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Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.cc')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc1113
1 files changed, 1113 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
new file mode 100644
index 00000000000..056a449ac6d
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -0,0 +1,1113 @@
+/*
+ * 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) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math_base.h"
+#include "BLI_utildefines.h"
+
+#include "GPU_batch.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "gpu_context_private.h"
+#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;
+};
+
+static GLenum convert_attachment_type_to_gl(GPUAttachmentType type)
+{
+#define ATTACHMENT(type) \
+ case GPU_FB_##type: { \
+ return GL_##type; \
+ } \
+ ((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;
+ }
+}
+
+static GPUAttachmentType attachment_type_from_tex(GPUTexture *tex, int slot)
+{
+ switch (GPU_texture_format(tex)) {
+ case GPU_DEPTH_COMPONENT32F:
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH_COMPONENT16:
+ return GPU_FB_DEPTH_ATTACHMENT;
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH32F_STENCIL8:
+ return GPU_FB_DEPTH_STENCIL_ATTACHMENT;
+ default:
+ return static_cast<GPUAttachmentType>(GPU_FB_COLOR_ATTACHMENT0 + slot);
+ }
+}
+
+static GLenum convert_buffer_bits_to_gl(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;
+}
+
+static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
+{
+ if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
+ return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
+ }
+ else {
+ 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";
+ const char *err = "unknown";
+
+#define FORMAT_STATUS(X) \
+ case GL_FRAMEBUFFER_##X: { \
+ err = "GL_FRAMEBUFFER_" #X; \
+ break; \
+ } \
+ ((void)0)
+
+ switch (status) {
+ /* success */
+ FORMAT_STATUS(COMPLETE);
+ /* errors shared by OpenGL desktop & ES */
+ FORMAT_STATUS(INCOMPLETE_ATTACHMENT);
+ FORMAT_STATUS(INCOMPLETE_MISSING_ATTACHMENT);
+ FORMAT_STATUS(UNSUPPORTED);
+#if 0 /* for OpenGL ES only */
+ FORMAT_STATUS(INCOMPLETE_DIMENSIONS);
+#else /* for desktop GL only */
+ FORMAT_STATUS(INCOMPLETE_DRAW_BUFFER);
+ FORMAT_STATUS(INCOMPLETE_READ_BUFFER);
+ FORMAT_STATUS(INCOMPLETE_MULTISAMPLE);
+ FORMAT_STATUS(UNDEFINED);
+#endif
+ }
+
+#undef FORMAT_STATUS
+
+ if (err_out) {
+ BLI_snprintf(err_out, 256, format, err);
+ }
+ else {
+ fprintf(stderr, format, err);
+ }
+}
+
+void gpu_framebuffer_module_init(void)
+{
+}
+
+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);
+ }
+ else {
+ 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);
+ }
+}
+
+/* GPUFrameBuffer */
+
+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");
+}
+
+static void gpu_framebuffer_init(GPUFrameBuffer *fb)
+{
+ fb->object = GPU_fbo_alloc();
+ fb->ctx = GPU_context_active_get();
+ gpu_context_add_framebuffer(fb->ctx, fb);
+}
+
+void GPU_framebuffer_free(GPUFrameBuffer *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);
+ }
+ }
+
+ 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);
+ }
+
+ if (GPU_framebuffer_active_get() == fb) {
+ gpu_framebuffer_current_set(NULL);
+ }
+
+ MEM_freeN(fb);
+}
+
+/* ---------- Attach ----------- */
+
+static void gpu_framebuffer_texture_attach_ex(
+ GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
+{
+ if (slot >= GPU_FB_MAX_COLOR_ATTACHMENT) {
+ fprintf(stderr,
+ "Attaching to index %d framebuffer slot unsupported. "
+ "Use at most %d\n",
+ slot,
+ GPU_FB_MAX_COLOR_ATTACHMENT);
+ return;
+ }
+
+ GPUAttachmentType type = attachment_type_from_tex(tex, slot);
+ GPUAttachment *attachment = &fb->attachments[type];
+
+ if ((attachment->tex == tex) && (attachment->mip == mip) && (attachment->layer == layer)) {
+ return; /* Exact same texture already bound here. */
+ }
+ else if (attachment->tex != NULL) {
+ GPU_framebuffer_texture_detach(fb, attachment->tex);
+ }
+
+ if (attachment->tex == NULL) {
+ GPU_texture_attach_framebuffer(tex, fb, type);
