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authorClément Foucault <foucault.clem@gmail.com>2020-08-29 02:13:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-30 14:11:02 +0300
commitf3a65a1b4aa3c7da221acdbeee20afb7ebe3b221 (patch)
tree1b7b8c90ef0ecb891b35c8fa89cf25873035d784 /source/blender/gpu/opengl
parent0850afb34e21c073eb2a4c7475eeab2684f30e43 (diff)
GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990. This is a full cleanup of the Framebuffer module and a separation of OpenGL related functions. There is some changes with how the default framebuffers are handled. Now the default framebuffers are individually wrapped inside special GLFrameBuffers. This make it easier to keep track of the currently bound framebuffer state and have some specificity for operations on these framebuffers. Another change is dropping the optimisation of only configuring the changed attachements during framebuffers update. This does not give any benefits and add some complexity to the code. This might be brought back if it has a performance impact on some systems. This also adds support for naming framebuffers but it is currently not used.
Diffstat (limited to 'source/blender/gpu/opengl')
-rw-r--r--source/blender/gpu/opengl/gl_backend.hh6
-rw-r--r--source/blender/gpu/opengl/gl_context.cc42
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.cc420
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.hh142
-rw-r--r--source/blender/gpu/opengl/gl_texture.hh81
5 files changed, 691 insertions, 0 deletions
diff --git a/source/blender/gpu/opengl/gl_backend.hh b/source/blender/gpu/opengl/gl_backend.hh
index 0234c1a3f63..332350e47b5 100644
--- a/source/blender/gpu/opengl/gl_backend.hh
+++ b/source/blender/gpu/opengl/gl_backend.hh
@@ -30,6 +30,7 @@
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_drawlist.hh"
+#include "gl_framebuffer.hh"
#include "gl_shader.hh"
#include "gl_uniform_buffer.hh"
@@ -61,6 +62,11 @@ class GLBackend : public GPUBackend {
return new GLDrawList(list_length);
};
+ FrameBuffer *framebuffer_alloc(const char *name)
+ {
+ return new GLFrameBuffer(name);
+ };
+
Shader *shader_alloc(const char *name)
{
return new GLShader(name);
diff --git a/source/blender/gpu/opengl/gl_context.cc b/source/blender/gpu/opengl/gl_context.cc
index 2ac361d28e1..8ec100c0d99 100644
--- a/source/blender/gpu/opengl/gl_context.cc
+++ b/source/blender/gpu/opengl/gl_context.cc
@@ -59,6 +59,35 @@ GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list
glBindBuffer(GL_ARRAY_BUFFER, 0);
state_manager = new GLStateManager();
+
+ if (ghost_window) {
+ GLuint default_fbo = GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window);
+ GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window);
+ int w = GHOST_GetWidthRectangle(bounds);
+ int h = GHOST_GetHeightRectangle(bounds);
+ GHOST_DisposeRectangle(bounds);
+
+ if (default_fbo != 0) {
+ front_left = new GLFrameBuffer("front_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
+ back_left = new GLFrameBuffer("back_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
+ }
+ else {
+ front_left = new GLFrameBuffer("front_left", this, GL_FRONT_LEFT, 0, w, h);
+ back_left = new GLFrameBuffer("back_left", this, GL_BACK_LEFT, 0, w, h);
+ }
+ /* TODO(fclem) enable is supported. */
+ const bool supports_stereo_quad_buffer = false;
+ if (supports_stereo_quad_buffer) {
+ front_right = new GLFrameBuffer("front_right", this, GL_FRONT_RIGHT, 0, w, h);
+ back_right = new GLFrameBuffer("back_right", this, GL_BACK_RIGHT, 0, w, h);
+ }
+ }
+ else {
+ /* For offscreen contexts. Default framebuffer is NULL. */
+ back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
+ }
+
