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|
/*
* ***** 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_threads.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BKE_global.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_private.h"
#include "gpu_context_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,
/* Number of maximum output slots.
* We support 5 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 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 accross ogl contexts). */
// void *ctx;
};
static GLenum convert_attachment_type_to_gl(GPUAttachmentType type)
{
static const GLenum table[] = {
[GPU_FB_DEPTH_ATTACHMENT] = GL_DEPTH_ATTACHMENT,
[GPU_FB_DEPTH_STENCIL_ATTACHMENT] = GL_DEPTH_STENCIL_ATTACHMENT,
[GPU_FB_COLOR_ATTACHMENT0] = GL_COLOR_ATTACHMENT0,
[GPU_FB_COLOR_ATTACHMENT1] = GL_COLOR_ATTACHMENT1,
[GPU_FB_COLOR_ATTACHMENT2] = GL_COLOR_ATTACHMENT2,
[GPU_FB_COLOR_ATTACHMENT3] = GL_COLOR_ATTACHMENT3,
[GPU_FB_COLOR_ATTACHMENT4] = GL_COLOR_ATTACHMENT4
};
return table[type];
}
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:
return GPU_FB_DEPTH_STENCIL_ATTACHMENT;
default:
return GPU_FB_COLOR_ATTACHMENT0 + slot;
}
}
static GLenum convert_buffer_bits_to_gl(GPUFrameBufferBits 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;
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 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 (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; 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 = 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 */
for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
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);
}
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);
gpu_framebuffer_current_set(fb);
if (fb->dirty_flag != 0)
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
if (fb->multisample)
glEnable(GL_MULTISAMPLE);
glViewport(0, 0, fb->width, fb->height);
}
void GPU_framebuffer_restore(void)
{
if (GPU_framebuffer_active_get() != NULL) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
gpu_framebuffer_current_set(NULL);
}
}
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);
/* 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, GPUFrameBufferBits buffers,
const float clear_col[4], float clear_depth, unsigned int 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);
}
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);
}
void GPU_framebuffer_read_color(
GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
GLenum type;
switch (channels) {
case 1: type = GL_RED; break;
case 2: type = GL_RG; break;
case 3: type = GL_RGB; break;
case 4: type = GL_RGBA; break;
default:
BLI_assert(false && "wrong number of read channels");
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
glReadPixels(x, y, w, h, type, GL_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,
GPUFrameBufferBits 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 {
glBindFramebuffer(GL_FRAMEBUFFER, prev_fb->object);
gpu_framebuffer_current_set(prev_fb);
}
}
/**
* Use this if you need to custom downsample 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 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 (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
if (fb->attachments[type].tex != NULL) {
/* 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, i - 1);
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 (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++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 */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
};
GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256])
{
GPUOffScreen *ofs;
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->color = GPU_texture_create_2D_multisample(
width, height,
(high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
if (depth) {
ofs->depth = GPU_texture_create_2D_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
}
if ((depth && !ofs->depth) || !ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
gpuPushAttrib(GPU_VIEWPORT_BIT);
GPU_framebuffer_ensure_config(&ofs->fb, {
GPU_ATTACHMENT_TEXTURE(ofs->depth),
GPU_ATTACHMENT_TEXTURE(ofs->color)
});
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
GPU_offscreen_free(ofs);
gpuPopAttrib();
return NULL;
}
GPU_framebuffer_restore();
gpuPopAttrib();
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)
{
if (save) {
gpuPushAttrib(GPU_SCISSOR_BIT | GPU_VIEWPORT_BIT);
}
glDisable(GL_SCISSOR_TEST);
GPU_framebuffer_bind(ofs->fb);
}
void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore)
{
GPU_framebuffer_restore();
if (restore) {
gpuPopAttrib();
}
}
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);
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, 0);
}
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);
BLI_assert(type == GL_UNSIGNED_BYTE || type == GL_FLOAT);
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' */
GLuint fbo_blit = 0;
GLuint tex_blit = 0;
/* create texture for new 'fbo_blit' */
glGenTextures(1, &tex_blit);
glBindTexture(GL_TEXTURE_2D, tex_blit);
glTexImage2D(
GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8,
w, h, 0, GL_RGBA, type, 0);
/* write into new single-sample buffer */
glGenFramebuffers(1, &fbo_blit);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
glFramebufferTexture2D(
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_blit, 0);
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
/* perform the copy */
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* read the results */
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_blit);
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
/* restore the original frame-bufer */
glBindFramebuffer(GL_FRAMEBUFFER, ofs->fb->object);
finally:
/* cleanup */
glDeleteTextures(1, &tex_blit);
glDeleteFramebuffers(1, &fbo_blit);
}
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);
}
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 = ofs->fb;
*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(GPUFrameBufferBits flags)
{
glClear(convert_buffer_bits_to_gl(flags));
}
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