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());
+ }
+}