/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_global.h" #include "GPU_debug.h" #include "GPU_glew.h" #include "GPU_framebuffer.h" #include "GPU_shader.h" #include "GPU_texture.h" static struct GPUFrameBufferGlobal { GLuint currentfb; } GG = {0}; /* 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[GPU_FB_MAX_SLOTS]; GPUTexture *depthtex; }; static void gpu_print_framebuffer_error(GLenum status, char err_out[256]) { const char *err = "unknown"; switch (status) { case GL_FRAMEBUFFER_COMPLETE_EXT: break; case GL_INVALID_OPERATION: err = "Invalid operation"; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: err = "Incomplete attachment"; break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: err = "Unsupported framebuffer format"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: err = "Missing attachment"; break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: err = "Attached images must have same dimensions"; break; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: err = "Attached images must have same format"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: err = "Missing draw buffer"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: err = "Missing read buffer"; break; } if (err_out) { BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'", (int)status, err); } else { fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n", (int)status, err); } } /* GPUFrameBuffer */ GPUFrameBuffer *GPU_framebuffer_create(void) { GPUFrameBuffer *fb; if (!(GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object || (GLEW_EXT_framebuffer_object && GLEW_EXT_framebuffer_blit))) { return NULL; } fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer"); glGenFramebuffersEXT(1, &fb->object); if (!fb->object) { fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n", (int)glGetError()); GPU_framebuffer_free(fb); return NULL; } /* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); glReadBuffer(GL_NONE); glDrawBuffer(GL_NONE); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); return fb; } int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]) { GLenum attachment; GLenum error; if (slot >= GPU_FB_MAX_SLOTS) { fprintf(stderr, "Attaching to index %d framebuffer slot unsupported. " "Use at most %d\n", slot, GPU_FB_MAX_SLOTS); return 0; } if ((G.debug & G_DEBUG)) { if (GPU_texture_bound_number(tex) != -1) { fprintf(stderr, "Feedback loop warning!: " "Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n"); } } if (GPU_texture_depth(tex)) attachment = GL_DEPTH_ATTACHMENT_EXT; else attachment = GL_COLOR_ATTACHMENT0_EXT + slot; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); GG.currentfb = fb->object; /* Clean glError buffer. */ while (glGetError() != GL_NO_ERROR) {} glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0); error = glGetError(); if (error == GL_INVALID_OPERATION) { GPU_framebuffer_restore(); gpu_print_framebuffer_error(error, err_out); return 0; } if (GPU_texture_depth(tex)) fb->depthtex = tex; else fb->colortex[slot] = tex; GPU_texture_framebuffer_set(tex, fb, slot); return 1; } void GPU_framebuffer_texture_detach(GPUTexture *tex) { GLenum attachment; GPUFrameBuffer *fb = GPU_texture_framebuffer(tex); int fb_attachment = GPU_texture_framebuffer_attachment(tex); if (!fb) return; if (GG.currentfb != fb->object) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); GG.currentfb = fb->object; } if (GPU_texture_depth(tex)) { fb->depthtex = NULL; attachment = GL_DEPTH_ATTACHMENT_EXT; } else { BLI_assert(fb->colortex[fb_attachment] == tex); fb->colortex[fb_attachment] = NULL; attachment = GL_COLOR_ATTACHMENT0_EXT + fb_attachment; } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, GPU_texture_target(tex), 0, 0); GPU_texture_framebuffer_set(tex, NULL, -1); } void GPU_texture_bind_as_framebuffer(GPUTexture *tex) { GPUFrameBuffer *fb = GPU_texture_framebuffer(tex); int fb_attachment = GPU_texture_framebuffer_attachment(tex); if (!fb) { fprintf(stderr, "Error, texture not bound to framebuffer!\n"); return; } /* push attributes */ glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT); glDisable(GL_SCISSOR_TEST); /* bind framebuffer */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); if (GPU_texture_depth(tex)) { glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } else { /* last bound prevails here, better allow explicit control here too */ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment); } if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) { glEnable(GL_MULTISAMPLE); } /* push matrices and set default viewport and matrix */ 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) { int numslots = 0, i; GLenum attachments[4]; if (!fb->colortex[slot]) { fprintf(stderr, "Error, framebuffer slot empty!\n"); return; } for (i = 0; i < 4; i++) { if (fb->colortex[i]) { attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i; numslots++; } } /* push attributes */ glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT); glDisable(GL_SCISSOR_TEST); /* bind framebuffer */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); /* last bound prevails here, better allow explicit control here too */ glDrawBuffers(numslots, attachments); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); /* push matrices and set default viewport and matrix */ 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_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex)) { /* restore matrix */ glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); /* restore attributes */ glPopAttrib(); } void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); /* last bound prevails here, better allow explicit control here