/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
#include <dali/internal/render/renderers/render-frame-buffer.h>
// INTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
#include <dali/internal/render/renderers/render-texture.h>
namespace Dali
{
namespace Render
{
-namespace
+FrameBuffer::FrameBuffer(uint32_t width, uint32_t height, Mask attachments)
+: mWidth(width),
+ mHeight(height),
+ mDepthBuffer(attachments & Dali::FrameBuffer::Attachment::DEPTH),
+ mStencilBuffer(attachments & Dali::FrameBuffer::Attachment::STENCIL)
{
-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,
-};
+ mCreateInfo.size.width = width;
+ mCreateInfo.size.height = height;
+ if(mDepthBuffer)
+ {
+ mCreateInfo.depthStencilAttachment.depthUsage = Graphics::DepthStencilAttachment::Usage::WRITE;
+ }
+ if(mStencilBuffer)
+ {
+ mCreateInfo.depthStencilAttachment.stencilUsage = Graphics::DepthStencilAttachment::Usage::WRITE;
+ }
}
-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() = default;
-FrameBuffer::~FrameBuffer()
+void FrameBuffer::Destroy()
{
+ mGraphicsObject.reset();
}
-void FrameBuffer::Destroy( Context& context )
+void FrameBuffer::Initialize(Graphics::Controller& graphicsController)
{
- if( mId )
- {
- context.DeleteFramebuffers( 1, &mId );
- }
+ mGraphicsController = &graphicsController;
}
-void FrameBuffer::GlContextDestroyed()
+void FrameBuffer::AttachColorTexture(Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
{
- mId = 0u;
-}
-
-void FrameBuffer::Initialize(Context& context)
-{
- context.GenFramebuffers( 1, &mId );
- context.BindFramebuffer( GL_FRAMEBUFFER, mId );
-
- if( mDepthBuffer )
+ if(texture)
{
- // 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(!texture->GetGraphicsObject())
+ {
+ texture->Create(0 | Graphics::TextureUsageFlagBits::COLOR_ATTACHMENT | Graphics::TextureUsageFlagBits::SAMPLE);
+ }
+
+ uint32_t attachmentId = mCreateInfo.colorAttachments.size();
+ Graphics::ColorAttachment colorAttachment{attachmentId, texture->GetGraphicsObject(), layer, mipmapLevel};
+ mCreateInfo.colorAttachments.push_back(colorAttachment);
}
-
- 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 );
- }
-
- context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-void FrameBuffer::AttachColorTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+void FrameBuffer::AttachDepthTexture(Render::Texture* texture, uint32_t mipmapLevel)
{
- 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 )
+ if(texture)
{
- context.FramebufferTexture2D( GL_FRAMEBUFFER, iAttachment, texture->GetTarget(), textureId, mipmapLevel );
+ if(!texture->GetGraphicsObject())
+ {
+ texture->Create(0 | Graphics::TextureUsageFlagBits::DEPTH_STENCIL_ATTACHMENT | Graphics::TextureUsageFlagBits::SAMPLE);
+ }
+
+ mCreateInfo.depthStencilAttachment.depthTexture = texture->GetGraphicsObject();
+ mCreateInfo.depthStencilAttachment.depthUsage = Graphics::DepthStencilAttachment::Usage::WRITE;
+ mCreateInfo.depthStencilAttachment.depthLevel = mipmapLevel;
}
- else
- {
- 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 );
}
-void FrameBuffer::AttachDepthTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel )
+void FrameBuffer::AttachDepthStencilTexture(Render::Texture* texture, uint32_t mipmapLevel)
{
- context.BindFramebuffer( GL_FRAMEBUFFER, mId );
-
- // Create a depth attachment.
- if( texture->GetType() == TextureType::TEXTURE_2D )
+ if(texture)
{
- context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture->GetId(), mipmapLevel );
+ if(!texture->GetGraphicsObject())
+ {
+ texture->Create(0 | Graphics::TextureUsageFlagBits::DEPTH_STENCIL_ATTACHMENT | Graphics::TextureUsageFlagBits::SAMPLE);
+ }
+ mCreateInfo.depthStencilAttachment.stencilTexture = texture->GetGraphicsObject();
+ mCreateInfo.depthStencilAttachment.stencilUsage = Graphics::DepthStencilAttachment::Usage::WRITE;
+ mCreateInfo.depthStencilAttachment.stencilLevel = mipmapLevel;
}
-
- context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-void FrameBuffer::AttachDepthStencilTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel )
+bool FrameBuffer::CreateGraphicsObjects()
{
- context.BindFramebuffer( GL_FRAMEBUFFER, mId );
+ bool created = false;
- // Create a depth/stencil attachment.