+ active_fb = back_left;
}
GLContext::~GLContext()
@@ -73,6 +102,19 @@ GLContext::~GLContext()
}
glDeleteVertexArrays(1, &default_vao_);
glDeleteBuffers(1, &default_attr_vbo_);
+
+ if (front_left) {
+ delete front_left;
+ }
+ if (back_left) {
+ delete back_left;
+ }
+ if (front_right) {
+ delete front_right;
+ }
+ if (back_right) {
+ delete back_right;
+ }
}
/** \} */
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
new file mode 100644
index 00000000000..bf2a782b083
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -0,0 +1,420 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "BKE_global.h"
+
+#include "GPU_extensions.h"
+
+#include "gl_backend.hh"
+#include "gl_framebuffer.hh"
+#include "gl_texture.hh"
+
+namespace blender::gpu {
+
+/* -------------------------------------------------------------------- */
+/** \name Creation & Deletion
+ * \{ */
+
+GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name)
+{
+ /* Just-In-Time init. See GLFrameBuffer::init(). */
+ immutable_ = false;
+ fbo_id_ = 0;
+}
+
+GLFrameBuffer::GLFrameBuffer(
+ const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h)
+ : FrameBuffer(name)
+{
+ context_ = ctx;
+ immutable_ = true;
+ fbo_id_ = fbo;
+ gl_attachments_[0] = target;
+ /* Never update an internal framebuffer. */
+ dirty_attachments_ = false;
+ width_ = w;
+ height_ = h;
+ srgb_ = false;
+
+#ifndef __APPLE__
+ if (fbo_id_ && (G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
+ char sh_name[32];
+ SNPRINTF(sh_name, "FrameBuffer-%s", name);
+ glObjectLabel(GL_FRAMEBUFFER, fbo_id_, -1, sh_name);
+ }
+#endif
+}
+
+GLFrameBuffer::~GLFrameBuffer()
+{
+ if (context_ != NULL) {
+ context_->fbo_free(fbo_id_);
+ /* Restore default framebuffer if this framebuffer was bound. */
+ if (context_->active_fb == this && context_->back_left != this) {
+ /* If this assert triggers it means the framebuffer is being freed while in use by another
+ * context which, by the way, is TOTALLY UNSAFE!!! */
+ BLI_assert(context_ == GPU_context_active_get());
+ GPU_framebuffer_restore();
+ }
+ }
+}
+
+void GLFrameBuffer::init(void)
+{
+ context_ = static_cast<GLContext *>(GPU_context_active_get());
+ glGenFramebuffers(1, &fbo_id_);
+
+#ifndef __APPLE__
+ if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
+ char sh_name[64];
+ SNPRINTF(sh_name, "FrameBuffer-%s", name_);
+ /* Binding before setting the label is needed on some drivers. */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
+ glObjectLabel(GL_FRAMEBUFFER, fbo_id_, -1, sh_name);
+ }
+#endif
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Config
+ * \{ */
+
+/* This is a rather slow operation. Don't check in normal cases. */
+bool GLFrameBuffer::check(char err_out[256])
+{
+ this->bind(true);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+#define FORMAT_STATUS(X) \
+ case X: { \
+ err = #X; \
+ break; \
+ }
+
+ const char *err;
+ switch (status) {
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+ FORMAT_STATUS(GL_FRAMEBUFFER_UNSUPPORTED);
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
+ FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
+ FORMAT_STATUS(GL_FRAMEBUFFER_UNDEFINED);
+ case GL_FRAMEBUFFER_COMPLETE:
+ return true;
+ default:
+ err = "unknown";
+ break;
+ }
+
+#undef FORMAT_STATUS
+
+ const char *format = "GPUFrameBuffer: framebuffer status %s\n";
+
+ if (err_out) {
+ BLI_snprintf(err_out, 256, format, err);
+ }
+ else {
+ fprintf(stderr, format, err);
+ }
+
+ return false;
+}
+
+void GLFrameBuffer::update_attachments(void)
+{
+ /* Default framebuffers cannot have attachements. */
+ BLI_assert(immutable_ == false);
+
+ /* First color texture OR the depth texture if no color is attached.
