Merge "[AT-SPI] Add SetTextContents, InsertText and DeleteText" into devel/master
[platform/core/uifw/dali-adaptor.git] / dali / internal / graphics / gles-impl / gles-graphics-framebuffer.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include "gles-graphics-framebuffer.h"
20
21 // external headers
22 #include <dali/integration-api/gl-abstraction.h>
23 #include <dali/integration-api/gl-defines.h>
24
25 // Internal headers
26 #include <dali/internal/graphics/gles-impl/gles-graphics-texture.h>
27 #include "egl-graphics-controller.h"
28
29 namespace Dali::Graphics::GLES
30 {
31 namespace
32 {
33 const GLenum COLOR_ATTACHMENTS[] =
34   {
35     GL_COLOR_ATTACHMENT0,
36     GL_COLOR_ATTACHMENT1,
37     GL_COLOR_ATTACHMENT2,
38     GL_COLOR_ATTACHMENT3,
39     GL_COLOR_ATTACHMENT4,
40     GL_COLOR_ATTACHMENT5,
41     GL_COLOR_ATTACHMENT6,
42     GL_COLOR_ATTACHMENT7,
43 };
44
45 struct DEPTH_STENCIL_ATTACHMENT_TYPE
46 {
47   constexpr explicit DEPTH_STENCIL_ATTACHMENT_TYPE(Graphics::Format textureFormat)
48   {
49     switch(textureFormat)
50     {
51       case Graphics::Format::D16_UNORM:
52       case Graphics::Format::D32_SFLOAT:
53       case Graphics::Format::X8_D24_UNORM_PACK32:
54       {
55         attachment = GL_DEPTH_ATTACHMENT;
56         break;
57       }
58
59       case Graphics::Format::S8_UINT: // Probably won't work as a standalone texture.
60       {
61         attachment = GL_STENCIL_ATTACHMENT;
62         break;
63       }
64
65       case Graphics::Format::D16_UNORM_S8_UINT:
66       case Graphics::Format::D24_UNORM_S8_UINT:
67       case Graphics::Format::D32_SFLOAT_S8_UINT:
68       {
69         attachment = GL_DEPTH_STENCIL_ATTACHMENT;
70         break;
71       }
72       default:
73       {
74         attachment = GL_NONE;
75         break;
76       }
77     }
78   }
79   Dali::GLenum attachment{GL_NONE};
80 };
81
82 } // anonymous namespace
83
84 Framebuffer::Framebuffer(const Graphics::FramebufferCreateInfo& createInfo, Graphics::EglGraphicsController& controller)
85 : FramebufferResource(createInfo, controller)
86 {
87   // Add framebuffer to the Resource queue
88   mController.AddFramebuffer(*this);
89 }
90
91 Framebuffer::~Framebuffer() = default;
92
93 bool Framebuffer::InitializeResource()
94 {
95   auto gl = mController.GetGL();
96   if(gl && !mInitialized)
97   {
98     mInitialized = true;
99
100     gl->GenFramebuffers(1, &mFramebufferId);
101     gl->BindFramebuffer(GL_FRAMEBUFFER, mFramebufferId);
102
103     for(Graphics::ColorAttachment& attachment : mCreateInfo.colorAttachments)
104     {
105       AttachTexture(attachment.texture, COLOR_ATTACHMENTS[attachment.attachmentId], attachment.layerId, attachment.levelId);
106     }
107
108     // @todo is this per framebuffer, or more immediate state that needs setting when framebuffer changed?
109     gl->DrawBuffers(mCreateInfo.colorAttachments.size(), COLOR_ATTACHMENTS);
110
111     if(mCreateInfo.depthStencilAttachment.depthTexture)
112     {
113       // Create a depth or depth/stencil render target.
114       auto depthTexture = static_cast<const GLES::Texture*>(mCreateInfo.depthStencilAttachment.depthTexture);
115       auto attachmentId = DEPTH_STENCIL_ATTACHMENT_TYPE(depthTexture->GetCreateInfo().format).attachment;
116
117       gl->GenRenderbuffers(1, &mDepthBufferId);
118       gl->BindRenderbuffer(GL_RENDERBUFFER, mDepthBufferId);
119       gl->RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mCreateInfo.size.width, mCreateInfo.size.height);
120       gl->FramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentId, GL_RENDERBUFFER, mDepthBufferId);
121
122       AttachTexture(depthTexture, attachmentId, 0, mCreateInfo.depthStencilAttachment.depthLevel);
123     }
124
125     if(mCreateInfo.depthStencilAttachment.stencilTexture)
126     {
127       auto stencilTexture = static_cast<const GLES::Texture*>(mCreateInfo.depthStencilAttachment.stencilTexture);
128       auto attachmentId   = DEPTH_STENCIL_ATTACHMENT_TYPE(stencilTexture->GetCreateInfo().format).attachment;
129
130       // Create a stencil render target.
131       gl->GenRenderbuffers(1, &mStencilBufferId);
132       gl->BindRenderbuffer(GL_RENDERBUFFER, mStencilBufferId);
133       gl->RenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, mCreateInfo.size.width, mCreateInfo.size.height);
134       gl->FramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentId, GL_RENDERBUFFER, mStencilBufferId);
135
136       AttachTexture(stencilTexture, attachmentId, 0, mCreateInfo.depthStencilAttachment.stencilLevel);
137     }
138     gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
139   }
140
141   return mInitialized;
142 }
143
144 void Framebuffer::DestroyResource()
145 {
146   auto gl = mController.GetGL();
147   if(gl && mInitialized)
148   {
149     if(mDepthBufferId)
150     {
151       gl->DeleteRenderbuffers(1, &mDepthBufferId);
152     }
153     if(mStencilBufferId)
154     {
155       gl->DeleteRenderbuffers(1, &mStencilBufferId);
156     }
157
158     gl->DeleteFramebuffers(1, &mFramebufferId);
159     mFramebufferId = 0u;
160     mInitialized   = false;
161   }
162 }
163
164 void Framebuffer::DiscardResource()
165 {
166   mController.DiscardResource(this);
167 }
168
169 void Framebuffer::Bind() const
170 {
171   auto gl = mController.GetGL();
172   gl->BindFramebuffer(GL_FRAMEBUFFER, mFramebufferId);
173 }
174
175 void Framebuffer::AttachTexture(const Graphics::Texture* texture, uint32_t attachmentId, uint32_t layerId, uint32_t levelId)
176 {
177   auto gl = mController.GetGL();
178   if(gl)
179   {
180     auto graphicsTexture = static_cast<const GLES::Texture*>(texture);
181     if(graphicsTexture->GetCreateInfo().textureType == Graphics::TextureType::TEXTURE_2D)
182     {
183       gl->FramebufferTexture2D(GL_FRAMEBUFFER, attachmentId, graphicsTexture->GetGlTarget(), graphicsTexture->GetGLTexture(), levelId);
184     }
185     else
186     {
187       gl->FramebufferTexture2D(GL_FRAMEBUFFER, attachmentId, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layerId, graphicsTexture->GetGLTexture(), levelId);
188     }
189   }
190 }
191
192 uint32_t Framebuffer::GetGlFramebufferId() const
193 {
194   return mFramebufferId;
195 }
196
197 uint32_t Framebuffer::GetGlDepthBufferId() const
198 {
199   return mDepthBufferId;
200 }
201
202 uint32_t Framebuffer::GetGlStencilBufferId() const
203 {
204   return mStencilBufferId;
205 }
206
207 } //namespace Dali::Graphics::GLES