- if( texture->GetType() == TextureType::TEXTURE_2D )
+ if(!mGraphicsObject)
{
- context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture->GetId(), mipmapLevel );
+ // Only create a graphics object if there are attachments for it to render into
+ if(mCreateInfo.colorAttachments.empty() &&
+ mCreateInfo.depthStencilAttachment.depthTexture == nullptr &&
+ mCreateInfo.depthStencilAttachment.stencilTexture == nullptr &&
+ !mDepthBuffer && !mStencilBuffer)
+ {
+ DALI_LOG_ERROR("Attempting to bind a framebuffer with no attachments\n");
+ }
+ else
+ {
+ mGraphicsObject = mGraphicsController->CreateFramebuffer(mCreateInfo, std::move(mGraphicsObject));
+
+ // Create render target
+ Graphics::RenderTargetCreateInfo rtInfo{};
+ rtInfo
+ .SetFramebuffer(mGraphicsObject.get())
+ .SetExtent({mWidth, mHeight})
+ .SetPreTransform(0 | Graphics::RenderTargetTransformFlagBits::TRANSFORM_IDENTITY_BIT);
+ mRenderTarget = mGraphicsController->CreateRenderTarget(rtInfo, std::move(mRenderTarget));
+
+ std::vector<Graphics::AttachmentDescription> attachmentDescriptions;
+
+ // Default behaviour for color attachments is to CLEAR and STORE
+ mClearValues.clear();
+ for(auto& attachments : mCreateInfo.colorAttachments)
+ {
+ if(attachments.texture)
+ {
+ Graphics::AttachmentDescription desc{};
+ desc.SetLoadOp(Graphics::AttachmentLoadOp::CLEAR);
+ desc.SetStoreOp(Graphics::AttachmentStoreOp::STORE);
+ attachmentDescriptions.push_back(desc);
+ mClearValues.emplace_back();
+ }
+ }
+
+ if(mCreateInfo.depthStencilAttachment.depthTexture || mCreateInfo.depthStencilAttachment.stencilTexture ||
+ mDepthBuffer || mStencilBuffer)
+ {
+ Graphics::AttachmentDescription depthStencilDesc{};
+ depthStencilDesc.SetLoadOp(Graphics::AttachmentLoadOp::CLEAR)
+ .SetStoreOp(Graphics::AttachmentStoreOp::DONT_CARE);
+
+ if(mCreateInfo.depthStencilAttachment.stencilTexture || mStencilBuffer)
+ {
+ depthStencilDesc.SetStencilLoadOp(Graphics::AttachmentLoadOp::CLEAR)
+ .SetStencilStoreOp(Graphics::AttachmentStoreOp::DONT_CARE);
+ }
+ mClearValues.emplace_back();
+ attachmentDescriptions.push_back(depthStencilDesc);
+ }
+
+ Graphics::RenderPassCreateInfo rpInfo{};
+ rpInfo.SetAttachments(attachmentDescriptions);
+
+ // Add default render pass (loadOp = clear)
+ mRenderPass.emplace_back(mGraphicsController->CreateRenderPass(rpInfo, nullptr));
+
+ // Add default render pass (loadOp = dontcare)
+ attachmentDescriptions[0].SetLoadOp(Graphics::AttachmentLoadOp::DONT_CARE);
+ mRenderPass.emplace_back(mGraphicsController->CreateRenderPass(rpInfo, nullptr));
+
+ created = true;
+ }
}
-
- context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
-}
-
-void FrameBuffer::Bind( Context& context )
-{
- context.BindFramebuffer( GL_FRAMEBUFFER, mId );
+ return created;
}
uint32_t FrameBuffer::GetWidth() const
return mHeight;
}
+[[nodiscard]] Graphics::RenderPass* FrameBuffer::GetGraphicsRenderPass(Graphics::AttachmentLoadOp colorLoadOp,
+ Graphics::AttachmentStoreOp colorStoreOp) const
+{
+ // clear only when requested
+ if(colorLoadOp == Graphics::AttachmentLoadOp::CLEAR)
+ {
+ return mRenderPass[0].get();
+ }
+ else
+ {
+ return mRenderPass[1].get();
+ }
+}
-} //Render
+} // namespace Render
-} //Internal
+} // namespace Internal
-} //Dali
+} // namespace Dali