+ * Used to determine framebuffer colorspace and dimensions. */
+ GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
+ /* NOTE: Inverse iteration to get the first color texture. */
+ for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
+ GPUAttachment &attach = attachments_[type];
+ GLenum gl_attachment = to_gl(type);
+
+ if (type >= GPU_FB_COLOR_ATTACHMENT0) {
+ gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
+ first_attachment = (attach.tex) ? type : first_attachment;
+ }
+ else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
+ /* Only use depth texture to get infos if there is no color attachment. */
+ first_attachment = (attach.tex) ? type : first_attachment;
+ }
+
+ if (attach.tex == NULL) {
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
+ continue;
+ }
+ GLuint gl_tex = GPU_texture_opengl_bindcode(attach.tex);
+ if (attach.layer > -1 && GPU_texture_cube(attach.tex) && !GPU_texture_array(attach.tex)) {
+ /* Could be avoided if ARB_direct_state_access is required. In this case
+ * glFramebufferTextureLayer would bind the correct face. */
+ GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer;
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip);
+ }
+ else if (attach.layer > -1) {
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer);
+ }
+ else {
+ /* The whole texture level is attached. The framebuffer is potentially layered. */
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip);
+ }
+ /* We found one depth buffer type. Stop here, otherwise we would
+ * override it by setting GPU_FB_DEPTH_ATTACHMENT */
+ if (type == GPU_FB_DEPTH_STENCIL_ATTACHMENT) {
+ break;
+ }
+ }
+
+ if (GPU_unused_fb_slot_workaround()) {
+ /* Fill normally un-occupied slots to avoid rendering artifacts on some hardware. */
+ GLuint gl_tex = 0;
+ /* NOTE: Inverse iteration to get the first color texture. */
+ for (int i = ARRAY_SIZE(gl_attachments_) - 1; i >= 0; --i) {
+ GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
+ GPUAttachment &attach = attachments_[type];
+ if (attach.tex != NULL) {
+ gl_tex = GPU_texture_opengl_bindcode(attach.tex);
+ }
+ else if (gl_tex != 0) {
+ GLenum gl_attachment = to_gl(type);
+ gl_attachments_[i] = gl_attachment;
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, 0);
+ }
+ }
+ }
+
+ if (first_attachment != GPU_FB_MAX_ATTACHEMENT) {
+ GPUAttachment &attach = attachments_[first_attachment];
+ int size[3];
+ GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
+ width_ = size[0];
+ height_ = size[1];
+ srgb_ = (GPU_texture_format(attach.tex) == GPU_SRGB8_A8);
+ }
+
+ dirty_attachments_ = false;
+
+ glDrawBuffers(ARRAY_SIZE(gl_attachments_), gl_attachments_);
+
+ if (G.debug & G_DEBUG_GPU) {
+ BLI_assert(this->check(NULL));
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Binding
+ * \{ */
+
+void GLFrameBuffer::bind(bool enabled_srgb)
+{
+ GPUContext *ctx = GPU_context_active_get();
+ BLI_assert(ctx);
+
+ if (context_ != NULL && context_ != ctx) {
+ BLI_assert(!"Trying to use the same framebuffer in multiple context");
+ }
+
+ if (!immutable_ && fbo_id_ == 0) {
+ this->init();
+ }
+
+ if (ctx->active_fb != this) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
+ /* Internal framebuffers have only one color output and needs to be set everytime. */
+ if (immutable_ && fbo_id_ == 0) {
+ glDrawBuffer(gl_attachments_[0]);
+ }
+ }
+
+ if (dirty_attachments_) {
+ this->update_attachments();
+ }
+
+ if (ctx->active_fb != this) {
+ ctx->active_fb = this;
+
+ if (enabled_srgb) {
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ }
+ else {
+ glDisable(GL_FRAMEBUFFER_SRGB);
+ }
+
+ GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
+ }
+
+ GPU_viewport(0, 0, width_, height_);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Operations.
+ * \{ */
+
+void GLFrameBuffer::clear(eGPUFrameBufferBits buffers,
+ const float clear_col[4],
+ float clear_depth,
+ uint clear_stencil)
+{
+ /* Save and restore the state. */
+ eGPUWriteMask write_mask = GPU_write_mask_get();
+ uint stencil_mask = GPU_stencil_mask_get();
+ eGPUStencilTest stencil_test = GPU_stencil_test_get();
+
+ if (buffers & GPU_COLOR_BIT) {
+ GPU_color_mask(true, true, true, true);
+ glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
+ }
+ if (buffers & GPU_DEPTH_BIT) {
+ GPU_depth_mask(true);
+ glClearDepth(clear_depth);
+ }
+ if (buffers & GPU_STENCIL_BIT) {
+ GPU_stencil_write_mask_set(0xFFu);
+ GPU_stencil_test(GPU_STENCIL_ALWAYS);
+ glClearStencil(clear_stencil);
+ }
+
+ context_->state_manager->apply_state();
+
+ GLbitfield mask = to_gl(buffers);
+ glClear(mask);
+
+ if (buffers & (GPU_COLOR_BIT | GPU_DEPTH_BIT)) {
+ GPU_write_mask(write_mask);
+ }
+ if (buffers & GPU_STENCIL_BIT) {
+ GPU_stencil_write_mask_set(stencil_mask);
+ GPU_stencil_test(stencil_test);
+ }
+}
+
+void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
+{
+ /* Save and restore the state. */
+ eGPUWriteMask write_mask = GPU_write_mask_get();
+ GPU_color_mask(true, true, true, true);
+
+ context_->state_manager->apply_state();
+
+ /* WATCH: This can easilly access clear_cols out of bounds it clear_cols is not big enough for
+ * all attachments.
