| /* | |
| * Copyright 2023 Rive | |
| */ | |
| #include "rive/renderer/gl/render_target_gl.hpp" | |
| #include "rive/renderer/gpu.hpp" | |
| #include "rive/renderer/gl/render_context_gl_impl.hpp" | |
| #include "shaders/constants.glsl" | |
| namespace rive::gpu | |
| { | |
| GLuint RenderTargetGL::dstColorTexture() | |
| { | |
| if (m_dstColorTexture == 0) | |
| { | |
| m_dstColorTexture = glutils::Texture(); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, m_dstColorTexture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width(), height()); | |
| } | |
| return m_dstColorTexture; | |
| } | |
| void RenderTargetGL::bindDstColorFramebuffer(GLenum target) | |
| { | |
| if (m_dstColorFramebuffer == 0) | |
| { | |
| m_dstColorFramebuffer = glutils::Framebuffer(); | |
| glBindFramebuffer(target, m_dstColorFramebuffer); | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0, | |
| GL_TEXTURE_2D, | |
| dstColorTexture(), | |
| 0); | |
| } | |
| else | |
| { | |
| glBindFramebuffer(target, m_dstColorFramebuffer); | |
| } | |
| } | |
| TextureRenderTargetGL::~TextureRenderTargetGL() {} | |
| void TextureRenderTargetGL::bindTextureFramebuffer(GLenum target) | |
| { | |
| if (m_framebufferID == 0) | |
| { | |
| m_framebufferID = glutils::Framebuffer(); | |
| } | |
| glBindFramebuffer(target, m_framebufferID); | |
| if (m_framebufferTargetAttachmentDirty) | |
| { | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0 + COLOR_PLANE_IDX, | |
| GL_TEXTURE_2D, | |
| m_externalTextureID, | |
| 0); | |
| m_framebufferTargetAttachmentDirty = false; | |
| } | |
| } | |
| void TextureRenderTargetGL::bindHeadlessFramebuffer( | |
| const GLCapabilities& capabilities) | |
| { | |
| if (m_headlessFramebuffer == 0) | |
| { | |
| m_headlessFramebuffer = glutils::Framebuffer(); | |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_headlessFramebuffer); | |
| #ifndef RIVE_WEBGL | |
| if (capabilities.ARB_shader_image_load_store) | |
| { | |
| glFramebufferParameteri(GL_DRAW_FRAMEBUFFER, | |
| GL_FRAMEBUFFER_DEFAULT_WIDTH, | |
| width()); | |
| glFramebufferParameteri(GL_DRAW_FRAMEBUFFER, | |
| GL_FRAMEBUFFER_DEFAULT_HEIGHT, | |
| height()); | |
| } | |
| #endif | |
| glDrawBuffers(0, nullptr); | |
| } | |
| else | |
| { | |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_headlessFramebuffer); | |
| } | |
| #ifdef GL_ANGLE_shader_pixel_local_storage | |
| if (capabilities.ANGLE_shader_pixel_local_storage && | |
| m_webglPLSBindingsDirty) | |
| { | |
| glFramebufferTexturePixelLocalStorageANGLE(COLOR_PLANE_IDX, | |
| m_externalTextureID, | |
| 0, | |
| 0, | |
| GL_NONE); | |
| glFramebufferTexturePixelLocalStorageANGLE(COVERAGE_PLANE_IDX, | |
| m_webglPLSBackingR32UI, | |
| 0, | |
| 0, | |
| GL_NONE); | |
| if (!capabilities.avoidTexture2DArrayWithWebGLPLS) | |
| { | |
| glFramebufferTexturePixelLocalStorageANGLE(CLIP_PLANE_IDX, | |
| m_webglPLSBackingR32UI, | |
| 0, | |
| 1, | |
| GL_NONE); | |
| } | |
| else | |
| { | |
| glFramebufferTexturePixelLocalStorageANGLE( | |
| CLIP_PLANE_IDX, | |
| m_webglPLSBackingR32UIFallback, | |
| 0, | |
| 0, | |
| GL_NONE); | |
| } | |
| glFramebufferTexturePixelLocalStorageANGLE(SCRATCH_COLOR_PLANE_IDX, | |
| m_webglPLSBackingRGBA8, | |
| 0, | |
| 0, | |
| GL_NONE); | |
| m_webglPLSBindingsDirty = false; | |
| } | |
| #endif | |
| } | |
| RenderTargetGL::MSAAResolveAction TextureRenderTargetGL::bindMSAAFramebuffer( | |
| RenderContextGLImpl* renderContextImpl, | |
| int sampleCount, | |
| const IAABB* preserveBounds, | |
| bool* isFBO0) | |
| { | |
| assert(sampleCount > 0); | |
| if (m_msaaFramebuffer == 0) | |
| { | |
| m_msaaFramebuffer = glutils::Framebuffer(); | |
| } | |
| if (isFBO0 != nullptr) | |
| { | |
| *isFBO0 = false; | |