+ }
+
+ attachment->tex = tex;
+ attachment->mip = mip;
+ attachment->layer = layer;
+ GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
+}
+
+void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
+{
+ 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)
+{
+ /* 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)
+{
+ 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)
+{
+ GPUAttachment *attachment = &fb->attachments[type];
+
+ if (attachment->tex != tex) {
+ fprintf(stderr,
+ "Warning, attempting to detach Texture %p from framebuffer %p "
+ "but texture is not attached.\n",
+ tex,
+ fb);
+ return;
+ }
+
+ attachment->tex = NULL;
+ GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
+}
+
+void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
+{
+ GPUAttachmentType type = (GPUAttachmentType)GPU_texture_detach_framebuffer(tex, fb);
+ GPU_framebuffer_texture_detach_slot(fb, tex, type);
+}
+
+/* ---------- Config (Attach & Detach) ----------- */
+
+/**
+ * First GPUAttachment in *config is always the depth/depth_stencil buffer.
+ * Following GPUAttachments are color buffers.
+ * 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)
+{
+ 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);
+ }
+ else if (config[0].mip == -1) {
+ /* 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);
+ }
+ else if (fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex != NULL) {
+ GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
+ }
+
+ int slot = 0;
+ for (int i = 1; i < config_len; i++, slot++) {
+ if (config[i].tex != NULL) {
+ BLI_assert(GPU_texture_depth(config[i].tex) == false);
+ 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);
+ if (tex != NULL) {
+ GPU_framebuffer_texture_detach(fb, tex);
+ }
+ }
+ }
+}
+
+/* ---------- Bind / Restore ----------- */
+
+static void gpu_framebuffer_attachment_attach(GPUAttachment *attach, GPUAttachmentType attach_type)
+{
+ int tex_bind = GPU_texture_opengl_bindcode(attach->tex);
+ GLenum gl_attachment = convert_attachment_type_to_gl(attach_type);
+
+ if (attach->layer > -1) {
+ if (GPU_texture_cube(attach->tex)) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ gl_attachment,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer,
+ tex_bind,
+ attach->mip);
+ }
+ else {
+ glFramebufferTextureLayer(
+ GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip, attach->layer);
+ }
+ }
+ else {
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip);
+ }
+}
+
+static void gpu_framebuffer_attachment_detach(GPUAttachment *UNUSED(attachment),
+ GPUAttachmentType attach_type)
+{
+ GLenum gl_attachment = convert_attachment_type_to_gl(attach_type);
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
+}
+
+static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
+{
+ GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
+ int numslots = 0;
+
+ BLI_assert(GPU_framebuffer_active_get() == fb);
+
+ /* Update attachments */
+ FOREACH_ATTACHMENT_RANGE(type, 0, GPU_FB_MAX_ATTACHEMENT)
+ {
+ if (type >= GPU_FB_COLOR_ATTACHMENT0) {
+ if (fb->attachments[type].tex) {
+ gl_attachments[numslots] = convert_attachment_type_to_gl(type);
+ }
+ else {
+ gl_attachments[numslots] = GL_NONE;
+ }
+ numslots++;
+ }
+
+ if (GPU_FB_ATTACHEMENT_IS_DIRTY(fb->dirty_flag, type) == false) {
+ continue;
+ }
+ else if (fb->attachments[type].tex != NULL) {
+ gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
+
+ fb->multisample = (GPU_texture_samples(fb->attachments[type].tex) > 0);
+ fb->width = GPU_texture_width(fb->attachments[type].tex);
+ fb->height = GPU_texture_height(fb->attachments[type].tex);
+ }
+ else {
+ gpu_framebuffer_attachment_detach(&fb->attachments[type], type);
+ }
+ }
+ fb->dirty_flag = 0;
+
+ /* Update draw buffers (color targets)
+ * This state is saved in the FBO */
+ if (numslots) {
+ glDrawBuffers(numslots, gl_attachments);
+ }
+ else {
+ glDrawBuffer(GL_NONE);
+ }
+}
+
+/**
+ * Hack to solve the problem of some bugged AMD GPUs (see `GPU_unused_fb_slot_workaround`).