+ * TODO(fclem) fix this insecurity? */
+ int type = GPU_FB_COLOR_ATTACHMENT0;
+ for (int i = 0; type < GPU_FB_MAX_ATTACHEMENT; i++, type++) {
+ if (attachments_[type].tex != NULL) {
+ glClearBufferfv(GL_COLOR, i, clear_cols[i]);
+ }
+ }
+
+ GPU_write_mask(write_mask);
+}
+
+void GLFrameBuffer::read(eGPUFrameBufferBits plane,
+ eGPUDataFormat data_format,
+ const int area[4],
+ int channel_len,
+ int slot,
+ void *r_data)
+{
+ GLenum format, type, mode;
+ mode = gl_attachments_[slot];
+ type = to_gl(data_format);
+
+ switch (plane) {
+ case GPU_DEPTH_BIT:
+ format = GL_DEPTH_COMPONENT;
+ break;
+ case GPU_COLOR_BIT:
+ format = channel_len_to_gl(channel_len);
+ /* TODO: needed for selection buffers to work properly, this should be handled better. */
+ if (format == GL_RED && type == GL_UNSIGNED_INT) {
+ format = GL_RED_INTEGER;
+ }
+ break;
+ case GPU_STENCIL_BIT:
+ fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported.");
+ return;
+ default:
+ fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one framebuffer plane.");
+ return;
+ }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_id_);
+ glReadBuffer(mode);
+ glReadPixels(UNPACK4(area), format, type, r_data);
+}
+
+/* Copy src at the give offset inside dst. */
+void GLFrameBuffer::blit_to(
+ eGPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y)
+{
+ GLFrameBuffer *src = this;
+ GLFrameBuffer *dst = static_cast<GLFrameBuffer *>(dst_);
+
+ /* Framebuffers must be up to date. This simplify this function. */
+ if (src->dirty_attachments_) {
+ src->bind(true);
+ }
+ if (dst->dirty_attachments_) {
+ dst->bind(true);
+ }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, src->fbo_id_);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->fbo_id_);
+
+ if (planes & GPU_COLOR_BIT) {
+ BLI_assert(src->immutable_ == false || src_slot == 0);
+ BLI_assert(dst->immutable_ == false || dst_slot == 0);
+ BLI_assert(src->gl_attachments_[src_slot] != GL_NONE);
+ BLI_assert(dst->gl_attachments_[dst_slot] != GL_NONE);
+ glReadBuffer(src->gl_attachments_[src_slot]);
+ glDrawBuffer(dst->gl_attachments_[dst_slot]);
+ }
+
+ GPU_context_active_get()->state_manager->apply_state();
+
+ int w = src->width_;
+ int h = src->height_;
+ GLbitfield mask = to_gl(planes);
+ glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, mask, GL_NEAREST);
+
+ if (!dst->immutable_) {
+ /* Restore the draw buffers. */
+ glDrawBuffers(ARRAY_SIZE(dst->gl_attachments_), dst->gl_attachments_);
+ }
+}
+
+/** \} */
+
+} // namespace blender::gpu \ No newline at end of file
diff --git a/source/blender/gpu/opengl/gl_framebuffer.hh b/source/blender/gpu/opengl/gl_framebuffer.hh
new file mode 100644
index 00000000000..a83bc1f6cae
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_framebuffer.hh
@@ -0,0 +1,142 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Encapsulation of Framebuffer states (attached textures, viewport, scissors).
+ */
+
+#pragma once
+
+#include "MEM_guardedalloc.h"
+
+#include "glew-mx.h"
+
+#include "gpu_framebuffer_private.hh"
+
+namespace blender::gpu {
+
+/**
+ * Implementation of FrameBuffer object using OpenGL.
+ **/
+class GLFrameBuffer : public FrameBuffer {
+ private:
+ /** OpenGL handle. */
+ GLuint fbo_id_ = 0;
+ /** Context the handle is from. Framebuffers are not shared accros contexts. */
+ GLContext *context_ = NULL;
+ /** Copy of the GL state. Contains ONLY color attachments enums for slot binding. */
+ GLenum gl_attachments_[GPU_FB_MAX_COLOR_ATTACHMENT];
+ /** Internal framebuffers are immutable. */
+ bool immutable_;
+ /** True is the framebuffer has it's first color target using the GPU_SRGB8_A8 format. */
+ bool srgb_;
+
+ public:
+ /**
+ * Create a conventional framebuffer to attach texture to.
+ **/
+ GLFrameBuffer(const char *name);
+
+ /**
+ * Special Framebuffer encapsulating internal window framebuffer.
