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Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c151
1 files changed, 92 insertions, 59 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 1efc451f4a8..ce35c43bcec 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -32,9 +32,9 @@
#include "BKE_global.h"
-#include "GPU_debug.h"
-#include "GPU_glew.h"
+#include "GPU_batch.h"
#include "GPU_framebuffer.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -131,14 +131,16 @@ bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slo
}
}
- if (GPU_texture_depth(tex))
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ GG.currentfb = fb->object;
+
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ else if (GPU_texture_depth(tex))
attachment = GL_DEPTH_ATTACHMENT;
else
attachment = GL_COLOR_ATTACHMENT0 + slot;
- glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
- GG.currentfb = fb->object;
-
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment,
GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0);
@@ -166,7 +168,11 @@ void GPU_framebuffer_texture_detach(GPUTexture *tex)
GG.currentfb = fb->object;
}
- if (GPU_texture_depth(tex)) {
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
+ fb->depthtex = NULL;
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ }
+ else if (GPU_texture_depth(tex)) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT;
}
@@ -212,14 +218,9 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
glEnable(GL_MULTISAMPLE);
}
- /* push matrices and set default viewport and matrix */
+ /* set default viewport */
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
GG.currentfb = fb->object;
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
}
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
@@ -250,14 +251,9 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
glDrawBuffers(numslots, attachments);
glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
- /* push matrices and set default viewport and matrix */
+ /* set default viewport */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
GG.currentfb = fb->object;
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
}
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
@@ -300,12 +296,6 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
- /* restore matrix */
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
/* restore attributes */
glPopAttrib();
}
@@ -379,20 +369,48 @@ void GPU_framebuffer_blur(
GPUFrameBuffer *fb, GPUTexture *tex,
GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
+ const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
+ const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
+
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static Batch batch = {{0}};
+
const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
- int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
- scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
- texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
+ /* Preparing to draw quad */
+ if (format.attrib_ct == 0) {
+ unsigned int i = 0;
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int uvs = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 36);
+
+ for (int j = 0; j < 3; ++j) {
+ setAttrib(&vbo, uvs, i, fullscreenuvs[j]); setAttrib(&vbo, pos, i++, fullscreencos[j]);
+ }
+ for (int j = 1; j < 4; ++j) {
+ setAttrib(&vbo, uvs, i, fullscreenuvs[j]); setAttrib(&vbo, pos, i++, fullscreencos[j]);
+ }
+
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
- /* Blurring horizontally */
+ glDisable(GL_DEPTH_TEST);
+
+ /* Load fresh matrices */
+ gpuMatrixBegin3D(); /* TODO: finish 2D API */
+ /* Blurring horizontally */
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
glBindFramebuffer(GL_FRAMEBUFFER, blurfb->object);
@@ -401,51 +419,66 @@ void GPU_framebuffer_blur(
/* avoid warnings from texture binding */
GG.currentfb = blurfb->object;
- GPU_shader_bind(blur_shader);
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));
- /* Preparing to draw quad */
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glDisable(GL_DEPTH_TEST);
-
GPU_texture_bind(tex, 0);
- /* Drawing quad */
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ Batch_Uniform2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
+ Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
+ Batch_draw(&batch);
/* Blurring vertically */
-
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
GG.currentfb = fb->object;
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
+
GPU_texture_bind(blurtex, 0);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ /* Hack to make the following uniform stick */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ Batch_Uniform2f(&batch, "ScaleU", scalev[0], scalev[1]);
+ Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
+ Batch_draw(&batch);
- GPU_shader_unbind();
+ gpuMatrixEnd();
+}
+
+void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, bool use_depth)
+{
+ GPUTexture *read_tex = (use_depth) ? fb_read->depthtex : fb_read->colortex[read_slot];
+ GPUTexture *write_tex = (use_depth) ? fb_write->depthtex : fb_write->colortex[write_slot];
+ int read_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(read_tex);
+ int write_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(write_tex);
+ int read_bind = GPU_texture_opengl_bindcode(read_tex);
+ int write_bind = GPU_texture_opengl_bindcode(write_tex);
+ const int read_w = GPU_texture_width(read_tex);
+ const int read_h = GPU_texture_height(read_tex);
+ const int write_w = GPU_texture_width(write_tex);
+ const int write_h = GPU_texture_height(write_tex);
+
+ /* read from multi-sample buffer */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
+ glFramebufferTexture2D(
+ GL_READ_FRAMEBUFFER, read_attach,
+ GL_TEXTURE_2D, read_bind, 0);
+ BLI_assert(glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ /* write into new single-sample buffer */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, write_attach,
+ GL_TEXTURE_2D, write_bind, 0);
+ BLI_assert(glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h, (use_depth) ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ /* Restore previous framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, GG.currentfb);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
/* GPUOffScreen */