[Fix] (MG_Impl/Framebuffer, MG_State/Framebuffer, MG_Backend/DirectGLES): redone fbo attachment management. remap GL -> ES attachment names

This commit is contained in:
2025-11-15 00:39:07 +08:00
parent 899563165e
commit e93dff52dc
6 changed files with 171 additions and 64 deletions
+35 -17
View File
@@ -137,26 +137,44 @@ namespace MobileGL::MG_Backend::DirectGLES {
namespace FramebufferImpl {
void SyncCurrentFBO() {
auto currentFBO = MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
if (!currentFBO) {
MGLOG_E("No FBO is currently bound, cannot sync current FBO.");
return;
}
const FramebufferTarget fboTargets[] = {FramebufferTarget::Draw, FramebufferTarget::Read};
if (currentFBO == MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO) {
// Default FBO, nothing to sync
return;
}
MG_State::GLState::FramebufferObject* lastUpdatedFBO = nullptr;
const auto& backendFBOIt = g_backendFramebufferObjects.find(currentFBO);
SharedPtr<BackendFramebufferObject> backendFBOObject;
if (backendFBOIt == g_backendFramebufferObjects.end()) {
backendFBOObject = MakeShared<BackendFramebufferObject>();
g_backendFramebufferObjects[currentFBO] = backendFBOObject;
} else {
backendFBOObject = backendFBOIt->second;
for (auto target: fboTargets) {
auto currentFBO =
MG_State::pGLContext->GetFramebufferBindingSlot(target).GetBoundObject();
if (!currentFBO) {
MGLOG_E("No FBO is currently bound, cannot sync current FBO.");
continue;
}
if (currentFBO ==
MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO) {
// Default FBO, nothing to sync
continue;
}
const auto &backendFBOIt = g_backendFramebufferObjects.find(currentFBO);
SharedPtr<BackendFramebufferObject> backendFBOObject;
if (backendFBOIt == g_backendFramebufferObjects.end()) {
backendFBOObject = MakeShared<BackendFramebufferObject>();
g_backendFramebufferObjects[currentFBO] = backendFBOObject;
} else {
backendFBOObject = backendFBOIt->second;
}
if (currentFBO.get() == lastUpdatedFBO) {
MGLOG_I("Draw FBO and read FBO are the same, skipping sync.");
} else {
backendFBOObject->SyncToBackend(currentFBO, target);
}
backendFBOObject->Bind(target);
lastUpdatedFBO = currentFBO.get();
}
backendFBOObject->SyncToBackend(currentFBO);
}
} // namespace FramebufferImpl
+107 -41
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@@ -4,6 +4,7 @@
#include "MG_Util/Types.h"
#include "Utils.h"
#include "DirectGLES.h"
#include "MG_Util/Converters/GLToMG/FramebufferEnumConverter.h"
#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/MGToGL/DataTypeConverter.h>
@@ -383,62 +384,127 @@ namespace MobileGL::MG_Backend::DirectGLES {
MG_External::GLES::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_backendFBOId);
}
void BackendFramebufferObject::SyncToBackend(SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject) {
void BackendFramebufferObject::SyncToBackend(SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject, FramebufferTarget asTarget) {
if (!stateFBOObject) {
MGLOG_E("State FBO object is null, cannot sync to backend.");
return;
}
MGLOG_D("Syncing FBO object with ID: %u to backend for state: %p", m_backendFBOId, stateFBOObject.get());
MGLOG_D("Syncing FBO object with ID: %u to backend for state: %p, as %s FBO", m_backendFBOId, stateFBOObject.get(),
(asTarget == FramebufferTarget::Draw ? "DRAW" : "READ"));
BackendFramebufferBindingProtector backendFBOBindingProtector(GL_FRAMEBUFFER);
// TODO: do i really need to bind here?