too */ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); /* push matrices and set default viewport and matrix */ glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot])); GG.currentfb = fb->object; GG.currentfb = fb->object; } bool GPU_framebuffer_bound(GPUFrameBuffer *fb) { return fb->object == GG.currentfb; } bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]) { GLenum status; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); GG.currentfb = fb->object; /* Clean glError buffer. */ while (glGetError() != GL_NO_ERROR) {} status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { GPU_framebuffer_restore(); gpu_print_framebuffer_error(status, err_out); return false; } return true; } void GPU_framebuffer_free(GPUFrameBuffer *fb) { int i; if (fb->depthtex) 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); if (GG.currentfb == fb->object) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); GG.currentfb = 0; } } MEM_freeN(fb); } void GPU_framebuffer_restore(void) { if (GG.currentfb != 0) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); GG.currentfb = 0; } } void GPU_framebuffer_blur( GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex) { 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"); /* Blurring horizontally */ /* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid * pushing unnecessary matrices onto the OpenGL stack. */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); /* 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(); /* Blurring vertically */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); 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(); GPU_shader_unbind(); } /* GPUOffScreen */ struct GPUOffScreen { GPUFrameBuffer *fb; GPUTexture *color; GPUTexture *depth; }; GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]) { GPUOffScreen *ofs; ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen"); ofs->fb = GPU_framebuffer_create(); if (!ofs->fb) { GPU_offscreen_free(ofs); return NULL; } if (samples) { if (!GLEW_EXT_framebuffer_multisample || !GLEW_ARB_texture_multisample || /* Only needed for GPU_offscreen_read_pixels. * We could add an arg if we intend to use multi-sample * offscreen buffers w/o reading their pixels */ !GLEW_EXT_framebuffer_blit || /* This is required when blitting from a multi-sampled buffers, * even though we're not scaling. */ !GLEW_EXT_framebuffer_multisample_blit_scaled) { samples = 0; } } ofs->depth = GPU_texture_create_depth_multisample(width, height, samples, err_out); if (!ofs->depth) { GPU_offscreen_free(ofs); return NULL; } if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) { GPU_offscreen_free(ofs); return NULL; } ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out); if (!ofs->color) { GPU_offscreen_free(ofs); return NULL; } if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) { GPU_offscreen_free(ofs); return NULL; } /* check validity at the very end! */ if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) { GPU_offscreen_free(ofs); return NULL; } GPU_framebuffer_restore(); return ofs; } void GPU_offscreen_free(GPUOffScreen *ofs) { if (ofs->fb) GPU_framebuffer_free(ofs->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) { glDisable(GL_SCISSOR_TEST); if (save) GPU_texture_bind_as_framebuffer(ofs->color); else { GPU_framebuffer_bind_no_save(ofs->fb, 0); } } void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore) { if (restore) GPU_framebuffer_texture_unbind(ofs->fb, ofs->color); GPU_framebuffer_restore(); glEnable(GL_SCISSOR_TEST); } void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels) { const int w = GPU_texture_width(ofs->color); const int h = GPU_texture_height(ofs->color); if (GPU_texture_target(ofs->color) == GL_TEXTURE_2D_MULTISAMPLE) { /* For a multi-sample texture, * we need to create an intermediate buffer to blit to, * before its copied using 'glReadPixels' */ /* not needed since 'ofs' needs to be bound to the framebuffer already */ // #define USE_FBO_CTX_SWITCH GLuint fbo_blit = 0; GLuint tex_blit = 0; GLenum status; /* create texture for new 'fbo_blit' */ glGenTextures(1, &tex_blit); if (!tex_blit) { goto finally; } glBindTexture(GL_TEXTURE_2D, tex_blit); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, type, 0); #ifdef USE_FBO_CTX_SWITCH /* read from multi-sample buffer */ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object); glFramebufferTexture2DEXT( GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment, GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0); status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { goto finally; } #endif /* write into new single-sample buffer */ glGenFramebuffersEXT(1, &fbo_blit); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit); glFramebufferTexture2DEXT( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_blit, 0); status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { goto finally; } /* perform the copy */ glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); /* read the results */ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit); glReadPixels(0, 0, w, h, GL_RGBA, type, pixels); #ifdef USE_FBO_CTX_SWITCH /* restore the original frame-bufer */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object); #undef USE_FBO_CTX_SWITCH #endif finally: /* cleanup */ if (tex_blit) { glDeleteTextures(1, &tex_blit); } if (fbo_blit) { glDeleteFramebuffersEXT(1, &fbo_blit); } GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels"); } else { glReadPixels(0, 0, w, h, GL_RGBA, 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); } int GPU_offscreen_color_texture(const GPUOffScreen *ofs) { return GPU_texture_opengl_bindcode(ofs->color); }