+ * 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)
+{
+ GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
+ int dummy_tex = 0;
+
+ BLI_assert(GPU_framebuffer_active_get() == fb);
+
+ /* Update attachments */
+ for (int i_type = GPU_FB_MAX_ATTACHEMENT - 1; i_type >= 0; --i_type) {
+ GPUAttachmentType type = static_cast<GPUAttachmentType>(i_type);
+ GPUTexture *tex = fb->attachments[type].tex;
+
+ if (type >= GPU_FB_COLOR_ATTACHMENT0) {
+ int slot = type - GPU_FB_COLOR_ATTACHMENT0;
+ if (tex != NULL || (dummy_tex != 0)) {
+ gl_attachments[slot] = convert_attachment_type_to_gl(type);
+
+ if (dummy_tex == 0) {
+ dummy_tex = GPU_texture_opengl_bindcode(tex);
+ }
+ }
+ else {
+ gl_attachments[slot] = GL_NONE;
+ }
+ }
+ else {
+ dummy_tex = 0;
+ }
+
+ if ((dummy_tex != 0) && tex == NULL) {
+ /* Fill empty slot */
+ glFramebufferTexture(GL_FRAMEBUFFER, convert_attachment_type_to_gl(type), dummy_tex, 0);
+ }
+ else if (GPU_FB_ATTACHEMENT_IS_DIRTY(fb->dirty_flag, type)) {
+ if (tex != NULL) {
+ gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
+
+ fb->multisample = (GPU_texture_samples(tex) > 0);
+ fb->width = GPU_texture_width(tex);
+ fb->height = GPU_texture_height(tex);
+ }
+ else {
+ gpu_framebuffer_attachment_detach(&fb->attachments[type], type);
+ }
+ }
+ }
+ fb->dirty_flag = 0;
+
+ /* Update draw buffers (color targets)
+ * This state is saved in the FBO */
+ glDrawBuffers(GPU_FB_MAX_COLOR_ATTACHMENT, gl_attachments);
+}
+
+#define FRAMEBUFFER_STACK_DEPTH 16
+
+static struct {
+ GPUFrameBuffer *framebuffers[FRAMEBUFFER_STACK_DEPTH];
+ uint top;
+} FrameBufferStack = {{0}};
+
+static void gpuPushFrameBuffer(GPUFrameBuffer *fbo)
+{
+ BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
+ FrameBufferStack.framebuffers[FrameBufferStack.top] = fbo;
+ FrameBufferStack.top++;
+}
+
+static GPUFrameBuffer *gpuPopFrameBuffer(void)
+{
+ BLI_assert(FrameBufferStack.top > 0);
+ FrameBufferStack.top--;
+ return FrameBufferStack.framebuffers[FrameBufferStack.top];
+}
+
+#undef FRAMEBUFFER_STACK_DEPTH
+
+void GPU_framebuffer_bind(GPUFrameBuffer *fb)
+{
+ if (fb->object == 0) {
+ gpu_framebuffer_init(fb);
+ }
+
+ if (GPU_framebuffer_active_get() != fb) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ glEnable(GL_FRAMEBUFFER_SRGB);
+
+ GPUTexture *first_target = fb->attachments[GPU_FB_COLOR_ATTACHMENT0].tex;
+ const bool is_srgb_target = (first_target &&
+ (GPU_texture_format(first_target) == GPU_SRGB8_A8));
+ GPU_shader_set_framebuffer_srgb_target(is_srgb_target);
+ }
+
+ gpu_framebuffer_current_set(fb);
+
+ if (fb->dirty_flag != 0) {
+ if (GPU_unused_fb_slot_workaround()) {
+ /* XXX: Please AMD, fix this. */
+ gpu_framebuffer_update_attachments_and_fill_empty_slots(fb);
+ }
+ else {
+ gpu_framebuffer_update_attachments(fb);
+ }
+ }
+
+ /* TODO manually check for errors? */
+#if 0
+ char err_out[256];
+ if (!GPU_framebuffer_check_valid(fb, err_out)) {
+ printf("Invalid %s\n", err_out);
+ }
+#endif
+
+ glViewport(0, 0, fb->width, fb->height);
+}
+
+void GPU_framebuffer_restore(void)
+{
+ if (GPU_framebuffer_active_get() != NULL) {
+ glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
