| /* | |
| * Copyright 2023 Rive | |
| */ | |
| #include "rive/pls/gl/pls_render_target_gl.hpp" | |
| #include "rive/pls/pls.hpp" | |
| #include "rive/pls/gl/pls_render_context_gl_impl.hpp" | |
| #include "shaders/constants.glsl" | |
| namespace rive::pls | |
| { | |
| TextureRenderTargetGL::~TextureRenderTargetGL() {} | |
| static glutils::Texture make_backing_texture(GLenum internalformat, uint32_t width, uint32_t height) | |
| { | |
| glutils::Texture texture; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, internalformat, width, height); | |
| return texture; | |
| } | |
| void TextureRenderTargetGL::allocateInternalPLSTextures(pls::InterlockMode interlockMode) | |
| { | |
| if (m_coverageTexture == 0) | |
| { | |
| m_coverageTexture = make_backing_texture(GL_R32UI, width(), height()); | |
| m_framebufferInternalAttachmentsDirty = true; | |
| m_framebufferInternalPLSBindingsDirty = true; | |
| } | |
| if (m_clipTexture == 0) | |
| { | |
| m_clipTexture = make_backing_texture(GL_R32UI, width(), height()); | |
| m_framebufferInternalAttachmentsDirty = true; | |
| m_framebufferInternalPLSBindingsDirty = true; | |
| } | |
| if (interlockMode == InterlockMode::rasterOrdering && m_originalDstColorTexture == 0) | |
| { | |
| m_originalDstColorTexture = make_backing_texture(GL_RGBA8, width(), height()); | |
| m_framebufferInternalAttachmentsDirty = true; | |
| m_framebufferInternalPLSBindingsDirty = true; | |
| } | |
| } | |
| void TextureRenderTargetGL::bindInternalFramebuffer(GLenum target, DrawBufferMask drawBufferMask) | |
| { | |
| if (m_framebufferID == 0) | |
| { | |
| m_framebufferID = glutils::Framebuffer(); | |
| } | |
| glBindFramebuffer(target, m_framebufferID); | |
| if (target != GL_READ_FRAMEBUFFER && m_internalDrawBufferMask != drawBufferMask) | |
| { | |
| GLenum drawBufferList[4]; | |
| for (size_t i = 0; i < 4; ++i) | |
| { | |
| drawBufferList[i] = (drawBufferMask & static_cast<DrawBufferMask>(1 << i)) | |
| ? GL_COLOR_ATTACHMENT0 + i | |
| : GL_NONE; | |
| static_assert((int)DrawBufferMask::color == 1 << FRAMEBUFFER_PLANE_IDX); | |
| static_assert((int)DrawBufferMask::coverage == 1 << COVERAGE_PLANE_IDX); | |
| static_assert((int)DrawBufferMask::clip == 1 << CLIP_PLANE_IDX); | |
| static_assert((int)DrawBufferMask::originalDstColor == | |
| 1 << ORIGINAL_DST_COLOR_PLANE_IDX); | |
| } | |
| glDrawBuffers(4, drawBufferList); | |
| m_internalDrawBufferMask = drawBufferMask; | |
| } | |
| if (m_framebufferTargetAttachmentDirty) | |
| { | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0 + FRAMEBUFFER_PLANE_IDX, | |
| GL_TEXTURE_2D, | |
| m_externalTextureID, | |
| 0); | |
| m_framebufferTargetAttachmentDirty = false; | |
| } | |
| if (m_framebufferInternalAttachmentsDirty) | |
| { | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0 + COVERAGE_PLANE_IDX, | |
| GL_TEXTURE_2D, | |
| m_coverageTexture, | |
| 0); | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0 + CLIP_PLANE_IDX, | |
| GL_TEXTURE_2D, | |
| m_clipTexture, | |
| 0); | |
| glFramebufferTexture2D(target, | |
| GL_COLOR_ATTACHMENT0 + ORIGINAL_DST_COLOR_PLANE_IDX, | |
| GL_TEXTURE_2D, | |
| m_originalDstColorTexture, | |
| 0); | |
| m_framebufferInternalAttachmentsDirty = 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) | |
| { | |
| if (m_framebufferTargetPLSBindingDirty) | |
| { | |
| glFramebufferTexturePixelLocalStorageANGLE(FRAMEBUFFER_PLANE_IDX, | |
| m_externalTextureID, | |
| 0, | |
| 0); | |
| m_framebufferTargetPLSBindingDirty = false; | |
| } | |
| if (m_framebufferInternalPLSBindingsDirty) | |
| { | |
| glFramebufferTexturePixelLocalStorageANGLE(COVERAGE_PLANE_IDX, m_coverageTexture, 0, 0); | |
| glFramebufferTexturePixelLocalStorageANGLE(CLIP_PLANE_IDX, m_clipTexture, 0, 0); | |
| glFramebufferTexturePixelLocalStorageANGLE(ORIGINAL_DST_COLOR_PLANE_IDX, | |
| m_originalDstColorTexture, | |
| 0, | |
| 0); | |
| m_framebufferInternalPLSBindingsDirty = false; | |
| } | |
| } | |
| #endif | |
| } | |