| } | |
| sampleCount = std::max(sampleCount, 1); | |
| if (m_msaaFramebufferSampleCount != sampleCount) | |
| { | |
| m_msaaDepthStencilBuffer = glutils::Renderbuffer(); | |
| glBindRenderbuffer(GL_RENDERBUFFER, m_msaaDepthStencilBuffer); | |
| glBindFramebuffer(GL_FRAMEBUFFER, m_msaaFramebuffer); | |
| #ifndef RIVE_WEBGL | |
| if (renderContextImpl->capabilities() | |
| .EXT_multisampled_render_to_texture) | |
| { | |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, | |
| sampleCount, | |
| GL_DEPTH24_STENCIL8, | |
| width(), | |
| height()); | |
| // With EXT_multisampled_render_to_texture we can render directly to | |
| // the target texture. | |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, | |
| GL_COLOR_ATTACHMENT0, | |
| GL_TEXTURE_2D, | |
| m_externalTextureID, | |
| 0, | |
| sampleCount); | |
| } | |
| else | |
| #endif | |
| { | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, | |
| sampleCount, | |
| GL_DEPTH24_STENCIL8, | |
| width(), | |
| height()); | |
| // Render to an offscreen renderbuffer that gets resolved into the | |
| // target texture. | |
| m_msaaColorBuffer = glutils::Renderbuffer(); | |
| glBindRenderbuffer(GL_RENDERBUFFER, m_msaaColorBuffer); | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, | |
| sampleCount, | |
| GL_RGBA8, | |
| width(), | |
| height()); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, | |
| GL_COLOR_ATTACHMENT0, | |
| GL_RENDERBUFFER, | |
| m_msaaColorBuffer); | |
| } | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, | |
| GL_DEPTH_STENCIL_ATTACHMENT, | |
| GL_RENDERBUFFER, | |
| m_msaaDepthStencilBuffer); | |
| m_msaaFramebufferSampleCount = sampleCount; | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, m_msaaFramebuffer); | |
| if (renderContextImpl->capabilities().EXT_multisampled_render_to_texture) | |
| { | |
| return MSAAResolveAction::automatic; // MSAA render-to-texture resolves | |
| // automatically. | |
| } | |
| else | |
| { | |
| if (preserveBounds != nullptr) | |
| { | |
| // The MSAA render target is offscreen. In order to preserve, we | |
| // need to draw the target texture into the MSAA buffer. | |
| // (glBlitFramebuffer() doesn't support texture -> MSAA.) | |
| renderContextImpl->blitTextureToFramebufferAsDraw( | |
| m_externalTextureID, | |
| *preserveBounds, | |
| height()); | |
| } | |
| return MSAAResolveAction::framebufferBlit; // Caller must resolve this | |
| // framebuffer. | |
| } | |
| } | |
| #ifdef GL_ANGLE_shader_pixel_local_storage | |
| void TextureRenderTargetGL::allocateWebGLPLSBacking( | |
| const GLCapabilities& capabilities) | |
| { | |
| if (m_webglPLSBackingR32UI == 0) | |
| { | |
| glActiveTexture(GL_TEXTURE0); | |
| m_webglPLSBackingR32UI = glutils::Texture(); | |
| if (!capabilities.avoidTexture2DArrayWithWebGLPLS) | |
| { | |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m_webglPLSBackingR32UI); | |
| glTexStorage3D(GL_TEXTURE_2D_ARRAY, | |
| 1, | |
| GL_R32UI, | |
| width(), | |
| height(), | |
| 2); | |
| } | |
| else | |
| { | |
| // ANGLE_shader_pixel_local_storage is currently broken with | |
| // GL_TEXTURE_2D_ARRAY on ANGLE's d3d11 renderer. | |
| m_webglPLSBackingR32UIFallback = glutils::Texture(); | |
| glBindTexture(GL_TEXTURE_2D, m_webglPLSBackingR32UI); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width(), height()); | |
| glBindTexture(GL_TEXTURE_2D, m_webglPLSBackingR32UIFallback); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width(), height()); | |
| } | |
| m_webglPLSBindingsDirty = true; | |
| } | |
| if (m_webglPLSBackingRGBA8 == 0) | |
| { | |
| m_webglPLSBackingRGBA8 = glutils::Texture(); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, m_webglPLSBackingRGBA8); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width(), height()); | |