+ gpu_framebuffer_current_set(NULL);
+ glDisable(GL_FRAMEBUFFER_SRGB);
+ GPU_shader_set_framebuffer_srgb_target(false);
+ }
+}
+
+bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
+{
+ return (fb == GPU_framebuffer_active_get()) && (fb->object != 0);
+}
+
+bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
+{
+ if (!GPU_framebuffer_bound(fb)) {
+ GPU_framebuffer_bind(fb);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ GPU_framebuffer_restore();
+ gpu_print_framebuffer_error(status, err_out);
+ return false;
+ }
+
+ return true;
+}
+
+/* ---------- Framebuffer Operations ----------- */
+
+#define CHECK_FRAMEBUFFER_IS_BOUND(_fb) \
+ BLI_assert(GPU_framebuffer_bound(_fb)); \
+ UNUSED_VARS_NDEBUG(_fb); \
+ ((void)0)
+
+/* 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,
+ eGPUFrameBufferBits buffers,
+ const float clear_col[4],
+ float clear_depth,
+ uint 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(0xFF);
+ glClearStencil(clear_stencil);
+ }
+
+ GLbitfield mask = convert_buffer_bits_to_gl(buffers);
+ glClear(mask);
+}
+
+/* Clear all textures bound to this framebuffer with a different color. */
+void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4])
+{
+ CHECK_FRAMEBUFFER_IS_BOUND(fb);
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ int i_type = GPU_FB_COLOR_ATTACHMENT0;
+ for (int i = 0; i_type < GPU_FB_MAX_ATTACHEMENT; i++, i_type++) {
+ GPUAttachmentType type = static_cast<GPUAttachmentType>(i_type);
+ if (fb->attachments[type].tex != NULL) {
+ glClearBufferfv(GL_COLOR, i, clear_cols[i]);
+ }
+ }
+}
+
+void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data)
+{
+ CHECK_FRAMEBUFFER_IS_BOUND(fb);
+
+ GLenum type = GL_DEPTH_COMPONENT;
+ glReadBuffer(GL_COLOR_ATTACHMENT0); /* This is OK! */
+ glReadPixels(x, y, w, h, type, GL_FLOAT, data);
+}
+
+static GLenum gpu_get_gl_datatype(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;
+ }
+}
+
+static GLenum gpu_get_gl_channel_type(int channels)
+{
+ switch (channels) {
+ 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 read channels");
+ return GL_RED;
+ }
+}
+
+static void gpu_framebuffer_read_color_ex(
+ int x, int y, int w, int h, int channels, GLenum readfb, eGPUDataFormat format, float *data)
+{
+ GLenum type = gpu_get_gl_channel_type(channels);
+ GLenum gl_format = gpu_get_gl_datatype(format);
+ /* TODO: needed for selection buffers to work properly, this should be handled better. */
+ if (type == GL_RED && gl_format == GL_UNSIGNED_INT) {
+ type = GL_RED_INTEGER;
+ }
+ glReadBuffer(readfb);
+ glReadPixels(x, y, w, h, type, gl_format, data);
+}
+
+void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
+ int x,
+ int y,
+ int w,
+ int h,
+ int channels,
+ int slot,
+ eGPUDataFormat format,
+ void *data)
+{
+ CHECK_FRAMEBUFFER_IS_BOUND(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,
+ int read_slot,
+ GPUFrameBuffer *fb_write,
+ int write_slot,
+ eGPUFrameBufferBits blit_buffers)
+{
+ BLI_assert(blit_buffers != 0);
+
+ GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
+
+ /* 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);
+ }
+ if (fb_write->dirty_flag != 0 || fb_write->object == 0) {
