| /* |
| * 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); |
| glFramebufferTexturePixelLocalStorageANGLE(COVERAGE_PLANE_IDX, |
| m_webglPLSBackingR32UI, |
| 0, |
| 0); |
| if (!capabilities.avoidTexture2DArrayWithWebGLPLS) |
| { |
| glFramebufferTexturePixelLocalStorageANGLE(CLIP_PLANE_IDX, |
| m_webglPLSBackingR32UI, |
| 0, |
| 1); |
| } |
| else |
| { |
| glFramebufferTexturePixelLocalStorageANGLE( |
| CLIP_PLANE_IDX, |
| m_webglPLSBackingR32UIFallback, |
| 0, |
| 0); |
| } |
| glFramebufferTexturePixelLocalStorageANGLE(SCRATCH_COLOR_PLANE_IDX, |
| m_webglPLSBackingRGBA8, |
| 0, |
| 0); |
| 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 |