/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 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. * *//*! * \file * \brief OpenGL ES context wrapper that uses FBO as default framebuffer. *//*--------------------------------------------------------------------*/ #include "gluFboRenderContext.hpp" #include "gluContextFactory.hpp" #include "gluRenderConfig.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuCommandLine.hpp" #include "gluTextureUtil.hpp" #include "tcuTextureUtil.hpp" #include namespace glu { static int getNumDepthBits (const tcu::TextureFormat& format) { if (format.order == tcu::TextureFormat::DS) { const tcu::TextureFormat depthOnlyFormat = tcu::getEffectiveDepthStencilTextureFormat(format, tcu::Sampler::MODE_DEPTH); return tcu::getTextureFormatBitDepth(depthOnlyFormat).x(); } else if (format.order == tcu::TextureFormat::D) return tcu::getTextureFormatBitDepth(format).x(); else return 0; } static int getNumStencilBits (const tcu::TextureFormat& format) { if (format.order == tcu::TextureFormat::DS) { const tcu::TextureFormat stencilOnlyFormat = tcu::getEffectiveDepthStencilTextureFormat(format, tcu::Sampler::MODE_STENCIL); return tcu::getTextureFormatBitDepth(stencilOnlyFormat).x(); } else if (format.order == tcu::TextureFormat::S) return tcu::getTextureFormatBitDepth(format).x(); else return 0; } static tcu::PixelFormat getPixelFormat (deUint32 colorFormat) { const tcu::IVec4 bits = tcu::getTextureFormatBitDepth(glu::mapGLInternalFormat(colorFormat)); return tcu::PixelFormat(bits[0], bits[1], bits[2], bits[3]); } static void getDepthStencilBits (deUint32 depthStencilFormat, int* depthBits, int* stencilBits) { const tcu::TextureFormat combinedFormat = glu::mapGLInternalFormat(depthStencilFormat); *depthBits = getNumDepthBits(combinedFormat); *stencilBits = getNumStencilBits(combinedFormat); } deUint32 chooseColorFormat (const glu::RenderConfig& config) { static const deUint32 s_formats[] = { GL_RGBA8, GL_RGB8, GL_RG8, GL_R8, GL_RGBA4, GL_RGB5_A1, GL_RGB565, GL_RGB5 }; for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(s_formats); fmtNdx++) { const deUint32 format = s_formats[fmtNdx]; const tcu::IVec4 bits = tcu::getTextureFormatBitDepth(glu::mapGLInternalFormat(format)); if (config.redBits != glu::RenderConfig::DONT_CARE && config.redBits != bits[0]) continue; if (config.greenBits != glu::RenderConfig::DONT_CARE && config.greenBits != bits[1]) continue; if (config.blueBits != glu::RenderConfig::DONT_CARE && config.blueBits != bits[2]) continue; if (config.alphaBits != glu::RenderConfig::DONT_CARE && config.alphaBits != bits[3]) continue; return format; } return 0; } deUint32 chooseDepthStencilFormat (const glu::RenderConfig& config) { static const deUint32 s_formats[] = { GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16, GL_STENCIL_INDEX8 }; for (int fmtNdx = 0; fmtNdx < DE_LENGTH_OF_ARRAY(s_formats); fmtNdx++) { const deUint32 format = s_formats[fmtNdx]; const tcu::TextureFormat combinedFormat = glu::mapGLInternalFormat(format); const int depthBits = getNumDepthBits(combinedFormat); const int stencilBits = getNumStencilBits(combinedFormat); if (config.depthBits != glu::RenderConfig::DONT_CARE && config.depthBits != depthBits) continue; if (config.stencilBits != glu::RenderConfig::DONT_CARE && config.stencilBits != stencilBits) continue; return format; } return 0; } FboRenderContext::FboRenderContext (RenderContext* context, const RenderConfig& config) : m_context (context) , m_framebuffer (0) , m_colorBuffer (0) , m_depthStencilBuffer (0) , m_renderTarget () { try { createFramebuffer(config); } catch (...) { destroyFramebuffer(); throw; } } FboRenderContext::FboRenderContext (const ContextFactory& factory, const RenderConfig& config, const tcu::CommandLine& cmdLine) : m_context (DE_NULL) , m_framebuffer (0) , m_colorBuffer (0) , m_depthStencilBuffer (0) , m_renderTarget () { try { RenderConfig nativeRenderConfig; nativeRenderConfig.type = config.type; nativeRenderConfig.windowVisibility = config.windowVisibility; // \note All other properties are defaults, mostly DONT_CARE m_context = factory.createContext(nativeRenderConfig, cmdLine, DE_NULL); createFramebuffer(config); } catch (...) { delete m_context; throw; } } FboRenderContext::~FboRenderContext (void) { // \todo [2013-04-08 pyry] Do we want to destry FBO before destroying context? delete m_context; } void FboRenderContext::postIterate (void) { // \todo [2012-11-27 pyry] Blit to default framebuffer in ES3? m_context->getFunctions().finish(); } void FboRenderContext::makeCurrent(void) { m_context->makeCurrent(); } void FboRenderContext::createFramebuffer (const RenderConfig& config) { DE_ASSERT(m_framebuffer == 0 && m_colorBuffer == 0 && m_depthStencilBuffer == 0); const glw::Functions& gl = m_context->getFunctions(); const deUint32 colorFormat = chooseColorFormat(config); const deUint32 depthStencilFormat = chooseDepthStencilFormat(config); int width = config.width; int height = config.height; tcu::PixelFormat pixelFormat; int depthBits = 0; int stencilBits = 0; if (config.numSamples > 0 && !gl.renderbufferStorageMultisample) throw tcu::NotSupportedError("Multisample FBO is not supported"); if (colorFormat == 0) throw tcu::NotSupportedError("Unsupported color attachment format"); if (width == glu::RenderConfig::DONT_CARE || height == glu::RenderConfig::DONT_CARE) { int maxSize = 0; gl.getIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize); width = (width == glu::RenderConfig::DONT_CARE) ? maxSize : width; height = (height == glu::RenderConfig::DONT_CARE) ? maxSize : height; } { pixelFormat = getPixelFormat(colorFormat); gl.genRenderbuffers(1, &m_colorBuffer); gl.bindRenderbuffer(GL_RENDERBUFFER, m_colorBuffer); if (config.numSamples > 0) gl.renderbufferStorageMultisample(GL_RENDERBUFFER, config.numSamples, colorFormat, width, height); else gl.renderbufferStorage(GL_RENDERBUFFER, colorFormat, width, height); gl.bindRenderbuffer(GL_RENDERBUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Creating color renderbuffer"); } if (depthStencilFormat != GL_NONE) { getDepthStencilBits(depthStencilFormat, &depthBits, &stencilBits); gl.genRenderbuffers(1, &m_depthStencilBuffer); gl.bindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); if (config.numSamples > 0) gl.renderbufferStorageMultisample(GL_RENDERBUFFER, config.numSamples, depthStencilFormat, width, height); else gl.renderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height); gl.bindRenderbuffer(GL_RENDERBUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Creating depth / stencil renderbuffer"); } gl.genFramebuffers(1, &m_framebuffer); gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); if (m_colorBuffer) gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorBuffer); if (m_depthStencilBuffer) { if (depthBits > 0) gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); if (stencilBits > 0) gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); } GLU_EXPECT_NO_ERROR(gl.getError(), "Creating framebuffer"); if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) throw tcu::NotSupportedError("Framebuffer is not complete"); // Set up correct viewport for first test case. gl.viewport(0, 0, width, height); m_renderTarget = tcu::RenderTarget(width, height, pixelFormat, depthBits, stencilBits, config.numSamples); } void FboRenderContext::destroyFramebuffer (void) { const glw::Functions& gl = m_context->getFunctions(); if (m_framebuffer) { gl.deleteFramebuffers(1, &m_framebuffer); m_framebuffer = 0; } if (m_depthStencilBuffer) { gl.deleteRenderbuffers(1, &m_depthStencilBuffer); m_depthStencilBuffer = 0; } if (m_colorBuffer) { gl.deleteRenderbuffers(1, &m_colorBuffer); m_colorBuffer = 0; } } } // glu