/*
* 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());
}
}