| m_webglPLSBindingsDirty = true; | |
| } | |
| } | |
| #endif | |
| FramebufferRenderTargetGL::~FramebufferRenderTargetGL() {} | |
| void FramebufferRenderTargetGL::bindDestinationFramebuffer(GLenum target) | |
| { | |
| glBindFramebuffer(target, m_externalFramebufferID); | |
| } | |
| void FramebufferRenderTargetGL::allocateOffscreenTargetTexture() | |
| { | |
| if (m_offscreenTargetTexture == 0) | |
| { | |
| m_offscreenTargetTexture = glutils::Texture(); | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, m_offscreenTargetTexture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width(), height()); | |
| m_textureRenderTarget.setTargetTexture(m_offscreenTargetTexture); | |
| } | |
| } | |
| GLuint FramebufferRenderTargetGL::renderTexture() | |
| { | |
| allocateOffscreenTargetTexture(); | |
| return m_textureRenderTarget.renderTexture(); | |
| } | |
| void FramebufferRenderTargetGL::bindTextureFramebuffer(GLenum target) | |
| { | |
| allocateOffscreenTargetTexture(); | |
| m_textureRenderTarget.bindTextureFramebuffer(target); | |
| } | |
| void FramebufferRenderTargetGL::bindHeadlessFramebuffer( | |
| const GLCapabilities& capabilities) | |
| { | |
| m_textureRenderTarget.bindHeadlessFramebuffer(capabilities); | |
| } | |
| RenderTargetGL::MSAAResolveAction FramebufferRenderTargetGL:: | |
| bindMSAAFramebuffer(RenderContextGLImpl* renderContextImpl, | |
| int sampleCount, | |
| const IAABB* preserveBounds, | |
| bool* isFBO0) | |
| { | |
| assert(sampleCount > 0); | |
| if (m_sampleCount > 1) | |
| { | |
| // Just bind the destination framebuffer it's already msaa, even if its | |
| // sampleCount doesn't match the desired count. | |
| bindDestinationFramebuffer(GL_FRAMEBUFFER); | |
| if (isFBO0 != nullptr) | |
| { | |
| *isFBO0 = m_externalFramebufferID == 0; | |
| } | |
| return MSAAResolveAction::automatic; | |
| } | |
| else | |
| { | |
| // The destination framebuffer is not multisampled. Bind the offscreen | |
| // one. | |
| if (preserveBounds != nullptr) | |
| { | |
| // API support for copying a non-msaa framebuffer into an msaa | |
| // framebuffer (for preservation) is awful. It needs to be done in 2 | |
| // steps: | |
| // 1. Blit non-msaa framebuffer -> texture. | |
| // 2. Draw texture -> msaa framebuffer. | |
| // (NOTE: step 2 gets skipped when we have | |
| // EXT_multisampled_render_to_texture.) | |
| allocateOffscreenTargetTexture(); | |
| m_textureRenderTarget.bindTextureFramebuffer(GL_DRAW_FRAMEBUFFER); | |
| bindDestinationFramebuffer(GL_READ_FRAMEBUFFER); | |
| renderContextImpl->state()->setPipelineState( | |
| gpu::COLOR_ONLY_PIPELINE_STATE); | |
| glutils::BlitFramebuffer( | |
| *preserveBounds, | |
| height()); // Step 1. | |
| // Step 2 will happen when we bind. | |
| } | |
| else if (renderContextImpl->capabilities() | |
| .EXT_multisampled_render_to_texture) | |
| { | |
| // When we have EXT_multisampled_render_to_texture, the "msaa | |
| // buffer" is just the target texture. | |
| allocateOffscreenTargetTexture(); | |
| } | |
| m_textureRenderTarget.bindMSAAFramebuffer(renderContextImpl, | |
| sampleCount, | |
| preserveBounds, | |
| isFBO0); | |
| // Since we're rendering to an offscreen framebuffer, the client has to | |
| // resolve this buffer even if we have | |
| // EXT_multisampled_render_to_texture. | |
| return MSAAResolveAction::framebufferBlit; | |
| } | |
| } | |
| #ifdef GL_ANGLE_shader_pixel_local_storage | |
| void FramebufferRenderTargetGL::allocateWebGLPLSBacking( | |
| const GLCapabilities& capabilities) | |
| { | |
| m_textureRenderTarget.allocateWebGLPLSBacking(capabilities); | |
| } | |
| #endif | |
| } // namespace rive::gpu |