/* * 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 "rsdFrameBufferObj.h" #include "rsdAllocation.h" #include "rsdGL.h" #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> using namespace android; using namespace android::renderscript; RsdFrameBufferObj::RsdFrameBufferObj() { mFBOId = 0; mWidth = 0; mHeight = 0; mColorTargetsCount = 1; mColorTargets = new DrvAllocation*[mColorTargetsCount]; for (uint32_t i = 0; i < mColorTargetsCount; i ++) { mColorTargets[i] = 0; } mDepthTarget = NULL; mDirty = true; } RsdFrameBufferObj::~RsdFrameBufferObj() { if(mFBOId != 0) { glDeleteFramebuffers(1, &mFBOId); } delete [] mColorTargets; } void RsdFrameBufferObj::checkError(const Context *rsc) { GLenum status; status = glCheckFramebufferStatus(GL_FRAMEBUFFER); switch (status) { case GL_FRAMEBUFFER_COMPLETE: break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: rsc->setError(RS_ERROR_BAD_VALUE, "Unable to set up render Target: RFRAMEBUFFER_INCOMPLETE_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: rsc->setError(RS_ERROR_BAD_VALUE, "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: rsc->setError(RS_ERROR_BAD_VALUE, "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"); break; case GL_FRAMEBUFFER_UNSUPPORTED: rsc->setError(RS_ERROR_BAD_VALUE, "Unable to set up render Target: GL_FRAMEBUFFER_UNSUPPORTED"); break; } } void RsdFrameBufferObj::setDepthAttachment() { if (mDepthTarget != NULL) { if (mDepthTarget->textureID) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTarget->textureID, 0); } else { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthTarget->renderTargetID); } } else { // Reset last attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } } void RsdFrameBufferObj::setColorAttachment() { // Now attach color targets for (uint32_t i = 0; i < mColorTargetsCount; i ++) { if (mColorTargets[i] != NULL) { if (mColorTargets[i]->textureID) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, mColorTargets[i]->textureID, 0); } else { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER, mColorTargets[i]->renderTargetID); } } else { // Reset last attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0); } } } bool RsdFrameBufferObj::renderToFramebuffer() { if (mDepthTarget != NULL) { return false; } for (uint32_t i = 0; i < mColorTargetsCount; i ++) { if (mColorTargets[i] != NULL) { return false; } } return true; } void RsdFrameBufferObj::setActive(const Context *rsc) { bool framebuffer = renderToFramebuffer(); if (!framebuffer) { if(mFBOId == 0) { RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId); } RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId); if (mDirty) { setDepthAttachment(); setColorAttachment(); mDirty = false; } RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight); checkError(rsc); } else { RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0); RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight()); } }