Bind(FramebufferTarget::Read);
Bind(FramebufferTarget::Draw);
GLenum glFBOTarget = MG_Util::ConvertFramebufferTargetToGLEnum(asTarget);
BackendFramebufferBindingProtector backendFBOBindingProtector(glFBOTarget);
// TODO: add dirty check
// Sync all attachments
const auto& attachments = stateFBOObject->GetAllAttachments();
for (SizeT index = 0; index < attachments.size(); ++index) {
FramebufferAttachmentType attachmentType = static_cast<FramebufferAttachmentType>(index);
const auto& attachment = attachments[index];
if (!attachment.IsComplete()) {
continue;
Bind(asTarget);
if (asTarget == FramebufferTarget::Draw) {
int nBuffers = 0;
// Attach attachment to FBO, realize `glDrawBuffers`
if (stateFBOObject->DrawBuffersIsDirty()) {
std::fill(m_frontendBuffers,
m_frontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
GL_NONE);
std::fill(m_backendBuffers,
m_backendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
GL_NONE);
auto &stateDrawBuffers = stateFBOObject->GetDrawBuffers();
for (GLint i = 0; i < stateDrawBuffers.size(); ++i) {
m_frontendBuffers[i] =
MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
}
MGLOG_D("%s: mapping draw buffers gl -> es:", __func__);
for (int i = 0;
i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
if (m_frontendBuffers[i] == GL_NONE) {
MGLOG_D("(m_frontendBuffers[%d] = GL_NONE), skipped", i);
continue;
}
m_backendBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
m_compactedFrontendBuffers[nBuffers] = m_frontendBuffers[i];
MGLOG_D("(m_frontendBuffers[%d] = %s) -> %s",
i, MG_Util::ConvertGLEnumToString(m_frontendBuffers[i]).c_str(),
MG_Util::ConvertGLEnumToString(m_backendBuffers[nBuffers]).c_str());
nBuffers++;
}
MG_External::GLES::glDrawBuffers(nBuffers, m_backendBuffers);
stateFBOObject->ClearDrawBuffersDirtyState();
}
if (attachment.IsTexture()) {
const auto& textureObject = attachment.GetTexture();
const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
// Sync all attachments
const auto& attachments = stateFBOObject->GetAllAttachments();
for (SizeT i = 0; i < nBuffers; ++i) {
FramebufferAttachmentType frontendAttachmentType =
MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
GLenum glBackendAttachmentType = m_backendBuffers[i];
const auto& attachment = attachments[(SizeT)frontendAttachmentType];
if (!attachment.IsComplete()) {
continue;
}
const auto& backendTextureObject = backendTextureIt->second;
backendTextureObject->Bind(MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget()));
MG_External::GLES::glFramebufferTexture2D(
GL_FRAMEBUFFER, MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(attachmentType),
MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget()),
backendTextureObject->GetBackendTextureId(), static_cast<GLint>(attachment.GetTextureLevel()));
} else if (attachment.IsRenderbuffer()) {
// TODO
}
}
if (stateFBOObject->DrawBuffersIsDirty()) {
static GLenum drawbufs[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS];
std::fill(drawbufs, drawbufs + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
GLint i = 0;
for (; i < stateDrawBuffers.size(); ++i) {
if (stateDrawBuffers[i] == FramebufferAttachmentType::None) {
break;
if (attachment.IsTexture()) {
const auto& textureObject = attachment.GetTexture();
const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
continue;
}
const auto& backendTextureObject = backendTextureIt->second;
auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
backendTextureObject->Bind(glTextureTarget);
MG_External::GLES::glFramebufferTexture2D(
glFBOTarget, glBackendAttachmentType, glTextureTarget,
backendTextureObject->GetBackendTextureId(), static_cast<GLint>(attachment.GetTextureLevel()));
} else if (attachment.IsRenderbuffer()) {
// TODO
}
drawbufs[i] = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
}
} else {
// Attach attachment to FBO, realize `glReadBuffer`
// TODO: do we actually need "virtualization" here? I assume not?
GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateFBOObject->GetReadBuffer());
GLenum backendAtt = GL_NONE;
// Attach attachment to FBO, fast path
for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
if (m_compactedFrontendBuffers[i] == frontendAtt)
backendAtt = m_backendBuffers[i];
}
if (backendAtt != GL_NONE) {
MG_External::GLES::glReadBuffer(backendAtt);
} else {
// Maybe we should properly do `glFramebufferTexture2D` here
// don't need remap / virtualization
MG_External::GLES::glReadBuffer(frontendAtt);
const auto &attachments = stateFBOObject->GetAllAttachments();
const auto &attachment = attachments[(SizeT) frontendAtt];
if (!attachment.IsComplete()) {
return;
}
MG_External::GLES::glDrawBuffers(i, drawbufs);
stateFBOObject->ClearDrawBuffersDirtyState();
if (attachment.IsTexture()) {
const auto &textureObject = attachment.GetTexture();
const auto &backendTextureIt =
TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
MGLOG_E("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, frontendAtt, glTextureTarget,
backendTextureObject->GetBackendTextureId(),
static_cast<GLint>(attachment.GetTextureLevel()));
} else if (attachment.IsRenderbuffer()) {
// TODO
}
}
}
}
+21 -1
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@@ -83,12 +83,32 @@ namespace MobileGL::MG_Backend::DirectGLES {
class BackendFramebufferObject {
public:
BackendFramebufferObject();
void SyncToBackend(SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject);
void SyncToBackend(SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject, FramebufferTarget asTarget);
Uint GetBackendFramebufferId() { return m_backendFBOId; }
void Bind(FramebufferTarget target);
private:
Uint m_backendFBOId = 0;
/* this will save buffers in its original form,
reversion, absence or not consecutive are all allowed, as long as GL spec allows it
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, NONE, COLOR_ATTACHMENT4]
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};
/* 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};
/* 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};
};
extern UnorderedMap<SharedPtr<MG_State::GLState::FramebufferObject>, SharedPtr<BackendFramebufferObject>>
@@ -67,23 +67,24 @@ namespace MobileGL {
m_externalIndex(externalIndex) {
m_attachments.fill(FramebufferAttachment(false));
m_drawBuffers.fill(FramebufferAttachmentType::None);
m_drawBuffers[0] = FramebufferAttachmentType::Color0;
}
void FramebufferObject::AttachTexture(FramebufferAttachmentType type, SharedPtr<ITextureObject> texture,
int level) {
m_attachments[static_cast<SizeT>(type)] = FramebufferAttachment(std::move(texture), level);
// m_drawBuffersDirty = true;
m_drawBuffersDirty = true;
}
void FramebufferObject::AttachRenderbuffer(FramebufferAttachmentType type,
std::shared_ptr<RenderbufferObjectStub> renderbuffer) {
m_attachments[static_cast<SizeT>(type)] = FramebufferAttachment(renderbuffer);
// m_drawBuffersDirty = true;
m_drawBuffersDirty = true;
}
void FramebufferObject::Detach(FramebufferAttachmentType type) {
m_attachments[static_cast<SizeT>(type)] = FramebufferAttachment(false);
// m_drawBuffersDirty = true;
m_drawBuffersDirty = true;
}
const FramebufferAttachment& FramebufferObject::GetAttachment(FramebufferAttachmentType type) const {
@@ -103,11 +103,12 @@ namespace MobileGL {
static_cast<SizeT>(FramebufferAttachmentType::FramebufferAttachmentTypeCount)>&
GetAllAttachments() const;
Bool CheckCompleteness() const;
// void SetDrawBuffers(const Vector<FramebufferAttachmentType>& buffers);
// aka. `buffer` as in glDrawBuffers/glReadBuffers
void SetDrawBuffer(Uint index, FramebufferAttachmentType buffer);
bool DrawBuffersIsDirty() const { return m_drawBuffersDirty; }
void ClearDrawBuffersDirtyState() { m_drawBuffersDirty = false; }
const Array<FramebufferAttachmentType, MAX_DRAW_BUFFERS>& GetDrawBuffers() const;
FramebufferAttachmentType GetReadBuffer() const { return m_readBuffer; }
Uint GetExternalIndex() const;
private:
@@ -117,6 +118,7 @@ namespace MobileGL {
m_attachments;
Bool m_drawBuffersDirty = false;
Array<FramebufferAttachmentType, MAX_DRAW_BUFFERS> m_drawBuffers;
FramebufferAttachmentType m_readBuffer = FramebufferAttachmentType::None;
};
} // namespace GLState
@@ -26,7 +26,7 @@ namespace MobileGL {
case FramebufferAttachmentType::Stencil:
return GL_STENCIL_ATTACHMENT;
default:
return GL_COLOR_ATTACHMENT0;
return GL_NONE;
}
}