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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_FRAMEBUFFER_MANAGER_H_
#define GPU_COMMAND_BUFFER_SERVICE_FRAMEBUFFER_MANAGER_H_
#include <vector>
#include "base/basictypes.h"
#include "base/containers/hash_tables.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/gpu_export.h"
namespace gpu {
namespace gles2 {
class FramebufferManager;
class Renderbuffer;
class RenderbufferManager;
class Texture;
class TextureRef;
class TextureManager;
// Info about a particular Framebuffer.
class GPU_EXPORT Framebuffer : public base::RefCounted<Framebuffer> {
public:
class Attachment : public base::RefCounted<Attachment> {
public:
virtual GLsizei width() const = 0;
virtual GLsizei height() const = 0;
virtual GLenum internal_format() const = 0;
virtual GLenum texture_type() const = 0;
virtual GLsizei samples() const = 0;
virtual GLuint object_name() const = 0;
virtual bool cleared() const = 0;
virtual void SetCleared(
RenderbufferManager* renderbuffer_manager,
TextureManager* texture_manager,
bool cleared) = 0;
virtual bool IsTexture(TextureRef* texture) const = 0;
virtual bool IsRenderbuffer(
Renderbuffer* renderbuffer) const = 0;
virtual bool CanRenderTo() const = 0;
virtual void DetachFromFramebuffer(Framebuffer* framebuffer) const = 0;
virtual bool ValidForAttachmentType(
GLenum attachment_type, uint32 max_color_attachments) = 0;
virtual size_t GetSignatureSize(TextureManager* texture_manager) const = 0;
virtual void AddToSignature(
TextureManager* texture_manager, std::string* signature) const = 0;
virtual void OnWillRenderTo() const = 0;
virtual void OnDidRenderTo() const = 0;
virtual bool FormsFeedbackLoop(TextureRef* texture, GLint level) const = 0;
protected:
friend class base::RefCounted<Attachment>;
virtual ~Attachment() {}
};
Framebuffer(FramebufferManager* manager, GLuint service_id);
GLuint service_id() const {
return service_id_;
}
bool HasUnclearedAttachment(GLenum attachment) const;
bool HasUnclearedColorAttachments() const;
void MarkAttachmentAsCleared(
RenderbufferManager* renderbuffer_manager,
TextureManager* texture_manager,
GLenum attachment,
bool cleared);
// Attaches a renderbuffer to a particlar attachment.
// Pass null to detach.
void AttachRenderbuffer(
GLenum attachment, Renderbuffer* renderbuffer);
// Attaches a texture to a particlar attachment. Pass null to detach.
void AttachTexture(
GLenum attachment, TextureRef* texture_ref, GLenum target,
GLint level, GLsizei samples);
// Unbinds the given renderbuffer if it is bound.
void UnbindRenderbuffer(
GLenum target, Renderbuffer* renderbuffer);
// Unbinds the given texture if it is bound.
void UnbindTexture(
GLenum target, TextureRef* texture_ref);
const Attachment* GetAttachment(GLenum attachment) const;
bool IsDeleted() const {
return deleted_;
}
void MarkAsValid() {
has_been_bound_ = true;
}
bool IsValid() const {
return has_been_bound_ && !IsDeleted();
}
bool HasDepthAttachment() const;
bool HasStencilAttachment() const;
GLenum GetColorAttachmentFormat() const;
// If the color attachment is a texture, returns its type; otherwise,
// returns 0.
GLenum GetColorAttachmentTextureType() const;
// Verify all the rules in OpenGL ES 2.0.25 4.4.5 are followed.
// Returns GL_FRAMEBUFFER_COMPLETE if there are no reasons we know we can't
// use this combination of attachments. Otherwise returns the value
// that glCheckFramebufferStatus should return for this set of attachments.
// Note that receiving GL_FRAMEBUFFER_COMPLETE from this function does
// not mean the real OpenGL will consider it framebuffer complete. It just
// means it passed our tests.
GLenum IsPossiblyComplete() const;
// Implements optimized glGetFramebufferStatus.
GLenum GetStatus(TextureManager* texture_manager, GLenum target) const;
// Check all attachments are cleared
bool IsCleared() const;
GLenum GetDrawBuffer(GLenum draw_buffer) const;
void SetDrawBuffers(GLsizei n, const GLenum* bufs);
// If a color buffer is attached to GL_COLOR_ATTACHMENTi, enable that
// draw buffer for glClear().
void PrepareDrawBuffersForClear() const;
// Restore draw buffers states that have been changed in
// PrepareDrawBuffersForClear().
void RestoreDrawBuffersAfterClear() const;
// Return true if any draw buffers has an alpha channel.
