diff options
-rw-r--r-- | source/blender/gpu/GPU_extensions.h | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 58 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl | 2 |
4 files changed, 47 insertions, 25 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index 3daf8585539..8ca7958d493 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -141,8 +141,8 @@ int GPU_texture_opengl_bindcode(GPUTexture *tex); * be called before rendering to the window framebuffer again */ GPUFrameBuffer *GPU_framebuffer_create(void); -int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err_out[256]); -void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex); +int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]); +void GPU_framebuffer_texture_detach(GPUTexture *tex); void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex, int w, int h); void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_free(GPUFrameBuffer *fb); diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 04f8e68431a..ecab10364f6 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -323,6 +323,7 @@ struct GPUTexture { int fromblender; /* we got the texture from Blender */ GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */ + int fb_attachment; /* slot the texture is attached to */ int depth; /* is a depth texture? */ }; @@ -370,6 +371,7 @@ static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, in tex->refcount = 1; tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D; tex->depth = depth; + tex->fb_attachment = -1; glGenTextures(1, &tex->bindcode); @@ -791,7 +793,7 @@ void GPU_texture_free(GPUTexture *tex) if (tex->refcount == 0) { if (tex->fb) - GPU_framebuffer_texture_detach(tex->fb, tex); + GPU_framebuffer_texture_detach(tex); if (tex->bindcode && !tex->fromblender) glDeleteTextures(1, &tex->bindcode); @@ -831,9 +833,12 @@ GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex) /* GPUFrameBuffer */ +/* Number of maximum output slots. We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */ +#define GPU_FB_MAX_SLOTS 4 + struct GPUFrameBuffer { GLuint object; - GPUTexture *colortex; + GPUTexture *colortex[GPU_FB_MAX_SLOTS]; GPUTexture *depthtex; }; @@ -857,16 +862,21 @@ GPUFrameBuffer *GPU_framebuffer_create(void) return fb; } -int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err_out[256]) +int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]) { GLenum status; GLenum attachment; GLenum error; + if (slot >= GPU_FB_MAX_SLOTS) { + fprintf(stderr, "Attaching to index %d framebuffer slot unsupported in blender use at most %d\n", slot, GPU_FB_MAX_SLOTS); + return 0; + } + if (tex->depth) attachment = GL_DEPTH_ATTACHMENT_EXT; else - attachment = GL_COLOR_ATTACHMENT0_EXT; + attachment = GL_COLOR_ATTACHMENT0_EXT + slot; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); GG.currentfb = fb->object; @@ -890,8 +900,9 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err glReadBuffer(GL_NONE); } else { - glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); + /* last bound prevails here, better allow explicit control here too */ + glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); + glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); } status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); @@ -905,22 +916,26 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err if (tex->depth) fb->depthtex = tex; else - fb->colortex = tex; + fb->colortex[slot] = tex; tex->fb= fb; + tex->fb_attachment = slot; return 1; } -void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex) +void GPU_framebuffer_texture_detach(GPUTexture *tex) { GLenum attachment; + GPUFrameBuffer *fb; - if (!tex->fb) + if (!tex->fb || tex->fb_attachment == -1) return; - if (GG.currentfb != tex->fb->object) { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object); + fb = tex->fb; + + if (GG.currentfb != fb->object) { + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); GG.currentfb = tex->fb->object; } @@ -929,14 +944,16 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex) attachment = GL_DEPTH_ATTACHMENT_EXT; } else { - fb->colortex = NULL; - attachment = GL_COLOR_ATTACHMENT0_EXT; + BLI_assert(fb->colortex[tex->fb_attachment] == tex); + fb->colortex[tex->fb_attachment] = NULL; + attachment = GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment; } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, tex->target, 0, 0); tex->fb = NULL; + tex->fb_attachment = -1; } void GPU_framebuffer_texture_bind(GPUFrameBuffer *UNUSED(fb), GPUTexture *tex, int w, int h) @@ -973,10 +990,15 @@ void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUS void GPU_framebuffer_free(GPUFrameBuffer *fb) { + int i; if (fb->depthtex) - GPU_framebuffer_texture_detach(fb, fb->depthtex); - if (fb->colortex) - GPU_framebuffer_texture_detach(fb, fb->colortex); + GPU_framebuffer_texture_detach(fb->depthtex); + + for (i = 0; i < GPU_FB_MAX_SLOTS; i++) { + if (fb->colortex[i]) { + GPU_framebuffer_texture_detach(fb->colortex[i]); + } + } if (fb->object) { glDeleteFramebuffersEXT(1, &fb->object); @@ -1093,7 +1115,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256]) return NULL; } - if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, err_out)) { + if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) { GPU_offscreen_free(ofs); return NULL; } @@ -1104,7 +1126,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256]) return NULL; } - if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, err_out)) { + if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) { GPU_offscreen_free(ofs); return NULL; } diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index fa22783ba2a..e4fa8a71742 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -1851,7 +1851,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } @@ -1863,7 +1863,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } @@ -1881,7 +1881,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } @@ -1893,7 +1893,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl index 978b6db1b9a..5f406c959f1 100644 --- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl @@ -10,7 +10,7 @@ void main() color += texture2D( textureSource, gl_TexCoord[0].st + vec2(0.0, 0.0)) * 0.3125; color += texture2D( textureSource, gl_TexCoord[0].st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y ) ) * 0.234375; color += texture2D( textureSource, gl_TexCoord[0].st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y ) ) * 0.09375; - color += texture2D( textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, -3.0 * ScaleU.y ) ) * 0.015625; + color += texture2D( textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y ) ) * 0.015625; gl_FragColor = color; } |