Adding ability to read back fbo data to renderscript

Change-Id: Ie684c26cbcde22f2483b43415dfc39a3de22c5a1
diff --git a/driver/rsdFrameBufferObj.cpp b/driver/rsdFrameBufferObj.cpp
new file mode 100644
index 0000000..145bf34
--- /dev/null
+++ b/driver/rsdFrameBufferObj.cpp
@@ -0,0 +1,143 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+
+#include "rsdFrameBufferObj.h"
+#include "rsdAllocation.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+using namespace android;
+using namespace android::renderscript;
+
+RsdFrameBufferObj::RsdFrameBufferObj() {
+    mFBOId = 0;
+    mWidth = 0;
+    mHeight = 0;
+    mColorTargetsCount = 1;
+    mColorTargets = new DrvAllocation*[mColorTargetsCount];
+    for (uint32_t i = 0; i < mColorTargetsCount; i ++) {
+        mColorTargets[i] = 0;
+    }
+    mDepthTarget = NULL;
+    mDirty = true;
+}
+
+RsdFrameBufferObj::~RsdFrameBufferObj() {
+    if(mFBOId != 0) {
+        glDeleteFramebuffers(1, &mFBOId);
+    }
+    delete [] mColorTargets;
+}
+
+void RsdFrameBufferObj::checkError(const Context *rsc) {
+    GLenum status;
+    status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    switch (status) {
+    case GL_FRAMEBUFFER_COMPLETE:
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: RFRAMEBUFFER_INCOMPLETE_ATTACHMENT");
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
+        break;
+    case GL_FRAMEBUFFER_UNSUPPORTED:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_UNSUPPORTED");
+        break;
+    }
+}
+
+
+void RsdFrameBufferObj::setDepthAttachment() {
+    if (mDepthTarget != NULL) {
+        if (mDepthTarget->textureID) {
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                   GL_TEXTURE_2D, mDepthTarget->textureID, 0);
+        } else {
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                      GL_RENDERBUFFER, mDepthTarget->renderTargetID);
+        }
+    } else {
+        // Reset last attachment
+        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+    }
+}
+
+void RsdFrameBufferObj::setColorAttachment() {
+    // Now attach color targets
+    for (uint32_t i = 0; i < mColorTargetsCount; i ++) {
+        if (mColorTargets[i] != NULL) {
+            if (mColorTargets[i]->textureID) {
+                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                       GL_TEXTURE_2D, mColorTargets[i]->textureID, 0);
+            } else {
+                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                          GL_RENDERBUFFER, mColorTargets[i]->renderTargetID);
+            }
+        } else {
+            // Reset last attachment
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                      GL_RENDERBUFFER, 0);
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                   GL_TEXTURE_2D, 0, 0);
+        }
+    }
+}
+
+bool RsdFrameBufferObj::renderToFramebuffer() {
+    if (mDepthTarget != NULL) {
+        return false;
+    }
+
+    for (uint32_t i = 0; i < mColorTargetsCount; i ++) {
+        if (mColorTargets[i] != NULL) {
+            return false;
+        }
+    }
+    return true;
+}
+
+void RsdFrameBufferObj::setActive(const Context *rsc) {
+    bool framebuffer = renderToFramebuffer();
+    if (!framebuffer) {
+        if(mFBOId == 0) {
+            glGenFramebuffers(1, &mFBOId);
+        }
+        glBindFramebuffer(GL_FRAMEBUFFER, mFBOId);
+
+        if (mDirty) {
+            setDepthAttachment();
+            setColorAttachment();
+            mDirty = false;
+        }
+
+        glViewport(0, 0, mWidth, mHeight);
+        checkError(rsc);
+    } else {
+        glBindFramebuffer(GL_FRAMEBUFFER, 0);
+        glViewport(0, 0, rsc->getWidth(), rsc->getHeight());
+    }
+}