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Diffstat (limited to 'source/blender/gpu/opengl/gl_framebuffer.hh')
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+/*
+ * 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