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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Chore] (MG_Backend/DirectGLES): trim redundant stuff in BackendFramebufferObject::SyncToBackend
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@@ -520,66 +520,88 @@ namespace MobileGL::MG_Backend::DirectGLES {
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if (asTarget == FramebufferTarget::Draw) {
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// Create mappings for draw buffers
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int nBuffers = 0;
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std::fill(m_frontendBuffers, m_frontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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std::fill(m_frontendDrawBuffers, m_frontendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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FramebufferAttachmentType::None);
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std::fill(m_compactedFrontendDrawBuffers,
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m_compactedFrontendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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FramebufferAttachmentType::None);
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std::fill(m_backendDrawBuffers, m_backendDrawBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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GL_NONE);
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std::fill(m_backendBuffers, m_backendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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GL_NONE);
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std::fill(m_compactedFrontendBuffers,
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m_compactedFrontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
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auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
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for (GLint i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (stateDrawBuffers[i] == FramebufferAttachmentType::None) {
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m_frontendBuffers[i] = GL_NONE;
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m_frontendDrawBuffers[i] = FramebufferAttachmentType::None;
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continue;
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}
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m_frontendBuffers[i] = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
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m_frontendDrawBuffers[i] = stateDrawBuffers[i];
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// Create compacted mapping
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m_backendBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
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m_compactedFrontendBuffers[nBuffers] = m_frontendBuffers[i];
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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_backendBuffers);
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MG_External::GLES::glDrawBuffers(nBuffers, m_backendDrawBuffers);
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// Attach textures for compacted draw buffers
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for (int i = 0; i < nBuffers; ++i) {
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FramebufferAttachmentType frontendAttachmentType =
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MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
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GLenum backendAttachment = m_backendBuffers[i];
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const auto& attachment = attachments[static_cast<SizeT>(frontendAttachmentType)];
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if (!attachment.IsTexture()) continue;
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const auto& textureObject = attachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) continue;
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, backendAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachment.GetTextureLevel()));
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}
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// for (int i = 0; i < nBuffers; ++i) {
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// FramebufferAttachmentType frontendAttachmentType =
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// MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
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// GLenum backendAttachment = m_backendBuffers[i];
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// const auto& attachment = attachments[static_cast<SizeT>(frontendAttachmentType)];
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// if (!attachment.IsTexture()) continue;
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// const auto& textureObject = attachment.GetTexture();
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// const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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// if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) continue;
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// const auto& backendTextureObject = backendTextureIt->second;
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// auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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// backendTextureObject->Bind(glTextureTarget);
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// MG_External::GLES::glFramebufferTexture2D(glFBOTarget, backendAttachment, glTextureTarget,
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// backendTextureObject->GetBackendTextureId(),
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// static_cast<GLint>(attachment.GetTextureLevel()));
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// }
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stateFBOObject->ClearDrawBuffersDirtyState();
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}
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// Handle read buffer for READ_FRAMEBUFFER
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else if (asTarget == FramebufferTarget::Read) {
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FramebufferAttachmentType readBufferType = stateFBOObject->GetReadBuffer();
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GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(readBufferType);
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m_frontendReadBuffer = stateFBOObject->GetReadBuffer();
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GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(m_frontendReadBuffer);
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GLenum backendAtt = GL_NONE;
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// Find corresponding backend attachment in compacted draw buffers
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for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (m_compactedFrontendBuffers[i] == frontendAtt) {
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backendAtt = m_backendBuffers[i];
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break;
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// for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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// if (m_compactedFrontendBuffers[i] == frontendAtt) {
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// backendAtt = m_backendBuffers[i];
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// break;
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// }
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// }
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// if (backendAtt != GL_NONE) {
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// MG_External::GLES::glReadBuffer(backendAtt);
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// } else {
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const auto& readAttachment = attachments[(SizeT)m_frontendReadBuffer];
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GLenum glAttachment = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(m_frontendReadBuffer);
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if (!readAttachment.IsValid() || readAttachment.IsEmpty()) {
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return;
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}
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if (readAttachment.IsTexture()) {
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const auto& textureObject = readAttachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
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MGLOG_E("ReadBuffer: No backend texture found for FBO attachment, cannot bind texture.");
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return;
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}
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, glAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(readAttachment.GetTextureLevel()));
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} else if (readAttachment.IsRenderbuffer()) {
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// TODO: renderbuffer support
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}
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if (backendAtt != GL_NONE) {
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MG_External::GLES::glReadBuffer(backendAtt);
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} else {
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MG_External::GLES::glReadBuffer(frontendAtt);
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}
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MG_External::GLES::glReadBuffer(glAttachment);
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// }
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}
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}
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@@ -99,19 +99,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Probably useful to re-link shader output according to this.
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aka. realizing `glBindFragDataLocation`
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*/
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GLenum m_frontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_frontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
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/* this will save buffers in its compacted GL form,
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not consecutive is not allowed
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i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, COLOR_ATTACHMENT4]
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(no GL_NONE among those)
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*/
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GLenum m_compactedFrontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_compactedFrontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
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/* this will save buffers in stricter ES rules
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reversion, absence or not consecutive are not allowed, according to ES spec
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i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, NONE, NONE, ...]
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this array could be provided as data directly to ES `glDrawBuffers` function
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*/
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GLenum m_backendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
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};
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extern UnorderedMap<SharedPtr<MG_State::GLState::FramebufferObject>, SharedPtr<BackendFramebufferObject>>
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