/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu * * GPU Frame-buffer * - 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 "GPU_common_types.h" #include "GPU_texture.h" typedef enum eGPUFrameBufferBits { GPU_COLOR_BIT = (1 << 0), GPU_DEPTH_BIT = (1 << 1), GPU_STENCIL_BIT = (1 << 2), } eGPUFrameBufferBits; ENUM_OPERATORS(eGPUFrameBufferBits, GPU_STENCIL_BIT) #ifdef __cplusplus extern "C" { #endif typedef struct GPUAttachment { struct GPUTexture *tex; int layer, mip; } GPUAttachment; typedef enum eGPUBackBuffer { GPU_BACKBUFFER_LEFT = 0, GPU_BACKBUFFER_RIGHT, } eGPUBackBuffer; /** Opaque type hiding blender::gpu::FrameBuffer. */ typedef struct GPUFrameBuffer GPUFrameBuffer; typedef struct GPUOffScreen GPUOffScreen; GPUFrameBuffer *GPU_framebuffer_create(const char *name); void GPU_framebuffer_free(GPUFrameBuffer *fb); void GPU_framebuffer_bind(GPUFrameBuffer *fb); const char *GPU_framebuffer_get_name(GPUFrameBuffer *fb); /** * Workaround for binding a SRGB frame-buffer without doing the SRGB transform. */ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb); void GPU_framebuffer_restore(void); /* Advanced binding control. */ typedef struct GPULoadStore { eGPULoadOp load_action; eGPUStoreOp store_action; } GPULoadStore; #define NULL_LOAD_STORE \ { \ GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_DONT_CARE \ } /* Load store config array (load_store_actions) matches attachment structure of * GPU_framebuffer_config_array. This allows us to explicitly specify whether attachment data needs * to be loaded and stored on a per-attachment basis. This enables a number of bandwidth * optimizations: * - No need to load contents if subsequent work is over-writing every pixel. * - No need to store attachments whose contents are not used beyond this pass e.g. depth buffer. * - State can be customized at bind-time rather than applying to the frame-buffer object as a * whole. * * Example: * \code{.c} * GPU_framebuffer_bind_loadstore(&fb, { * {GPU_LOADACTION_LOAD, GPU_STOREACTION_DONT_CARE} // must be depth buffer * {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE}, // Color attachment 0 * {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE}, // Color attachment 1 * {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE} // Color attachment 2 * }) * \encode */ void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *fb, const GPULoadStore *load_store_actions, uint actions_len); #define GPU_framebuffer_bind_ex(_fb, ...) \ { \ GPULoadStore actions[] = __VA_ARGS__; \ GPU_framebuffer_bind_loadstore(_fb, actions, (sizeof(actions) / sizeof(GPULoadStore))); \ } bool GPU_framebuffer_bound(GPUFrameBuffer *fb); bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]); GPUFrameBuffer *GPU_framebuffer_active_get(void); /** * Returns the default frame-buffer. Will always exists even if it's just a dummy. */ GPUFrameBuffer *GPU_framebuffer_back_get(void); #define GPU_FRAMEBUFFER_FREE_SAFE(fb) \ do { \ if (fb != NULL) { \ GPU_framebuffer_free(fb); \ fb = NULL; \ } \ } while (0) /* Frame-buffer setup: You need to call #GPU_framebuffer_bind for these * to be effective. */ void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot); void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex); /** * How to use #GPU_framebuffer_ensure_config(). * * Example: * \code{.c} * GPU_framebuffer_ensure_config(&fb, { * GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer * GPU_ATTACHMENT_TEXTURE(tex1), * GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0), * GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0) * }) * \encode * * \note Unspecified attachments (i.e: those beyond the last * GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged. * * \note Make sure that the dimensions of your textures matches * otherwise you will have an invalid framebuffer error. */ #define GPU_framebuffer_ensure_config(_fb, ...) \ do { \ if (*(_fb) == NULL) { \ *(_fb) = GPU_framebuffer_create(#_fb); \ } \ GPUAttachment config[] = __VA_ARGS__; \ GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \ } while (0) /** * 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); #define GPU_ATTACHMENT_NONE \ { \ NULL, -1, 0, \ } #define GPU_ATTACHMENT_LEAVE \ { \ NULL, -1, -1, \ } #define GPU_ATTACHMENT_TEXTURE(_tex) \ { \ _tex, -1, 0, \ } #define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \ { \ _tex, -1, _mip, \ } #define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \ { \ _tex, _layer, 0, \ } #define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \ { \ _tex, _layer, _mip, \ } #define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \ { \ _tex, _face, 0, \ } #define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \ { \ _tex, _face, _mip, \ } void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip); void GPU_framebuffer_texture_layer_attach( GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip); void GPU_framebuffer_texture_cubeface_attach( GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip); /** * Default size is used if the framebuffer contains no attachments. * It needs to be re-specified each time an attachment is added. */ void GPU_framebuffer_default_size(GPUFrameBuffer *gpu_fb, int width, int height); /* Frame-buffer operations. */ /** * Viewport and scissor size is stored per frame-buffer. * It is only reset to its original dimensions explicitly OR when binding the frame-buffer after * modifying its attachments. */ void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h); void GPU_framebuffer_viewport_get(GPUFrameBuffer *fb, int r_viewport[4]); /** * Reset to its attachment(s) size. */ void GPU_framebuffer_viewport_reset(GPUFrameBuffer *fb); void GPU_framebuffer_clear(GPUFrameBuffer *fb, eGPUFrameBufferBits buffers, const float clear_col[4], float clear_depth, unsigned int clear_stencil); #define GPU_framebuffer_clear_color(fb, col) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00) #define GPU_framebuffer_clear_depth(fb, depth) \ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00) #define GPU_framebuffer_clear_color_depth(fb, col, depth) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00) #define GPU_framebuffer_clear_stencil(fb, stencil) \ GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil) #define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil) #define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil) /** * Clear all textures attached to this frame-buffer with a different color. */ void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4]); void GPU_framebuffer_read_depth( GPUFrameBuffer *fb, int x, int y, int w, int h, eGPUDataFormat format, void *data); void GPU_framebuffer_read_color(GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, eGPUDataFormat format, void *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); void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb, int max_lvl, void (*callback)(void *userData, int level), void *userData); #ifndef GPU_NO_USE_PY_REFERENCES void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb); void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref); #endif void GPU_framebuffer_push(GPUFrameBuffer *fb); GPUFrameBuffer *GPU_framebuffer_pop(void); uint GPU_framebuffer_stack_level_get(void); /* GPU OffScreen * - wrapper around frame-buffer and texture for simple off-screen drawing */ GPUOffScreen *GPU_offscreen_create( int width, int height, bool depth, eGPUTextureFormat format, char err_out[256]); void GPU_offscreen_free(GPUOffScreen *ofs); void GPU_offscreen_bind(GPUOffScreen *ofs, bool save); void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore); void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *pixels); void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y); int GPU_offscreen_width(const GPUOffScreen *ofs); int GPU_offscreen_height(const GPUOffScreen *ofs); struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs); /** * \note only to be used by viewport code! */ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs, GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth); void GPU_clear_color(float red, float green, float blue, float alpha); void GPU_clear_depth(float depth); void GPU_frontbuffer_read_pixels( int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data); void GPU_backbuffer_bind(eGPUBackBuffer buffer); #ifdef __cplusplus } #endif