Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError. I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros. Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions. Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon. The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
87 lines
3.1 KiB
C++
87 lines
3.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_framebuffer.h
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* \ingroup gpu
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*/
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#ifndef __GPU_FRAMEBUFFER_H__
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#define __GPU_FRAMEBUFFER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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typedef struct GPUOffScreen GPUOffScreen;
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struct GPUTexture;
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/* GPU Framebuffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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* multiple FBO's may be created, to get around limitations on the number
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* of attached textures and the dimension requirements.
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* - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
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* be called before rendering to the window framebuffer again */
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void GPU_texture_bind_as_framebuffer(struct GPUTexture *tex);
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GPUFrameBuffer *GPU_framebuffer_create(void);
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bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
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void GPU_framebuffer_texture_detach(struct GPUTexture *tex);
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void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, struct GPUTexture *tex);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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void GPU_framebuffer_blur(
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GPUFrameBuffer *fb, struct GPUTexture *tex,
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GPUFrameBuffer *blurfb, struct GPUTexture *blurtex);
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/* GPU OffScreen
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* - wrapper around framebuffer and texture for simple offscreen drawing
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* - changes size if graphics card can't support it */
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]);
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void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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int GPU_offscreen_width(const GPUOffScreen *ofs);
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int GPU_offscreen_height(const GPUOffScreen *ofs);
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int GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_FRAMEBUFFER_H__ */
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