bool HasAlphaMRT() const;
static void ClearFramebufferCompleteComboMap();
static bool AllowFramebufferComboCompleteMapForTesting() {
return allow_framebuffer_combo_complete_map_;
}
void OnTextureRefDetached(TextureRef* texture);
void OnWillRenderTo() const;
void OnDidRenderTo() const;
private:
friend class FramebufferManager;
friend class base::RefCounted<Framebuffer>;
~Framebuffer();
void MarkAsDeleted();
void MarkAttachmentsAsCleared(
RenderbufferManager* renderbuffer_manager,
TextureManager* texture_manager,
bool cleared);
void MarkAsComplete(unsigned state_id) {
framebuffer_complete_state_count_id_ = state_id;
}
unsigned framebuffer_complete_state_count_id() const {
return framebuffer_complete_state_count_id_;
}
// Helper function for PrepareDrawBuffersForClear() and
// RestoreDrawBuffersAfterClear().
void ChangeDrawBuffersHelper(bool recover) const;
// The managers that owns this.
FramebufferManager* manager_;
bool deleted_;
// Service side framebuffer id.
GLuint service_id_;
// Whether this framebuffer has ever been bound.
bool has_been_bound_;
// state count when this framebuffer was last checked for completeness.
unsigned framebuffer_complete_state_count_id_;
// A map of attachments.
typedef base::hash_map<GLenum, scoped_refptr<Attachment> > AttachmentMap;
AttachmentMap attachments_;
// A map of successful frame buffer combos. If it's in the map
// it should be FRAMEBUFFER_COMPLETE.
typedef base::hash_map<std::string, bool> FramebufferComboCompleteMap;
static FramebufferComboCompleteMap* framebuffer_combo_complete_map_;
static bool allow_framebuffer_combo_complete_map_;
scoped_ptr<GLenum[]> draw_buffers_;
DISALLOW_COPY_AND_ASSIGN(Framebuffer);
};
struct DecoderFramebufferState {
DecoderFramebufferState();
~DecoderFramebufferState();
// State saved for clearing so we can clear render buffers and then
// restore to these values.
bool clear_state_dirty;
// The currently bound framebuffers
scoped_refptr<Framebuffer> bound_read_framebuffer;
scoped_refptr<Framebuffer> bound_draw_framebuffer;
};
// This class keeps track of the frambebuffers and their attached renderbuffers
// so we can correctly clear them.
class GPU_EXPORT FramebufferManager {
public:
class GPU_EXPORT TextureDetachObserver {
public:
TextureDetachObserver();
virtual ~TextureDetachObserver();
virtual void OnTextureRefDetachedFromFramebuffer(TextureRef* texture) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(TextureDetachObserver);
};
FramebufferManager(uint32 max_draw_buffers, uint32 max_color_attachments);
~FramebufferManager();
// Must call before destruction.
void Destroy(bool have_context);
// Creates a Framebuffer for the given framebuffer.
void CreateFramebuffer(GLuint client_id, GLuint service_id);
// Gets the framebuffer info for the given framebuffer.
Framebuffer* GetFramebuffer(GLuint client_id);
// Removes a framebuffer info for the given framebuffer.
void RemoveFramebuffer(GLuint client_id);
// Gets a client id for a given service id.
bool GetClientId(GLuint service_id, GLuint* client_id) const;
void MarkAttachmentsAsCleared(
Framebuffer* framebuffer,
RenderbufferManager* renderbuffer_manager,
TextureManager* texture_manager);
void MarkAsComplete(Framebuffer* framebuffer);
bool IsComplete(Framebuffer* framebuffer);
void IncFramebufferStateChangeCount() {
// make sure this is never 0.
framebuffer_state_change_count_ =
(framebuffer_state_change_count_ + 1) | 0x80000000U;
}
void AddObserver(TextureDetachObserver* observer) {
texture_detach_observers_.push_back(observer);
}
void RemoveObserver(TextureDetachObserver* observer) {
texture_detach_observers_.erase(
std::remove(texture_detach_observers_.begin(),
texture_detach_observers_.end(),
observer),
texture_detach_observers_.end());
}
private:
friend class Framebuffer;
void StartTracking(Framebuffer* framebuffer);
void StopTracking(Framebuffer* framebuffer);
void OnTextureRefDetached(TextureRef* texture);
// Info for each framebuffer in the system.
typedef base::hash_map<GLuint, scoped_refptr<Framebuffer> >
FramebufferMap;
FramebufferMap framebuffers_;
// Incremented anytime anything changes that might effect framebuffer
// state.
unsigned framebuffer_state_change_count_;
// Counts the number of Framebuffer allocated with 'this' as its manager.
// Allows to check no Framebuffer will outlive this.
unsigned int framebuffer_count_;
bool have_context_;
uint32 max_draw_buffers_;
uint32 max_color_attachments_;
typedef std::vector<TextureDetachObserver*> TextureDetachObserverVector;
TextureDetachObserverVector texture_detach_observers_;
DISALLOW_COPY_AND_ASSIGN(FramebufferManager);
};
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_FRAMEBUFFER_MANAGER_H_