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authorClément Foucault <foucault.clem@gmail.com>2020-08-26 00:27:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-30 14:11:02 +0300
commit6e901fd8fc5b89e52dc44fd87a782c4f47c9c3f5 (patch)
tree1a683645a8628b00326f662b61958c1cf786d50b /source/blender/gpu/intern/gpu_framebuffer.cc
parented7dbaa5a7246d72cc9bc2b59667d9a784c4c28d (diff)
GPUFramebuffer: Make GPUFrameBuffer an opaque type
This is in preparation of the Framebuffer GL backend. This is a just changing types and moving some code. No logic is changed... almost... it just removes the context attach. i.e: `gpu_context_add/remove_framebuffer()` This is not needed for now and was even disabled in release. This is part of T68990.
Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.cc')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc239
1 files changed, 99 insertions, 140 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 67320ed61b6..2f39bb37acd 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -29,51 +29,15 @@
#include "GPU_batch.h"
#include "GPU_extensions.h"
-#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_context_private.hh"
#include "gpu_private.h"
-typedef enum {
- GPU_FB_DEPTH_ATTACHMENT = 0,
- GPU_FB_DEPTH_STENCIL_ATTACHMENT,
- GPU_FB_COLOR_ATTACHMENT0,
- GPU_FB_COLOR_ATTACHMENT1,
- GPU_FB_COLOR_ATTACHMENT2,
- GPU_FB_COLOR_ATTACHMENT3,
- GPU_FB_COLOR_ATTACHMENT4,
- GPU_FB_COLOR_ATTACHMENT5,
- /* Number of maximum output slots.
- * We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
- /* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
- * the maximum number of COLOR attachments specified by glDrawBuffers. */
- GPU_FB_MAX_ATTACHEMENT,
-} GPUAttachmentType;
-
-#define FOREACH_ATTACHMENT_RANGE(att, _start, _end) \
- for (GPUAttachmentType att = static_cast<GPUAttachmentType>(_start); att < _end; \
- att = static_cast<GPUAttachmentType>(att + 1))
-
-#define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0)
-
-#define GPU_FB_DIRTY_DRAWBUFFER (1 << 15)
-
-#define GPU_FB_ATTACHEMENT_IS_DIRTY(flag, type) ((flag & (1 << type)) != 0)
-#define GPU_FB_ATTACHEMENT_SET_DIRTY(flag, type) (flag |= (1 << type))
-
-struct GPUFrameBuffer {
- GPUContext *ctx;
- GLuint object;
- GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
- uint16_t dirty_flag;
- int width, height;
- bool multisample;
- /* TODO Check that we always use the right context when binding
- * (FBOs are not shared across ogl contexts). */
- // void *ctx;
-};
+#include "gpu_framebuffer_private.hh"
+
+using namespace blender::gpu;
static GLenum convert_attachment_type_to_gl(GPUAttachmentType type)
{
@@ -122,20 +86,6 @@ static GLenum convert_buffer_bits_to_gl(eGPUFrameBufferBits bits)
return mask;
}
-static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
-{
- if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
- return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
- }
-
- return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
-}
-
-static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot)
-{
- return fb->attachments[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
-}
-
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
@@ -186,19 +136,7 @@ void gpu_framebuffer_module_exit(void)
GPUFrameBuffer *GPU_framebuffer_active_get(void)
{
GPUContext *ctx = GPU_context_active_get();
- if (ctx) {
- return gpu_context_active_framebuffer_get(ctx);
- }
-
- return 0;
-}
-
-static void gpu_framebuffer_current_set(GPUFrameBuffer *fb)
-{
- GPUContext *ctx = GPU_context_active_get();
- if (ctx) {
- gpu_context_active_framebuffer_set(ctx, fb);
- }
+ return reinterpret_cast<GPUFrameBuffer *>(ctx ? ctx->active_fb : NULL);
}
/* GPUFrameBuffer */
@@ -207,42 +145,46 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
{
/* We generate the FB object later at first use in order to
* create the framebuffer in the right opengl context. */
- return (GPUFrameBuffer *)MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
+ return (GPUFrameBuffer *)new FrameBuffer();
}
-static void gpu_framebuffer_init(GPUFrameBuffer *fb)
+static void gpu_framebuffer_init(FrameBuffer *fb)
{
fb->object = GPU_fbo_alloc();
fb->ctx = GPU_context_active_get();
- gpu_context_add_framebuffer(fb->ctx, fb);
