Fix related to eglImage memory
[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");
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7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
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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 context = mController.GetCurrentContext();
96   auto gl      = mController.GetGL();
97   if(gl && context && !mInitialized)
98   {
99     mInitialized = true;
100
101     context->GenFramebuffers(1, &mFramebufferId);
102     context->BindFrameBuffer(GL_FRAMEBUFFER, mFramebufferId);
103
104     for(Graphics::ColorAttachment& attachment : mCreateInfo.colorAttachments)
105     {
106       AttachTexture(attachment.texture, COLOR_ATTACHMENTS[attachment.attachmentId], attachment.layerId, attachment.levelId);
107     }
108
109     // @todo is this per framebuffer, or more immediate state that needs setting when framebuffer changed?
110     context->DrawBuffers(mCreateInfo.colorAttachments.size(), COLOR_ATTACHMENTS);
111
112     if(mCreateInfo.depthStencilAttachment.depthTexture)
113     {
114       // Create a depth or depth/stencil render target.
115       auto depthTexture = static_cast<const GLES::Texture*>(mCreateInfo.depthStencilAttachment.depthTexture);
116       auto attachmentId = DEPTH_STENCIL_ATTACHMENT_TYPE(depthTexture->GetCreateInfo().format).attachment;
117
118       gl->GenRenderbuffers(1, &mDepthBufferId);
119       gl->BindRenderbuffer(GL_RENDERBUFFER, mDepthBufferId);
120       gl->RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mCreateInfo.size.width, mCreateInfo.size.height);
121       gl->FramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentId, GL_RENDERBUFFER, mDepthBufferId);
122
123       AttachTexture(depthTexture, attachmentId, 0, mCreateInfo.depthStencilAttachment.depthLevel);
124     }
125
126     if(mCreateInfo.depthStencilAttachment.stencilTexture)
127     {
128       auto stencilTexture = static_cast<const GLES::Texture*>(mCreateInfo.depthStencilAttachment.stencilTexture);
129       auto attachmentId   = DEPTH_STENCIL_ATTACHMENT_TYPE(stencilTexture->GetCreateInfo().format).attachment;
130
131       // Create a stencil render target.
132       gl->GenRenderbuffers(1, &mStencilBufferId);
133       gl->BindRenderbuffer(GL_RENDERBUFFER, mStencilBufferId);
134       gl->RenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, mCreateInfo.size.width, mCreateInfo.size.height);
135       gl->FramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentId, GL_RENDERBUFFER, mStencilBufferId);
136
137       AttachTexture(stencilTexture, attachmentId, 0, mCreateInfo.depthStencilAttachment.stencilLevel);
138     }
139
140     context->BindFrameBuffer(GL_FRAMEBUFFER, 0);
141   }
142
143   return mInitialized;
144 }
145
146 void Framebuffer::DestroyResource()
147 {
148   auto context = mController.GetCurrentContext();
149   auto gl      = mController.GetGL();
150   if(gl && context && mInitialized)
151   {
152     if(mDepthBufferId)
153     {
154       gl->DeleteRenderbuffers(1, &mDepthBufferId);
155     }
156     if(mStencilBufferId)
157     {
158       gl->DeleteRenderbuffers(1, &mStencilBufferId);
159     }
160
161     context->DeleteFramebuffers(1, &mFramebufferId);
162
163     mFramebufferId = 0u;
164     mInitialized   = false;
165   }
166 }
167
168 void Framebuffer::DiscardResource()
169 {
170   mController.DiscardResource(this);
171 }
172
173 void Framebuffer::Bind() const
174 {
175   auto context = mController.GetCurrentContext();
176   auto gl      = mController.GetGL();
177
178   if(gl && context)
179   {
180     context->BindFrameBuffer(GL_FRAMEBUFFER, mFramebufferId);
181   }
182 }
183
184 void Framebuffer::AttachTexture(const Graphics::Texture* texture, uint32_t attachmentId, uint32_t layerId, uint32_t levelId)
185 {
186   auto gl = mController.GetGL();
187   if(gl)
188   {
189     auto graphicsTexture = static_cast<const GLES::Texture*>(texture);
190     if(graphicsTexture->GetCreateInfo().textureType == Graphics::TextureType::TEXTURE_2D)
191     {
192       gl->FramebufferTexture2D(GL_FRAMEBUFFER, attachmentId, graphicsTexture->GetGlTarget(), graphicsTexture->GetGLTexture(), levelId);
193     }
194     else
195     {
196       gl->FramebufferTexture2D(GL_FRAMEBUFFER, attachmentId, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layerId, graphicsTexture->GetGLTexture(), levelId);
197     }
198   }
199 }
200
201 uint32_t Framebuffer::GetGlFramebufferId() const
202 {
203   return mFramebufferId;
204 }
205
206 uint32_t Framebuffer::GetGlDepthBufferId() const
207 {
208   return mDepthBufferId;
209 }
210
211 uint32_t Framebuffer::GetGlStencilBufferId() const
212 {
213   return mStencilBufferId;
214 }
215
216 } //namespace Dali::Graphics::GLES