/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include <dali/internal/render/renderers/render-frame-buffer.h>
-//INTERNAL INCLUDES
+// INTERNAL INCLUDES
#include <dali/internal/render/renderers/render-texture.h>
namespace Dali
{
namespace Render
{
+namespace
+{
+const GLenum COLOR_ATTACHMENTS[] =
+{
+ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3,
+ GL_COLOR_ATTACHMENT4,
+ GL_COLOR_ATTACHMENT5,
+ GL_COLOR_ATTACHMENT6,
+ GL_COLOR_ATTACHMENT7,
+};
+}
-FrameBuffer::FrameBuffer( unsigned int width, unsigned int height, Format format )
-:mId( 0u ),
- mDepthBuffer( (format == Dali::FrameBuffer::COLOR_DEPTH || format == Dali::FrameBuffer::COLOR_DEPTH_STENCIL ) ? 1u : 0u ),
- mStencilBuffer( (format == Dali::FrameBuffer::COLOR_STENCIL || format == Dali::FrameBuffer::COLOR_DEPTH_STENCIL ) ? 1u : 0u ),
- mWidth( width ),
- mHeight( height )
+FrameBuffer::FrameBuffer( uint32_t width, uint32_t height, Mask attachments )
+: mId( 0u ),
+ mTextureId{ 0u },
+ mDepthBuffer( attachments & Dali::FrameBuffer::Attachment::DEPTH ),
+ mStencilBuffer( attachments & Dali::FrameBuffer::Attachment::STENCIL ),
+ mWidth( width ),
+ mHeight( height ),
+ mColorAttachmentCount( 0u )
{
}
FrameBuffer::~FrameBuffer()
-{}
+{
+}
void FrameBuffer::Destroy( Context& context )
{
}
}
+void FrameBuffer::GlContextDestroyed()
+{
+ mId = 0u;
+}
+
void FrameBuffer::Initialize(Context& context)
{
context.GenFramebuffers( 1, &mId );
if( mDepthBuffer )
{
- //Create a depth render target
- context.GenRenderbuffers(1, &mDepthBuffer );
- context.BindRenderbuffer(GL_RENDERBUFFER, mDepthBuffer);
- context.RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight);
- context.FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer);
+ // Create a depth render target.
+ context.GenRenderbuffers( 1, &mDepthBuffer );
+ context.BindRenderbuffer( GL_RENDERBUFFER, mDepthBuffer );
+ context.RenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight );
+ context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer );
}
if( mStencilBuffer )
{
- //Create a stencil render target
- context.GenRenderbuffers(1, &mStencilBuffer );
- context.BindRenderbuffer(GL_RENDERBUFFER, mStencilBuffer);
- context.RenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, mWidth, mHeight);
- context.FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mStencilBuffer );
+ // Create a stencil render target.
+ context.GenRenderbuffers( 1, &mStencilBuffer );
+ context.BindRenderbuffer( GL_RENDERBUFFER, mStencilBuffer );
+ context.RenderbufferStorage( GL_RENDERBUFFER, GL_STENCIL_INDEX8, mWidth, mHeight );
+ context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mStencilBuffer );
}
context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-void FrameBuffer::AttachColorTexture( Context& context, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
+void FrameBuffer::AttachColorTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
{
context.BindFramebuffer( GL_FRAMEBUFFER, mId );
+ const GLuint textureId = texture->GetId();
+ mTextureId[mColorAttachmentCount] = textureId;
+
+ // Create a color attachment.
+ const GLenum iAttachment = COLOR_ATTACHMENTS[mColorAttachmentCount];
if( texture->GetType() == TextureType::TEXTURE_2D )
{
- context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetId(), mipmapLevel );
+ context.FramebufferTexture2D( GL_FRAMEBUFFER, iAttachment, texture->GetTarget(), textureId, mipmapLevel );
}
else
{
- context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, texture->GetId(), mipmapLevel );
+ context.FramebufferTexture2D( GL_FRAMEBUFFER, iAttachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, textureId, mipmapLevel );
}
+ ++mColorAttachmentCount;
+ context.DrawBuffers(mColorAttachmentCount, COLOR_ATTACHMENTS);
+ DALI_ASSERT_DEBUG(context.CheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
}
context.BindFramebuffer( GL_FRAMEBUFFER, mId );
}
-unsigned int FrameBuffer::GetWidth() const
+uint32_t FrameBuffer::GetWidth() const
{
return mWidth;
}
-unsigned int FrameBuffer::GetHeight() const
+uint32_t FrameBuffer::GetHeight() const
{
return mHeight;
}