+ /* Not really needed for now. */
+ // gpu_context_add_framebuffer(fb->ctx, fb);
}
-void GPU_framebuffer_free(GPUFrameBuffer *fb)
+void GPU_framebuffer_free(GPUFrameBuffer *gpu_fb)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
for (int i_type = 0; i_type < GPU_FB_MAX_ATTACHEMENT; i_type++) {
GPUAttachmentType type = static_cast<GPUAttachmentType>(i_type);
if (fb->attachments[type].tex != NULL) {
- GPU_framebuffer_texture_detach(fb, fb->attachments[type].tex);
+ GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[type].tex);
}
}
if (fb->object != 0) {
/* This restores the framebuffer if it was bound */
GPU_fbo_free(fb->object, fb->ctx);
- gpu_context_remove_framebuffer(fb->ctx, fb);
+ /* Not really needed for now. */
+ // gpu_context_remove_framebuffer(fb->ctx, fb);
}
- if (GPU_framebuffer_active_get() == fb) {
- gpu_framebuffer_current_set(NULL);
+ /* TODO(fclem) check if bound in its associated context context. */
+ if (GPU_framebuffer_active_get() == gpu_fb) {
+ GPU_context_active_get()->active_fb = NULL;
}
- MEM_freeN(fb);
+ delete fb;
}
/* ---------- Attach ----------- */
static void gpu_framebuffer_texture_attach_ex(
- GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
+ FrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
{
if (slot >= GPU_FB_MAX_COLOR_ATTACHMENT) {
fprintf(stderr,
@@ -253,6 +195,7 @@ static void gpu_framebuffer_texture_attach_ex(
return;
}
+ GPUFrameBuffer *gpufb = reinterpret_cast<GPUFrameBuffer *>(fb);
GPUAttachmentType type = attachment_type_from_tex(tex, slot);
GPUAttachment *attachment = &fb->attachments[type];
@@ -260,11 +203,11 @@ static void gpu_framebuffer_texture_attach_ex(
return; /* Exact same texture already bound here. */
}
if (attachment->tex != NULL) {
- GPU_framebuffer_texture_detach(fb, attachment->tex);
+ GPU_framebuffer_texture_detach(gpufb, attachment->tex);
}
if (attachment->tex == NULL) {
- GPU_texture_attach_framebuffer(tex, fb, type);
+ GPU_texture_attach_framebuffer(tex, gpufb, type);
}
attachment->tex = tex;
@@ -273,30 +216,34 @@ static void gpu_framebuffer_texture_attach_ex(
GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
}
-void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
+void GPU_framebuffer_texture_attach(GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int mip)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
gpu_framebuffer_texture_attach_ex(fb, tex, slot, -1, mip);
}
void GPU_framebuffer_texture_layer_attach(
- GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
+ GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int layer, int mip)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* NOTE: We could support 1D ARRAY texture. */
BLI_assert(GPU_texture_target(tex) == GL_TEXTURE_2D_ARRAY);
gpu_framebuffer_texture_attach_ex(fb, tex, slot, layer, mip);
}
void GPU_framebuffer_texture_cubeface_attach(
- GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
+ GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int face, int mip)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
BLI_assert(GPU_texture_cube(tex));
gpu_framebuffer_texture_attach_ex(fb, tex, slot, face, mip);
}
/* ---------- Detach ----------- */
-void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, GPUTexture *tex, int type)
+void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *gpu_fb, GPUTexture *tex, int type)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
GPUAttachment *attachment = &fb->attachments[type];
if (attachment->tex != tex) {
@@ -312,10 +259,10 @@ void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, GPUTexture *tex, in
GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
}
-void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
+void GPU_framebuffer_texture_detach(GPUFrameBuffer *gpu_fb, GPUTexture *tex)
{
- GPUAttachmentType type = (GPUAttachmentType)GPU_texture_detach_framebuffer(tex, fb);
- GPU_framebuffer_texture_detach_slot(fb, tex, type);
+ GPUAttachmentType type = (GPUAttachmentType)GPU_texture_detach_framebuffer(tex, gpu_fb);
+ GPU_framebuffer_texture_detach_slot(gpu_fb, tex, type);
}
/* ---------- Config (Attach & Detach) ----------- */
@@ -326,8 +273,11 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
* Setting GPUAttachment.mip to -1 will leave the texture in this slot.