+ GPU_framebuffer_bind(fb_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));
+
+ if (do_depth) {
+ BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
+ BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
+ }
+ if (do_stencil) {
+ BLI_assert(GPU_texture_stencil(read_tex) && GPU_texture_stencil(write_tex));
+ BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
+ }
+ if (GPU_texture_samples(write_tex) != 0 || GPU_texture_samples(read_tex) != 0) {
+ /* Can only blit multisample textures to another texture of the same size. */
+ BLI_assert((fb_read->width == fb_write->width) && (fb_read->height == fb_write->height));
+ }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
+
+ if (do_color) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + read_slot);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0 + write_slot);
+ /* XXX we messed with the glDrawBuffer, this will reset the
+ * glDrawBuffers the next time we bind fb_write. */
+ fb_write->dirty_flag = GPU_FB_DIRTY_DRAWBUFFER;
+ }
+
+ GLbitfield mask = convert_buffer_bits_to_gl(blit_buffers);
+
+ glBlitFramebuffer(0,
+ 0,
+ fb_read->width,
+ fb_read->height,
+ 0,
+ 0,
+ fb_write->width,
+ fb_write->height,
+ mask,
+ GL_NEAREST);
+
+ /* Restore previous framebuffer */
+ if (fb_write == prev_fb) {
+ GPU_framebuffer_bind(fb_write); /* To update drawbuffers */
+ }
+ else if (prev_fb) {
+ glBindFramebuffer(GL_FRAMEBUFFER, prev_fb->object);
+ gpu_framebuffer_current_set(prev_fb);
+ }
+ else {
+ glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
+ gpu_framebuffer_current_set(NULL);
+ }
+}
+
+/**
+ * Use this if you need to custom down-sample your texture and use the previous mip level as
+ * 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,
+ int max_lvl,
+ void (*callback)(void *userData, int level),
+ void *userData)
+{
+ /* 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);
+ }
+ /* 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);
+
+ int levels = floor(log2(max_ii(fb->width, fb->height)));
+ max_lvl = min_ii(max_lvl, levels);
+
+ int i;
+ int current_dim[2] = {fb->width, fb->height};
+ for (i = 1; i < max_lvl + 1; i++) {
+ /* calculate next viewport size */
+ current_dim[0] = max_ii(current_dim[0] / 2, 1);
+ current_dim[1] = max_ii(current_dim[1] / 2, 1);
+
+ 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) {
+ /* Some Intel HDXXX have issue with rendering to a mipmap that is below
+ * the texture GL_TEXTURE_MAX_LEVEL. So even if it not correct, in this case
+ * we allow GL_TEXTURE_MAX_LEVEL to be one level lower. In practice it does work! */
+ int next_lvl = (GPU_mip_render_workaround()) ? i : i - 1;
+ /* bind next level for rendering but first restrict fetches only to previous level */
+ GPUTexture *tex = fb->attachments[type].tex;
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i - 1);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, next_lvl);
+ GPU_texture_unbind(tex);
+ /* copy attachment and replace miplevel. */
+ GPUAttachment attachment = fb->attachments[type];
+ attachment.mip = i;
+ gpu_framebuffer_attachment_attach(&attachment, type);
+ }
+ }
+