| void TextureRenderTargetGL::bindAsImageTextures(DrawBufferMask drawBufferMask) | |
| { | |
| #ifndef RIVE_WEBGL | |
| if (drawBufferMask & DrawBufferMask::color) | |
| { | |
| assert(m_externalTextureID != 0); | |
| glBindImageTexture(FRAMEBUFFER_PLANE_IDX, | |
| m_externalTextureID, | |
| 0, | |
| GL_FALSE, | |
| 0, | |
| GL_READ_WRITE, | |
| GL_RGBA8); | |
| } | |
| if (drawBufferMask & DrawBufferMask::coverage) | |
| { | |
| assert(m_coverageTexture != 0); | |
| glBindImageTexture(COVERAGE_PLANE_IDX, | |
| m_coverageTexture, | |
| 0, | |
| GL_FALSE, | |
| 0, | |
| GL_READ_WRITE, | |
| GL_R32UI); | |
| } | |
| if (drawBufferMask & DrawBufferMask::clip) | |
| { | |
| assert(m_clipTexture != 0); | |
| glBindImageTexture(CLIP_PLANE_IDX, m_clipTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI); | |
| } | |
| if (drawBufferMask & DrawBufferMask::originalDstColor) | |
| { | |
| assert(m_originalDstColorTexture != 0); | |
| glBindImageTexture(ORIGINAL_DST_COLOR_PLANE_IDX, | |
| m_originalDstColorTexture, | |
| 0, | |
| GL_FALSE, | |
| 0, | |
| GL_READ_WRITE, | |
| GL_RGBA8); | |
| } | |
| #endif | |
| } | |
| PLSRenderTargetGL::MSAAResolveAction TextureRenderTargetGL::bindMSAAFramebuffer( | |
| PLSRenderContextGLImpl* plsContextGL, | |
| 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 (plsContextGL->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 (plsContextGL->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.) | |
| plsContextGL->blitTextureToFramebufferAsDraw(m_externalTextureID, | |
| *preserveBounds, | |
| height()); | |
| } | |
| return MSAAResolveAction::framebufferBlit; // Caller must resolve this framebuffer. | |
| } | |
| } | |
| void TextureRenderTargetGL::bindInternalDstTexture(GLenum activeTexture) | |
| { | |
| glActiveTexture(activeTexture); | |
| glBindTexture(GL_TEXTURE_2D, m_externalTextureID); | |
| } | |
| FramebufferRenderTargetGL::~FramebufferRenderTargetGL() {} | |
| void FramebufferRenderTargetGL::bindDestinationFramebuffer(GLenum target) | |
| { | |
| glBindFramebuffer(target, m_externalFramebufferID); | |
| } | |
| void FramebufferRenderTargetGL::allocateOffscreenTargetTexture() | |
| { | |
| if (m_offscreenTargetTexture == 0) | |
| { | |
| m_offscreenTargetTexture = make_backing_texture(GL_RGBA8, width(), height()); | |
| m_textureRenderTarget.setTargetTexture(m_offscreenTargetTexture); | |
| } | |
| } | |
| void FramebufferRenderTargetGL::allocateInternalPLSTextures(pls::InterlockMode interlockMode) | |
| { | |
| m_textureRenderTarget.allocateInternalPLSTextures(interlockMode); | |
| } | |
| void FramebufferRenderTargetGL::bindInternalFramebuffer(GLenum target, | |
| DrawBufferMask drawBufferMask) | |
| { | |
| m_textureRenderTarget.bindInternalFramebuffer(target, drawBufferMask); | |
| } | |
| void FramebufferRenderTargetGL::bindHeadlessFramebuffer(const GLCapabilities& capabilities) | |
| { | |
| m_textureRenderTarget.bindHeadlessFramebuffer(capabilities); | |
| } | |
| void FramebufferRenderTargetGL::bindAsImageTextures(DrawBufferMask drawBufferMask) | |
| { | |
| m_textureRenderTarget.bindAsImageTextures(drawBufferMask); | |
| } | |
| PLSRenderTargetGL::MSAAResolveAction FramebufferRenderTargetGL::bindMSAAFramebuffer( | |
| PLSRenderContextGLImpl* plsContextGL, | |
| 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.bindInternalFramebuffer(GL_DRAW_FRAMEBUFFER, | |
| DrawBufferMask::color); | |
| bindDestinationFramebuffer(GL_READ_FRAMEBUFFER); | |
| glutils::BlitFramebuffer(*preserveBounds, height()); // Step 1. | |
| // Step 2 will happen when we bind. | |
| } | |
| else if (plsContextGL->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(plsContextGL, | |
| 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; | |
| } | |
| } | |
| void FramebufferRenderTargetGL::bindInternalDstTexture(GLenum activeTexture) | |
| { | |
| allocateOffscreenTargetTexture(); | |
| m_textureRenderTarget.bindInternalDstTexture(activeTexture); | |
| } | |
| } // namespace rive::pls |