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authorClément Foucault <foucault.clem@gmail.com>2018-03-25 15:18:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-25 21:06:12 +0300
commitf937123116abd4ba34ff858fa03415362d6c07cf (patch)
treee8bcd5477675b2a87564e203e7f95286b830e001
parente5ee1ed8183dad74b91198c60d014490d4cdfb3b (diff)
GPUFramebuffer: Refactor (part 1)
Move some DRWFramebuffer functions to GPUFramebuffer.
-rw-r--r--source/blender/gpu/GPU_framebuffer.h31
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c43
2 files changed, 74 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 5af01e76309..93f16b342d1 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -36,6 +36,12 @@
extern "C" {
#endif
+typedef enum GPUFrameBufferBits{
+ GPU_COLOR_BIT = (1 << 0),
+ GPU_DEPTH_BIT = (1 << 1),
+ GPU_STENCIL_BIT = (1 << 2),
+} GPUFrameBufferBits;
+
typedef struct GPUFrameBuffer GPUFrameBuffer;
typedef struct GPUOffScreen GPUOffScreen;
struct GPUTexture;
@@ -67,8 +73,33 @@ unsigned int GPU_framebuffer_current_get(void);
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
+/* Framebuffer operations */
+
+void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
void GPU_framebuffer_restore(void);
+void GPU_framebuffer_clear(
+ GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
+ const float clear_col[4], float clear_depth, unsigned int clear_stencil);
+
+#define GPU_framebuffer_clear_color(fb, col) \
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
+
+#define GPU_framebuffer_clear_depth(fb, depth) \
+ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
+
+#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
+
+#define GPU_framebuffer_clear_stencil(fb, stencil) \
+ GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
+
+#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
+ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
+
+#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
+
void GPU_framebuffer_blit(
GPUFrameBuffer *fb_read, int read_slot,
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index b911f6d9c7f..dbcf0dc4568 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -53,6 +53,15 @@ struct GPUFrameBuffer {
GPUTexture *depthtex;
};
+static GLenum convert_buffer_bits_to_gl(GPUFrameBufferBits bits)
+{
+ GLbitfield mask = 0;
+ mask |= (bits & GPU_DEPTH_BIT) ? GL_DEPTH_BUFFER_BIT : 0;
+ mask |= (bits & GPU_STENCIL_BIT) ? GL_STENCIL_BUFFER_BIT : 0;
+ mask |= (bits & GPU_COLOR_BIT) ? GL_COLOR_BUFFER_BIT : 0;
+ return mask;
+}
+
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
@@ -439,6 +448,40 @@ void GPU_framebuffer_restore(void)
}
}
+#define CHECK_FRAMEBUFFER_IS_BOUND(_fb) \
+ BLI_assert(GPU_framebuffer_bound(_fb)); \
+ UNUSED_VARS_NDEBUG(_fb);
+
+/* Needs to be done after binding. */
+void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h)
+{
+ CHECK_FRAMEBUFFER_IS_BOUND(fb);
+
+ glViewport(x, y, w, h);
+}
+
+void GPU_framebuffer_clear(
+ GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
+ const float clear_col[4], float clear_depth, unsigned int clear_stencil)
+{
+ CHECK_FRAMEBUFFER_IS_BOUND(fb);
+
+ if (buffers & GPU_COLOR_BIT) {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
+ }
+ if (buffers & GPU_DEPTH_BIT) {
+ glDepthMask(GL_TRUE);
+ glClearDepth(clear_depth);
+ }
+ if (buffers & GPU_STENCIL_BIT) {
+ glStencilMask(clear_stencil);
+ }
+
+ GLbitfield mask = convert_buffer_bits_to_gl(buffers);
+ glClear(mask);
+}
+
void GPU_framebuffer_blit(
GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write,
int write_slot, bool use_depth, bool use_stencil)