+ BLI_assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ glViewport(0, 0, current_dim[0], current_dim[1]);
+ callback(userData, i);
+
+ if (current_dim[0] == 1 && current_dim[1] == 1) {
+ break;
+ }
+ }
+
+ 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) {
+ /* reset mipmap level range */
+ GPUTexture *tex = fb->attachments[type].tex;
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
+ GPU_texture_unbind(tex);
+ /* Reattach original level */
+ /* NOTE: This is not necessary but this makes the FBO config
+ * remain in sync with the GPUFrameBuffer config. */
+ gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
+ }
+ }
+
+ gpu_framebuffer_current_set(prev_fb);
+}
+
+/* GPUOffScreen */
+
+#define MAX_CTX_FB_LEN 3
+
+struct GPUOffScreen {
+ struct {
+ GPUContext *ctx;
+ GPUFrameBuffer *fb;
+ } framebuffers[MAX_CTX_FB_LEN];
+
+ GPUTexture *color;
+ GPUTexture *depth;
+};
+
+/* Returns the correct framebuffer for the current context. */
+static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs)
+{
+ GPUContext *ctx = GPU_context_active_get();
+ BLI_assert(ctx);
+
+ for (int i = 0; i < MAX_CTX_FB_LEN; i++) {
+ if (ofs->framebuffers[i].fb == NULL) {
+ ofs->framebuffers[i].ctx = ctx;
+ GPU_framebuffer_ensure_config(&ofs->framebuffers[i].fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(ofs->depth),
+ GPU_ATTACHMENT_TEXTURE(ofs->color),
+ });
+ }
+
+ if (ofs->framebuffers[i].ctx == ctx) {
+ return ofs->framebuffers[i].fb;
+ }
+ }
+
+ /* List is full, this should never happen or
+ * it might just slow things down if it happens
+ * regularly. In this case we just empty the list
+ * and start over. This is most likely never going
+ * to happen under normal usage. */
+ BLI_assert(0);
+ printf(
+ "Warning: GPUOffscreen used in more than 3 GPUContext. "
+ "This may create performance drop.\n");
+
+ for (int i = 0; i < MAX_CTX_FB_LEN; i++) {
+ GPU_framebuffer_free(ofs->framebuffers[i].fb);
+ ofs->framebuffers[i].fb = NULL;
+ }
+
+ return gpu_offscreen_fb_get(ofs);
+}
+
+GPUOffScreen *GPU_offscreen_create(
+ int width, int height, bool depth, bool high_bitdepth, char err_out[256])
+{
+ GPUOffScreen *ofs = (GPUOffScreen *)MEM_callocN(sizeof(GPUOffScreen), __func__);
+
+ /* Sometimes areas can have 0 height or width and this will
+ * create a 1D texture which we don't want. */
+ height = max_ii(1, height);
+ width = max_ii(1, width);
+
+ ofs->color = GPU_texture_create_2d(
+ width, height, (high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, err_out);
+
+ if (depth) {
+ ofs->depth = GPU_texture_create_2d(width, height, GPU_DEPTH24_STENCIL8, NULL, err_out);
+ }
+
+ if ((depth && !ofs->depth) || !ofs->color) {
+ GPU_offscreen_free(ofs);
+ return NULL;
+ }
+
+ gpuPushAttr(GPU_VIEWPORT_BIT);
+
+ GPUFrameBuffer *fb = gpu_offscreen_fb_get(ofs);
+
+ /* check validity at the very end! */
+ if (!GPU_framebuffer_check_valid(fb, err_out)) {
+ GPU_offscreen_free(ofs);
+ gpuPopAttr();
+ return NULL;
+ }
+
+ GPU_framebuffer_restore();
+
+ gpuPopAttr();
+
+ return ofs;
+}
+
+void GPU_offscreen_free(GPUOffScreen *ofs)
+{
+ for (int i = 0; i < MAX_CTX_FB_LEN; i++) {
+ if (ofs->framebuffers[i].fb) {