+ * (i.e.: GL_FRONT_LEFT, GL_BACK_RIGHT, ...)
+ * @param ctx context the handle is from.
+ * @param target the internal GL name (i.e: GL_BACK_LEFT).
+ * @param fbo the (optional) already created object for some implementation. Default is 0.
+ * @param w buffer width.
+ * @param h buffer height.
+ **/
+ GLFrameBuffer(const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h);
+
+ ~GLFrameBuffer();
+
+ void bind(bool enabled_srgb) override;
+
+ bool check(char err_out[256]) override;
+
+ void clear(eGPUFrameBufferBits buffers,
+ const float clear_col[4],
+ float clear_depth,
+ uint clear_stencil) override;
+ void clear_multi(const float (*clear_cols)[4]) override;
+
+ void read(eGPUFrameBufferBits planes,
+ eGPUDataFormat format,
+ const int area[4],
+ int channel_len,
+ int slot,
+ void *r_data) override;
+
+ void blit_to(eGPUFrameBufferBits planes,
+ int src_slot,
+ FrameBuffer *dst,
+ int dst_slot,
+ int dst_offset_x,
+ int dst_offset_y) override;
+
+ private:
+ void init(void);
+ void update_attachments(void);
+ void update_drawbuffers(void);
+
+ MEM_CXX_CLASS_ALLOC_FUNCS("GLFrameBuffer");
+};
+
+/* -------------------------------------------------------------------- */
+/** \name Enums Conversion
+ * \{ */
+
+static inline GLenum to_gl(const GPUAttachmentType type)
+{
+#define ATTACHMENT(X) \
+ case GPU_FB_##X: { \
+ return GL_##X; \
+ } \
+ ((void)0)
+
+ switch (type) {
+ ATTACHMENT(DEPTH_ATTACHMENT);
+ ATTACHMENT(DEPTH_STENCIL_ATTACHMENT);
+ ATTACHMENT(COLOR_ATTACHMENT0);
+ ATTACHMENT(COLOR_ATTACHMENT1);
+ ATTACHMENT(COLOR_ATTACHMENT2);
+ ATTACHMENT(COLOR_ATTACHMENT3);
+ ATTACHMENT(COLOR_ATTACHMENT4);
+ ATTACHMENT(COLOR_ATTACHMENT5);
+ default:
+ BLI_assert(0);
+ return GL_COLOR_ATTACHMENT0;
+ }
+#undef ATTACHMENT
+}
+
+static inline GLbitfield to_gl(const eGPUFrameBufferBits 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;
+}
+
+/** \} */
+
+} // namespace blender::gpu
diff --git a/source/blender/gpu/opengl/gl_texture.hh b/source/blender/gpu/opengl/gl_texture.hh
new file mode 100644
index 00000000000..c1194941038
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_texture.hh
@@ -0,0 +1,81 @@
+
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU Framebuffer
+ * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
+ * multiple FBO's may be created.
+ * - actual FBO creation & config is deferred until GPU_framebuffer_bind or
+ * GPU_framebuffer_check_valid to allow creation & config while another
+ * opengl context is bound (since FBOs are not shared between ogl contexts).
+ */
+
+#pragma once
+
+#include "BLI_assert.h"
+
+#include "glew-mx.h"
+
+namespace blender {
+namespace gpu {
+
+static GLenum to_gl(eGPUDataFormat format)
+{
+ switch (format) {
+ case GPU_DATA_FLOAT:
+ return GL_FLOAT;
+ case GPU_DATA_INT:
+ return GL_INT;
+ case GPU_DATA_UNSIGNED_INT:
+ return GL_UNSIGNED_INT;
+ case GPU_DATA_UNSIGNED_BYTE:
+ return GL_UNSIGNED_BYTE;
+ case GPU_DATA_UNSIGNED_INT_24_8:
+ return GL_UNSIGNED_INT_24_8;
+ case GPU_DATA_10_11_11_REV:
+ return GL_UNSIGNED_INT_10F_11F_11F_REV;
+ default:
+ BLI_assert(!"Unhandled data format");
+ return GL_FLOAT;
+ }
+}
+
+/* Assume Unorm / Float target. Used with glReadPixels. */
+static GLenum channel_len_to_gl(int channel_len)
+{
+ switch (channel_len) {
+ case 1:
+ return GL_RED;
+ case 2:
+ return GL_RG;
+ case 3:
+ return GL_RGB;
+ case 4:
+ return GL_RGBA;
+ default:
+ BLI_assert(!"Wrong number of texture channels");
+ return GL_RED;
+ }
+}
+
+} // namespace gpu
+} // namespace blender