* Setting GPUAttachment.tex to NULL will detach the texture in this slot.
*/
-void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len)
+void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
+ const GPUAttachment *config,
+ int config_len)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
if (config[0].tex) {
BLI_assert(GPU_texture_depth(config[0].tex));
gpu_framebuffer_texture_attach_ex(fb, config[0].tex, 0, config[0].layer, config[0].mip);
@@ -336,10 +286,10 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi
/* Leave texture attached */
}
else if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex != NULL) {
- GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex);
+ GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex);
}
else if (fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex != NULL) {
- GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
+ GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
}
int slot = 0;
@@ -349,9 +299,9 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi
gpu_framebuffer_texture_attach_ex(fb, config[i].tex, slot, config[i].layer, config[i].mip);
}
else if (config[i].mip != -1) {
- GPUTexture *tex = framebuffer_get_color_tex(fb, slot);
+ GPUTexture *tex = fb->color_tex(slot);
if (tex != NULL) {
- GPU_framebuffer_texture_detach(fb, tex);
+ GPU_framebuffer_texture_detach(gpu_fb, tex);
}
}
}
@@ -389,12 +339,12 @@ static void gpu_framebuffer_attachment_detach(GPUAttachment *UNUSED(attachment),
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
}
-static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
+static void gpu_framebuffer_update_attachments(FrameBuffer *fb)
{
GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
int numslots = 0;
- BLI_assert(GPU_framebuffer_active_get() == fb);
+ BLI_assert(GPU_context_active_get()->active_fb == fb);
/* Update attachments */
FOREACH_ATTACHMENT_RANGE(type, 0, GPU_FB_MAX_ATTACHEMENT)
@@ -440,12 +390,12 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
* If there is an empty color slot between the color slots,
* all textures after this slot are apparently skipped/discarded.
*/
-static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuffer *fb)
+static void gpu_framebuffer_update_attachments_and_fill_empty_slots(FrameBuffer *fb)
{
GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
int dummy_tex = 0;
- BLI_assert(GPU_framebuffer_active_get() == fb);
+ BLI_assert(GPU_context_active_get()->active_fb == fb);
/* Update attachments */
for (int i_type = GPU_FB_MAX_ATTACHEMENT - 1; i_type >= 0; --i_type) {
@@ -500,10 +450,10 @@ static struct {
uint top;
} FrameBufferStack = {{0}};
-static void gpuPushFrameBuffer(GPUFrameBuffer *fbo)
+static void gpuPushFrameBuffer(GPUFrameBuffer *fb)
{
BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
- FrameBufferStack.framebuffers[FrameBufferStack.top] = fbo;
+ FrameBufferStack.framebuffers[FrameBufferStack.top] = fb;
FrameBufferStack.top++;
}
@@ -516,13 +466,15 @@ static GPUFrameBuffer *gpuPopFrameBuffer(void)
#undef FRAMEBUFFER_STACK_DEPTH
-void GPU_framebuffer_bind(GPUFrameBuffer *fb)
+void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)
{
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
+
if (fb->object == 0) {
gpu_framebuffer_init(fb);
}
- if (GPU_framebuffer_active_get() != fb) {
+ if (GPU_framebuffer_active_get() != gpu_fb) {
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glEnable(GL_FRAMEBUFFER_SRGB);
@@ -532,7 +484,7 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
GPU_shader_set_framebuffer_srgb_target(is_srgb_target);
}
- gpu_framebuffer_current_set(fb);
+ GPU_context_active_get()->active_fb = fb;
if (fb->dirty_flag != 0) {
if (GPU_unused_fb_slot_workaround()) {
@@ -556,9 +508,11 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
}
/* Workaround for binding a srgb framebuffer without doing the srgb transform. */
-void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb)
+void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
{
- GPU_framebuffer_bind(fb);
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
+
+ GPU_framebuffer_bind(gpu_fb);
glDisable(GL_FRAMEBUFFER_SRGB);
@@ -571,21 +525,22 @@ void GPU_framebuffer_restore(void)