+ GPU_framebuffer_free(ofs->framebuffers[i].fb);
+ }
+ }
+ if (ofs->color) {
+ GPU_texture_free(ofs->color);
+ }
+ if (ofs->depth) {
+ GPU_texture_free(ofs->depth);
+ }
+
+ MEM_freeN(ofs);
+}
+
+void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
+{
+ if (save) {
+ gpuPushAttr((eGPUAttrMask)(GPU_SCISSOR_BIT | GPU_VIEWPORT_BIT));
+ GPUFrameBuffer *fb = GPU_framebuffer_active_get();
+ gpuPushFrameBuffer(fb);
+ }
+ GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
+ GPU_framebuffer_bind(ofs_fb);
+ glDisable(GL_FRAMEBUFFER_SRGB);
+ GPU_scissor_test(false);
+ GPU_shader_set_framebuffer_srgb_target(false);
+}
+
+void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore)
+{
+ GPUFrameBuffer *fb = NULL;
+
+ if (restore) {
+ gpuPopAttr();
+ fb = gpuPopFrameBuffer();
+ }
+
+ if (fb) {
+ GPU_framebuffer_bind(fb);
+ }
+ else {
+ GPU_framebuffer_restore();
+ }
+}
+
+void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
+{
+ const int w = GPU_texture_width(ofs->color);
+ const int h = GPU_texture_height(ofs->color);
+
+ GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs_fb->object);
+ GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
+
+ if (status == GL_FRAMEBUFFER_COMPLETE) {
+ glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ else {
+ gpu_print_framebuffer_error(status, NULL);
+ }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, GPU_framebuffer_default());
+}
+
+void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat type, void *pixels)
+{
+ const int w = GPU_texture_width(ofs->color);
+ const int h = GPU_texture_height(ofs->color);
+
+ BLI_assert(ELEM(type, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
+ GLenum gl_type = (type == GPU_DATA_FLOAT) ? GL_FLOAT : GL_UNSIGNED_BYTE;
+
+ glReadPixels(0, 0, w, h, GL_RGBA, gl_type, pixels);
+}
+
+int GPU_offscreen_width(const GPUOffScreen *ofs)
+{
+ return GPU_texture_width(ofs->color);
+}
+
+int GPU_offscreen_height(const GPUOffScreen *ofs)
+{
+ return GPU_texture_height(ofs->color);
+}
+
+GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs)
+{
+ return ofs->color;
+}
+
+/* only to be used by viewport code! */
+void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
+ GPUFrameBuffer **r_fb,
+ GPUTexture **r_color,
+ GPUTexture **r_depth)
+{
+ *r_fb = gpu_offscreen_fb_get(ofs);
+ *r_color = ofs->color;
+ *r_depth = ofs->depth;
+}
+
+void GPU_clear_color(float red, float green, float blue, float alpha)
+{
+ glClearColor(red, green, blue, alpha);
+}
+
+void GPU_clear_depth(float depth)
+{
+ glClearDepth(depth);
+}
+
+void GPU_clear(eGPUFrameBufferBits flags)
+{
+ glClear(convert_buffer_bits_to_gl(flags));
+}
+
+void GPU_frontbuffer_read_pixels(
+ int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data)
+{
+ gpu_framebuffer_read_color_ex(x, y, w, h, channels, GL_FRONT, format, (float *)data);
+}
+
+/* For stereo rendering. */
+void GPU_backbuffer_bind(eGPUBackBuffer buffer)
+{
+ if (buffer == GPU_BACKBUFFER) {
+ glDrawBuffer(GL_BACK);
+ }
+ else if (buffer == GPU_BACKBUFFER_LEFT) {
+ glDrawBuffer(GL_BACK_LEFT);
+ }
+ else if (buffer == GPU_BACKBUFFER_RIGHT) {
+ glDrawBuffer(GL_BACK_RIGHT);
+ }
+}