For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061
202 lines
7.3 KiB
C++
202 lines
7.3 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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struct GPUTexture;
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typedef struct GPUAttachment {
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struct GPUTexture *tex;
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int mip, layer;
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} GPUAttachment;
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typedef enum GPUFrameBufferBits {
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GPU_COLOR_BIT = (1 << 0),
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GPU_DEPTH_BIT = (1 << 1),
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GPU_STENCIL_BIT = (1 << 2),
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} GPUFrameBufferBits;
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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typedef struct GPUOffScreen GPUOffScreen;
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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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* - actual FBO creation & config is deferred until GPU_framebuffer_bind or
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* GPU_framebuffer_check_valid to allow creation & config while another
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* opengl context is bound (since FBOs are not shared between ogl contexts).
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*/
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GPUFrameBuffer *GPU_framebuffer_create(void);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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void GPU_framebuffer_bind(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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/* internal use only */
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unsigned int GPU_framebuffer_current_get(void);
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#define GPU_FRAMEBUFFER_FREE_SAFE(fb) do { \
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if (fb != NULL) { \
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GPU_framebuffer_free(fb); \
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fb = NULL; \
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} \
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} while (0)
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/* Framebuffer setup : You need to call GPU_framebuffer_bind for theses
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* to be effective. */
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void GPU_framebuffer_texture_attach(
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GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
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void GPU_framebuffer_texture_layer_attach(
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GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
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void GPU_framebuffer_texture_cubeface_attach(
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GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
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void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
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void GPU_framebuffer_texture_detach_slot(
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GPUFrameBuffer *fb, struct GPUTexture *tex, int type);
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/**
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* How to use GPU_framebuffer_ensure_config().
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*
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* Example :
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* GPU_framebuffer_ensure_config(&fb, {
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* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
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* GPU_ATTACHMENT_TEXTURE(tex1),
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* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
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* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
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* })
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*
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* Note : Unspecified attachements (i.e: those beyond the last
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* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list)
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* are left unchanged.
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* Note : Make sure that the dimensions of your textures matches
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* otherwise you will have an invalid framebuffer error.
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**/
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#define GPU_framebuffer_ensure_config(_fb, ...) do { \
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if (*(_fb) == NULL) { \
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*(_fb) = GPU_framebuffer_create(); \
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} \
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GPUAttachment config[] = __VA_ARGS__; \
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GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
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} while (0)
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void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_ct);
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#define GPU_ATTACHMENT_NONE \
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{.tex = NULL, .layer = -1, .mip = 0}
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#define GPU_ATTACHMENT_LEAVE \
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{.tex = NULL, .layer = -1, .mip = -1}
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#define GPU_ATTACHMENT_TEXTURE(_tex) \
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{.tex = _tex, .layer = -1, .mip = 0}
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#define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
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{.tex = _tex, .layer = -1, .mip = _mip}
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#define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
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{.tex = _tex, .layer = _layer, .mip = 0}
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#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
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{.tex = _tex, .layer = _layer, .mip = _mip}
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#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
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{.tex = _tex, .layer = _face, .mip = 0}
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#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
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{.tex = _tex, .layer = _face, .mip = _mip}
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/* Framebuffer operations */
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void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
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void GPU_framebuffer_clear(
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GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
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const float clear_col[4], float clear_depth, unsigned int clear_stencil);
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#define GPU_framebuffer_clear_color(fb, col) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
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#define GPU_framebuffer_clear_depth(fb, depth) \
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
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#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
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#define GPU_framebuffer_clear_stencil(fb, stencil) \
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GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
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#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
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#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
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void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data);
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void GPU_framebuffer_read_color(
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GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data);
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void GPU_framebuffer_blit(
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GPUFrameBuffer *fb_read, int read_slot,
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GPUFrameBuffer *fb_write, int write_slot,
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GPUFrameBufferBits blit_buffers);
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void GPU_framebuffer_recursive_downsample(
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GPUFrameBuffer *fb, int max_lvl,
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void (*callback)(void *userData, int level), void *userData);
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/* GPU OffScreen
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* - wrapper around framebuffer and texture for simple offscreen drawing
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*/
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples,
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bool depth, bool high_bitdepth, 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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void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
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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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struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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void GPU_offscreen_viewport_data_get(
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GPUOffScreen *ofs,
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GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth);
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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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