{
if (GPU_framebuffer_active_get() != NULL) {
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
- gpu_framebuffer_current_set(NULL);
+ GPU_context_active_get()->active_fb = NULL;
glDisable(GL_FRAMEBUFFER_SRGB);
GPU_shader_set_framebuffer_srgb_target(false);
}
}
-bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
+bool GPU_framebuffer_bound(GPUFrameBuffer *gpu_fb)
{
- return (fb == GPU_framebuffer_active_get()) && (fb->object != 0);
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
+ return (gpu_fb == GPU_framebuffer_active_get()) && (fb->object != 0);
}
-bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
+bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
{
- if (!GPU_framebuffer_bound(fb)) {
- GPU_framebuffer_bind(fb);
+ if (!GPU_framebuffer_bound(gpu_fb)) {
+ GPU_framebuffer_bind(gpu_fb);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -607,20 +562,20 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
((void)0)
/* Needs to be done after binding. */
-void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h)
+void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int w, int h)
{
- CHECK_FRAMEBUFFER_IS_BOUND(fb);
+ CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
GPU_viewport(x, y, w, h);
}
-void GPU_framebuffer_clear(GPUFrameBuffer *fb,
+void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
- CHECK_FRAMEBUFFER_IS_BOUND(fb);
+ CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
/* Save and restore the state. */
eGPUWriteMask write_mask = GPU_write_mask_get();
@@ -656,9 +611,11 @@ void GPU_framebuffer_clear(GPUFrameBuffer *fb,
}
/* Clear all textures bound to this framebuffer with a different color. */
-void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4])
+void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4])
{
- CHECK_FRAMEBUFFER_IS_BOUND(fb);
+ CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
+
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* Save and restore the state. */
eGPUWriteMask write_mask = GPU_write_mask_get();
@@ -675,9 +632,9 @@ void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4
GPU_write_mask(write_mask);
}
-void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data)
+void GPU_framebuffer_read_depth(GPUFrameBuffer *gpu_fb, int x, int y, int w, int h, float *data)
{
- CHECK_FRAMEBUFFER_IS_BOUND(fb);
+ CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
GLenum type = GL_DEPTH_COMPONENT;
glReadBuffer(GL_COLOR_ATTACHMENT0); /* This is OK! */
@@ -735,7 +692,7 @@ static void gpu_framebuffer_read_color_ex(
glReadPixels(x, y, w, h, type, gl_format, data);
}
-void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
+void GPU_framebuffer_read_color(GPUFrameBuffer *gpu_fb,
int x,
int y,
int w,
@@ -745,40 +702,40 @@ void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
eGPUDataFormat format,
void *data)
{
- CHECK_FRAMEBUFFER_IS_BOUND(fb);
+ CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
gpu_framebuffer_read_color_ex(
x, y, w, h, channels, GL_COLOR_ATTACHMENT0 + slot, format, (float *)data);
}
/* read_slot and write_slot are only used for color buffers. */
-void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
+void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
int read_slot,
- GPUFrameBuffer *fb_write,
+ GPUFrameBuffer *gpufb_write,
int write_slot,
eGPUFrameBufferBits blit_buffers)
{
+ FrameBuffer *fb_read = reinterpret_cast<FrameBuffer *>(gpufb_read);
+ FrameBuffer *fb_write = reinterpret_cast<FrameBuffer *>(gpufb_write);
BLI_assert(blit_buffers != 0);
- GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
+ FrameBuffer *prev_fb = GPU_context_active_get()->active_fb;
/* Framebuffers must be up to date. This simplify this function. */
if (fb_read->dirty_flag != 0 || fb_read->object == 0) {
- GPU_framebuffer_bind(fb_read);
+ GPU_framebuffer_bind(gpufb_read);
}
if (fb_write->dirty_flag != 0 || fb_write->object == 0) {
- GPU_framebuffer_bind(fb_write);
+ GPU_framebuffer_bind(gpufb_write);
}
const bool do_color = (blit_buffers & GPU_COLOR_BIT);
const bool do_depth = (blit_buffers & GPU_DEPTH_BIT);
const bool do_stencil = (blit_buffers & GPU_STENCIL_BIT);
- GPUTexture *read_tex = ((do_depth || do_stencil) ?
