This is in preparation of the Framebuffer GL backend. This is a just changing types and moving some code. No logic is changed... almost... it just removes the context attach. i.e: `gpu_context_add/remove_framebuffer()` This is not needed for now and was even disabled in release. This is part of T68990.
95 lines
2.8 KiB
C++
95 lines
2.8 KiB
C++
/*
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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) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_framebuffer.h"
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#include "glew-mx.h" /* For GLuint. To remove. */
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struct GPUTexture;
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typedef enum {
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GPU_FB_DEPTH_ATTACHMENT = 0,
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GPU_FB_DEPTH_STENCIL_ATTACHMENT,
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GPU_FB_COLOR_ATTACHMENT0,
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GPU_FB_COLOR_ATTACHMENT1,
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GPU_FB_COLOR_ATTACHMENT2,
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GPU_FB_COLOR_ATTACHMENT3,
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GPU_FB_COLOR_ATTACHMENT4,
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GPU_FB_COLOR_ATTACHMENT5,
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/* Number of maximum output slots.
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* We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
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/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
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* the maximum number of COLOR attachments specified by glDrawBuffers. */
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GPU_FB_MAX_ATTACHEMENT,
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} GPUAttachmentType;
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namespace blender {
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namespace gpu {
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#define FOREACH_ATTACHMENT_RANGE(att, _start, _end) \
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for (GPUAttachmentType att = static_cast<GPUAttachmentType>(_start); att < _end; \
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att = static_cast<GPUAttachmentType>(att + 1))
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#define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0)
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#define GPU_FB_DIRTY_DRAWBUFFER (1 << 15)
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#define GPU_FB_ATTACHEMENT_IS_DIRTY(flag, type) ((flag & (1 << type)) != 0)
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#define GPU_FB_ATTACHEMENT_SET_DIRTY(flag, type) (flag |= (1 << type))
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class FrameBuffer {
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public:
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GPUContext *ctx;
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GLuint object;
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GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
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uint16_t dirty_flag;
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int width, height;
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bool multisample;
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/* TODO Check that we always use the right context when binding
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* (FBOs are not shared across ogl contexts). */
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// void *ctx;
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public:
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GPUTexture *depth_tex(void) const
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{
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if (attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
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return attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
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}
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return attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
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};
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GPUTexture *color_tex(int slot) const
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{
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return attachments[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
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};
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MEM_CXX_CLASS_ALLOC_FUNCS("FrameBuffer")
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};
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} // namespace gpu
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} // namespace blender
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