| /* |
| * 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 |
| { |
| 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( |
| gpu::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_scratchColorTexture == 0) |
| { |
| m_scratchColorTexture = |
| 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 (int 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 << COLOR_PLANE_IDX); |
| static_assert((int)DrawBufferMask::clip == 1 << CLIP_PLANE_IDX); |
| static_assert((int)DrawBufferMask::scratchColor == |
| 1 << SCRATCH_COLOR_PLANE_IDX); |
| static_assert((int)DrawBufferMask::coverage == |
| 1 << COVERAGE_PLANE_IDX); |
| } |
| glDrawBuffers(4, drawBufferList); |
| m_internalDrawBufferMask = drawBufferMask; |
| } |
| |
| if (m_framebufferTargetAttachmentDirty) |
| { |
| glFramebufferTexture2D(target, |
| GL_COLOR_ATTACHMENT0 + COLOR_PLANE_IDX, |
| GL_TEXTURE_2D, |
| m_externalTextureID, |
| 0); |
| m_framebufferTargetAttachmentDirty = false; |
| } |
| |
| if (m_framebufferInternalAttachmentsDirty) |
| { |
| glFramebufferTexture2D(target, |
| GL_COLOR_ATTACHMENT0 + CLIP_PLANE_IDX, |
| GL_TEXTURE_2D, |
| m_clipTexture, |
| 0); |
| glFramebufferTexture2D(target, |
| GL_COLOR_ATTACHMENT0 + SCRATCH_COLOR_PLANE_IDX, |
| GL_TEXTURE_2D, |
| m_scratchColorTexture, |
| 0); |
| glFramebufferTexture2D(target, |
| GL_COLOR_ATTACHMENT0 + COVERAGE_PLANE_IDX, |
| GL_TEXTURE_2D, |
| m_coverageTexture, |
| 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(COLOR_PLANE_IDX, |
| m_externalTextureID, |
| 0, |
| 0); |
| m_framebufferTargetPLSBindingDirty = false; |
| } |
| |
| if (m_framebufferInternalPLSBindingsDirty) |
| { |
| glFramebufferTexturePixelLocalStorageANGLE(CLIP_PLANE_IDX, |
| m_clipTexture, |
| 0, |
| 0); |
| glFramebufferTexturePixelLocalStorageANGLE(SCRATCH_COLOR_PLANE_IDX, |
| m_scratchColorTexture, |
| 0, |
| 0); |
| glFramebufferTexturePixelLocalStorageANGLE(COVERAGE_PLANE_IDX, |
| m_coverageTexture, |
| 0, |
| 0); |
| m_framebufferInternalPLSBindingsDirty = false; |
| } |
| } |
| #endif |
| } |
| |
| void TextureRenderTargetGL::bindAsImageTextures(DrawBufferMask drawBufferMask) |
| { |
| #ifndef RIVE_WEBGL |
| if (drawBufferMask & DrawBufferMask::color) |
| { |
| assert(m_externalTextureID != 0); |
| glBindImageTexture(COLOR_PLANE_IDX, |
| m_externalTextureID, |
| 0, |
| GL_FALSE, |
| 0, |
| GL_READ_WRITE, |
| GL_RGBA8); |
| } |
| 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::scratchColor) |
| { |
| assert(m_scratchColorTexture != 0); |
| glBindImageTexture(SCRATCH_COLOR_PLANE_IDX, |
| m_scratchColorTexture, |
| 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); |
| } |
| #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. |
| } |
| } |
| |
| 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( |
| gpu::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); |
| } |
| |
| 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.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 (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; |
| } |
| } |
| |
| void FramebufferRenderTargetGL::bindInternalDstTexture(GLenum activeTexture) |
| { |
| allocateOffscreenTargetTexture(); |
| m_textureRenderTarget.bindInternalDstTexture(activeTexture); |
| } |
| } // namespace rive::gpu |