[Chore] (MG_Backend/DirectGLES): trim redundant stuff in BackendFramebufferObject::SyncToBackend

This commit is contained in:
2025-11-18 22:37:24 +08:00
parent 0c31de3afc
commit d8cd5a235a
2 changed files with 63 additions and 40 deletions
+59 -37
View File
@@ -520,66 +520,88 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (asTarget == FramebufferTarget::Draw) {
// Create mappings for draw buffers
int nBuffers = 0;
std::fill(m_frontendBuffers, m_frontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
std::fill(m_frontendDrawBuffers, m_frontendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
FramebufferAttachmentType::None);
std::fill(m_compactedFrontendDrawBuffers,
m_compactedFrontendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
FramebufferAttachmentType::None);
std::fill(m_backendDrawBuffers, m_backendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
GL_NONE);
std::fill(m_backendBuffers, m_backendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
GL_NONE);
std::fill(m_compactedFrontendBuffers,
m_compactedFrontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
for (GLint i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
if (stateDrawBuffers[i] == FramebufferAttachmentType::None) {
m_frontendBuffers[i] = GL_NONE;
m_frontendDrawBuffers[i] = FramebufferAttachmentType::None;
continue;
}
m_frontendBuffers[i] = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
m_frontendDrawBuffers[i] = stateDrawBuffers[i];
// Create compacted mapping
m_backendBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
m_compactedFrontendBuffers[nBuffers] = m_frontendBuffers[i];
m_backendDrawBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
m_compactedFrontendDrawBuffers[nBuffers] = m_frontendDrawBuffers[i];
nBuffers++;
}
MG_External::GLES::glDrawBuffers(nBuffers, m_backendBuffers);
MG_External::GLES::glDrawBuffers(nBuffers, m_backendDrawBuffers);
// Attach textures for compacted draw buffers
for (int i = 0; i < nBuffers; ++i) {
FramebufferAttachmentType frontendAttachmentType =
MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
GLenum backendAttachment = m_backendBuffers[i];
const auto& attachment = attachments[static_cast<SizeT>(frontendAttachmentType)];
if (!attachment.IsTexture()) continue;
const auto& textureObject = attachment.GetTexture();
const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) continue;
const auto& backendTextureObject = backendTextureIt->second;
auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
backendTextureObject->Bind(glTextureTarget);
MG_External::GLES::glFramebufferTexture2D(glFBOTarget, backendAttachment, glTextureTarget,
backendTextureObject->GetBackendTextureId(),
static_cast<GLint>(attachment.GetTextureLevel()));
}
// for (int i = 0; i < nBuffers; ++i) {
// FramebufferAttachmentType frontendAttachmentType =
// MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
// GLenum backendAttachment = m_backendBuffers[i];
// const auto& attachment = attachments[static_cast<SizeT>(frontendAttachmentType)];
// if (!attachment.IsTexture()) continue;
// const auto& textureObject = attachment.GetTexture();
// const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
// if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) continue;
// const auto& backendTextureObject = backendTextureIt->second;
// auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
// backendTextureObject->Bind(glTextureTarget);
// MG_External::GLES::glFramebufferTexture2D(glFBOTarget, backendAttachment, glTextureTarget,
// backendTextureObject->GetBackendTextureId(),
// static_cast<GLint>(attachment.GetTextureLevel()));
// }
stateFBOObject->ClearDrawBuffersDirtyState();
}
// Handle read buffer for READ_FRAMEBUFFER
else if (asTarget == FramebufferTarget::Read) {
FramebufferAttachmentType readBufferType = stateFBOObject->GetReadBuffer();
GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(readBufferType);
m_frontendReadBuffer = stateFBOObject->GetReadBuffer();
GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(m_frontendReadBuffer);
GLenum backendAtt = GL_NONE;
// Find corresponding backend attachment in compacted draw buffers
for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
if (m_compactedFrontendBuffers[i] == frontendAtt) {
backendAtt = m_backendBuffers[i];
break;
// for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
// if (m_compactedFrontendBuffers[i] == frontendAtt) {
// backendAtt = m_backendBuffers[i];
// break;
// }
// }
// if (backendAtt != GL_NONE) {
// MG_External::GLES::glReadBuffer(backendAtt);
// } else {
const auto& readAttachment = attachments[(SizeT)m_frontendReadBuffer];
GLenum glAttachment = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(m_frontendReadBuffer);
if (!readAttachment.IsValid() || readAttachment.IsEmpty()) {
return;
}
if (readAttachment.IsTexture()) {
const auto& textureObject = readAttachment.GetTexture();
const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
MGLOG_E("ReadBuffer: No backend texture found for FBO attachment, cannot bind texture.");
return;
}
const auto& backendTextureObject = backendTextureIt->second;
auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
backendTextureObject->Bind(glTextureTarget);
MG_External::GLES::glFramebufferTexture2D(glFBOTarget, glAttachment, glTextureTarget,
backendTextureObject->GetBackendTextureId(),
static_cast<GLint>(readAttachment.GetTextureLevel()));
} else if (readAttachment.IsRenderbuffer()) {
// TODO: renderbuffer support
}
if (backendAtt != GL_NONE) {
MG_External::GLES::glReadBuffer(backendAtt);
} else {
MG_External::GLES::glReadBuffer(frontendAtt);
}
MG_External::GLES::glReadBuffer(glAttachment);
// }
}
}
+4 -3
View File
@@ -99,19 +99,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
Probably useful to re-link shader output according to this.
aka. realizing `glBindFragDataLocation`
*/
GLenum m_frontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
FramebufferAttachmentType m_frontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
/* this will save buffers in its compacted GL form,
not consecutive is not allowed
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, COLOR_ATTACHMENT4]
(no GL_NONE among those)
*/
GLenum m_compactedFrontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
FramebufferAttachmentType m_compactedFrontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
/* this will save buffers in stricter ES rules
reversion, absence or not consecutive are not allowed, according to ES spec
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, NONE, NONE, ...]
this array could be provided as data directly to ES `glDrawBuffers` function
*/
GLenum m_backendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
};
extern UnorderedMap<SharedPtr<MG_State::GLState::FramebufferObject>, SharedPtr<BackendFramebufferObject>>