- framebuffer_get_depth_tex(fb_read) :
- framebuffer_get_color_tex(fb_read, read_slot));
- GPUTexture *write_tex = ((do_depth || do_stencil) ?
- framebuffer_get_depth_tex(fb_write) :
- framebuffer_get_color_tex(fb_write, read_slot));
+ GPUTexture *read_tex = ((do_depth || do_stencil) ? fb_read->depth_tex() :
+ fb_read->color_tex(read_slot));
+ GPUTexture *write_tex = ((do_depth || do_stencil) ? fb_write->depth_tex() :
+ fb_write->color_tex(read_slot));
if (do_depth) {
BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
@@ -821,15 +778,15 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
/* Restore previous framebuffer */
if (fb_write == prev_fb) {
- GPU_framebuffer_bind(fb_write); /* To update drawbuffers */
+ GPU_framebuffer_bind(gpufb_write); /* To update drawbuffers */
}
else if (prev_fb) {
glBindFramebuffer(GL_FRAMEBUFFER, prev_fb->object);
- gpu_framebuffer_current_set(prev_fb);
+ GPU_context_active_get()->active_fb = prev_fb;
}
else {
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
- gpu_framebuffer_current_set(NULL);
+ GPU_context_active_get()->active_fb = NULL;
}
}
@@ -838,19 +795,21 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
* input. This function only takes care of the correct texture handling. It execute the callback
* for each texture level.
*/
-void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
+void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
int max_lvl,
void (*callback)(void *userData, int level),
void *userData)
{
+ GPUContext *ctx = GPU_context_active_get();
+ FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* Framebuffer must be up to date and bound. This simplify this function. */
- if (GPU_framebuffer_active_get() != fb || fb->dirty_flag != 0 || fb->object == 0) {
- GPU_framebuffer_bind(fb);
+ if (ctx->active_fb != fb || fb->dirty_flag != 0 || fb->object == 0) {
+ GPU_framebuffer_bind(gpu_fb);
}
/* HACK: We make the framebuffer appear not bound in order to
* not trigger any error in GPU_texture_bind(). */
- GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
- gpu_framebuffer_current_set(NULL);
+ FrameBuffer *prev_fb = ctx->active_fb;
+ ctx->active_fb = NULL;
int levels = floor(log2(max_ii(fb->width, fb->height)));
max_lvl = min_ii(max_lvl, levels);
@@ -908,7 +867,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
}
}
- gpu_framebuffer_current_set(prev_fb);
+ ctx->active_fb = prev_fb;
}
/* GPUOffScreen */
@@ -1033,7 +992,7 @@ void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
GPU_viewport_size_get_i(ofs->saved_viewport);
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
- gpuPushFrameBuffer(fb);
+ gpuPushFrameBuffer(reinterpret_cast<GPUFrameBuffer *>(fb));
}
GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
GPU_framebuffer_bind(ofs_fb);
@@ -1067,7 +1026,7 @@ void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
GPU_context_active_get()->state_manager->apply_state();
- GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
+ FrameBuffer *ofs_fb = reinterpret_cast<FrameBuffer *>(gpu_offscreen_fb_get(ofs));
glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs_fb->object);
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
@@ -1157,4 +1116,4 @@ void GPU_backbuffer_bind(eGPUBackBuffer buffer)
else if (buffer == GPU_BACKBUFFER_RIGHT) {
glDrawBuffer(GL_BACK_RIGHT);
}
-}
+} \ No newline at end of file