFER_UNSUPPORTED;
321 }
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000322
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000323 if (gl::IsDepthTexture(internalformat) || gl::IsStencilTexture(internalformat))
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000324 {
325 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
326 }
daniel@transgaming.com01868132010-08-24 19:21:17 +0000327 }
daniel@transgaming.comd885df02012-05-31 01:14:36 +0000328 else
329 {
330 UNREACHABLE();
331 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
332 }
daniel@transgaming.com01868132010-08-24 19:21:17 +0000333
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000334 width = colorbuffer->getWidth();
335 height = colorbuffer->getHeight();
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000336 samples = colorbuffer->getSamples();
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000337 missingAttachment = false;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000338 }
339
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000340 Renderbuffer *depthbuffer = NULL;
341 Renderbuffer *stencilbuffer = NULL;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000342
343 if (mDepthbufferType != GL_NONE)
344 {
345 depthbuffer = getDepthbuffer();
346
347 if (!depthbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000348 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000349 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000350 }
351
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000352 if (depthbuffer->getWidth() == 0 || depthbuffer->getHeight() == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000353 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000354 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
355 }
356
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000357 if (mDepthbufferType == GL_RENDERBUFFER)
358 {
359 if (!gl::IsDepthRenderable(depthbuffer->getInternalFormat()))
360 {
361 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
362 }
363 }
364 else if (IsInternalTextureTarget(mDepthbufferType))
365 {
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000366 GLint internalformat = depthbuffer->getInternalFormat();
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000367
368 // depth texture attachments require OES/ANGLE_depth_texture
daniel@transgaming.comea32d482012-11-28 19:33:18 +0000369 if (!mRenderer->getDepthTextureSupport())
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000370 {
371 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
372 }
373
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000374 if (!gl::IsDepthTexture(internalformat))
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000375 {
376 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
377 }
378 }
379 else
380 {
381 UNREACHABLE();
382 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
383 }
384
385 if (missingAttachment)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000386 {
387 width = depthbuffer->getWidth();
388 height = depthbuffer->getHeight();
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000389 samples = depthbuffer->getSamples();
390 missingAttachment = false;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000391 }
392 else if (width != depthbuffer->getWidth() || height != depthbuffer->getHeight())
393 {
394 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
395 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000396 else if (samples != depthbuffer->getSamples())
397 {
398 return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
399 }
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000400 }
401
402 if (mStencilbufferType != GL_NONE)
403 {
404 stencilbuffer = getStencilbuffer();
405
406 if (!stencilbuffer)
407 {
408 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
409 }
410
411 if (stencilbuffer->getWidth() == 0 || stencilbuffer->getHeight() == 0)
412 {
413 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
414 }
415
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000416 if (mStencilbufferType == GL_RENDERBUFFER)
417 {
418 if (!gl::IsStencilRenderable(stencilbuffer->getInternalFormat()))
419 {
420 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
421 }
422 }
423 else if (IsInternalTextureTarget(mStencilbufferType))
424 {
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000425 GLint internalformat = stencilbuffer->getInternalFormat();
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000426
427 // texture stencil attachments come along as part
428 // of OES_packed_depth_stencil + OES/ANGLE_depth_texture
daniel@transgaming.comea32d482012-11-28 19:33:18 +0000429 if (!mRenderer->getDepthTextureSupport())
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000430 {
431 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
432 }
433
daniel@transgaming.com8e91d252012-10-17 18:22:44 +0000434 if (!gl::IsStencilTexture(internalformat))
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000435 {
436 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
437 }
438 }
439 else
440 {
441 UNREACHABLE();
442 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
443 }
444
445 if (missingAttachment)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000446 {
447 width = stencilbuffer->getWidth();
448 height = stencilbuffer->getHeight();
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000449 samples = stencilbuffer->getSamples();
450 missingAttachment = false;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000451 }
452 else if (width != stencilbuffer->getWidth() || height != stencilbuffer->getHeight())
453 {
454 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
455 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000456 else if (samples != stencilbuffer->getSamples())
457 {
458 return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE;
459 }
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000460 }
461
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000462 // if we have both a depth and stencil buffer, they must refer to the same object
463 // since we only support packed_depth_stencil and not separate depth and stencil
464 if (depthbuffer && stencilbuffer && (depthbuffer != stencilbuffer))
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000465 {
daniel@transgaming.com6b7c84c2012-05-31 01:14:39 +0000466 return GL_FRAMEBUFFER_UNSUPPORTED;
467 }
468
469 // we need to have at least one attachment to be complete
470 if (missingAttachment)
471 {
472 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +0000473 }
474
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000475 return GL_FRAMEBUFFER_COMPLETE;
476}
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000477
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000478DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil)
479 : Framebuffer(renderer)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000480{
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000481 mColorbufferPointer.set(new Renderbuffer(mRenderer, 0, colorbuffer));
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000482
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000483 Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000484 mDepthbufferPointer.set(depthStencilRenderbuffer);
485 mStencilbufferPointer.set(depthStencilRenderbuffer);
daniel@transgaming.comd14558a2011-11-09 17:46:18 +0000486
487 mColorbufferType = GL_RENDERBUFFER;
488 mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
489 mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000490}
491
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000492int Framebuffer::getSamples()
493{
494 if (completeness() == GL_FRAMEBUFFER_COMPLETE)
495 {
496 return getColorbuffer()->getSamples();
497 }
498 else
499 {
500 return 0;
501 }
502}
503
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000504GLenum DefaultFramebuffer::completeness()
505{
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000506 // The default framebuffer should always be complete
507 ASSERT(Framebuffer::completeness() == GL_FRAMEBUFFER_COMPLETE);
508
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000509 return GL_FRAMEBUFFER_COMPLETE;
510}
511
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000512}