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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Fix] (MG_Backend/DirectGLES): direct draw buffer mapping, fix up simple case
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@@ -850,116 +850,31 @@ namespace MobileGL::MG_Backend::DirectGLES {
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GLenum glFBOTarget = MG_Util::ConvertFramebufferTargetToGLEnum(asTarget);
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Bind(asTarget);
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FramebufferAttachmentType* frontendAttachmentToSync = nullptr;
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GLenum* backendAttachmentToSync = nullptr;
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Int frontendAttachmentToSyncCount = 0;
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switch (asTarget) {
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case FramebufferTarget::Draw: {
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auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
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// Check if still clean, skip if clean
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if (memcmp(m_frontendDrawBuffers, stateDrawBuffers.data(),
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FramebufferObject::MAX_DRAW_BUFFERS * sizeof(FramebufferAttachmentType)) == 0) {
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break;
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}
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// Create mappings for draw buffers
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int nBuffers = 0;
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std::fill(m_frontendDrawBuffers, m_frontendDrawBuffers + FramebufferObject::MAX_DRAW_BUFFERS,
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FramebufferAttachmentType::None);
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std::fill(m_compactedFrontendDrawBuffers,
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m_compactedFrontendDrawBuffers + FramebufferObject::MAX_DRAW_BUFFERS,
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FramebufferAttachmentType::None);
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std::fill(m_backendDrawBuffers, m_backendDrawBuffers + FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
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for (GLint i = 0; i < FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (stateDrawBuffers[i] == FramebufferAttachmentType::None) {
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m_frontendDrawBuffers[i] = FramebufferAttachmentType::None;
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continue;
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}
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m_frontendDrawBuffers[i] = stateDrawBuffers[i];
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// Create compacted mapping
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m_backendDrawBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
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m_compactedFrontendDrawBuffers[nBuffers] = m_frontendDrawBuffers[i];
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nBuffers++;
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}
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MG_External::GLES::glDrawBuffers(nBuffers, m_backendDrawBuffers);
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frontendAttachmentToSync = m_compactedFrontendDrawBuffers;
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backendAttachmentToSync = m_backendDrawBuffers;
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frontendAttachmentToSyncCount = nBuffers;
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break;
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// connect attachments (set buffers)
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// TODO: remapping
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auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
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Bool drawBufferDirty = false;
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for (GLint i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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auto currentBuf = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
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if (m_backendDrawBuffers[i] != currentBuf)
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drawBufferDirty = true;
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m_backendDrawBuffers[i] = currentBuf;
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}
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case FramebufferTarget::Read: {
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auto frontendReadBuf = stateFBOObject->GetReadBuffer();
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if (frontendReadBuf == m_frontendReadBuffer) break;
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m_frontendReadBuffer = frontendReadBuf;
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if (drawBufferDirty)
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MG_External::GLES::glDrawBuffers(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, m_backendDrawBuffers);
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// For consistency, we need to find the compacted attachment index of this read buffer
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auto it = std::find(m_compactedFrontendDrawBuffers,
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m_compactedFrontendDrawBuffers + FramebufferObject::MAX_DRAW_BUFFERS, frontendReadBuf);
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auto currentReadBuf = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateFBOObject->GetReadBuffer());
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if (m_backendReadBuffer != currentReadBuf)
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MG_External::GLES::glReadBuffer(m_backendReadBuffer);
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// TODO: what if sync ReadBuffer first then DrawBuffer?
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GLenum glBackendReadBuffer = GL_NONE;
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Bool notFound = (it == m_compactedFrontendDrawBuffers + FramebufferObject::MAX_DRAW_BUFFERS);
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if (notFound) {
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MGLOG_D("%s: read buffer not found in draw buffer, use as in frontend", __func__);
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glBackendReadBuffer = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(frontendReadBuf);
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} else {
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MGLOG_D("%s: read buffer found in draw buffer, keep it consistent as in read buffers", __func__);
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auto index = std::distance(m_compactedFrontendDrawBuffers, it);
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glBackendReadBuffer = m_backendDrawBuffers[index];
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}
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if (m_backendReadBuffer == glBackendReadBuffer) break;
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m_backendReadBuffer = glBackendReadBuffer;
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MG_External::GLES::glReadBuffer(glBackendReadBuffer);
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// attach texture to fbo
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// TODO: attach according to remapped
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const auto& attachments = stateFBOObject->GetAllAttachmentObjects();
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for (SizeT i = 0; i < attachments.size(); ++i) {
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const auto& attachmentObject = attachments[i];
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FramebufferAttachmentType type = static_cast<FramebufferAttachmentType>(i);
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GLenum glBackendAttachment = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(type);
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frontendAttachmentToSync = &m_frontendReadBuffer;
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backendAttachmentToSync = &m_backendReadBuffer;
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frontendAttachmentToSyncCount = 1;
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break;
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}
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default:
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MOBILEGL_ASSERT(false, "%s: Unreachable!", __func__);
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return;
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}
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// Sync texture/buffer to attachment
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const auto& attachmentObjects = stateFBOObject->GetAllAttachmentObjects();
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auto& attachmentVersions = stateFBOObject->GetAllFramebufferAttachmentVersions();
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for (Int i = 0; i < frontendAttachmentToSyncCount; ++i) {
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auto frontendAttachment = frontendAttachmentToSync[i];
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if (attachmentVersions[(SizeT)frontendAttachment] ==
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m_syncedAttachmentVersions[(SizeT)frontendAttachment]) {
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continue;
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}
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m_syncedAttachmentVersions[(SizeT)frontendAttachment] = attachmentVersions[(SizeT)frontendAttachment];
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const auto& attachmentObject = stateFBOObject->GetAttachment(frontendAttachment);
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if (!attachmentObject.IsValid() || attachmentObject.IsEmpty()) {
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continue;
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}
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auto glBackendAttachment = backendAttachmentToSync[i];
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SyncAttachmentObject(glFBOTarget, attachmentObject, glBackendAttachment);
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}
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FramebufferAttachmentType auxAtt[] = {FramebufferAttachmentType::Depth, FramebufferAttachmentType::Stencil};
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for (auto& att : auxAtt) {
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auto frontendAttachment = att;
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if (attachmentVersions[(SizeT)frontendAttachment] ==
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m_syncedAttachmentVersions[(SizeT)frontendAttachment]) {
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continue;
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}
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m_syncedAttachmentVersions[(SizeT)frontendAttachment] = attachmentVersions[(SizeT)frontendAttachment];
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const auto& attachmentObject = stateFBOObject->GetAttachment(frontendAttachment);
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if (!attachmentObject.IsValid() || attachmentObject.IsEmpty()) {
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continue;
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}
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auto glBackendAttachment = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(att);
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SyncAttachmentObject(glFBOTarget, attachmentObject, glBackendAttachment);
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}
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}
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