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blender-archive/source/blender/gpu/opengl/gl_framebuffer.hh
Jason Fielder 9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.

Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.

Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15027
2022-06-27 11:45:49 +02:00

154 lines
4.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "glew-mx.h"
#include "gpu_framebuffer_private.hh"
namespace blender::gpu {
class GLStateManager;
/**
* Implementation of FrameBuffer object using OpenGL.
*/
class GLFrameBuffer : public FrameBuffer {
/* For debugging purpose. */
friend class GLTexture;
private:
/** OpenGL handle. */
GLuint fbo_id_ = 0;
/** Context the handle is from. Frame-buffers are not shared across contexts. */
GLContext *context_ = NULL;
/** State Manager of the same contexts. */
GLStateManager *state_manager_ = NULL;
/** Copy of the GL state. Contains ONLY color attachments enums for slot binding. */
GLenum gl_attachments_[GPU_FB_MAX_COLOR_ATTACHMENT];
/** Internal frame-buffers are immutable. */
bool immutable_;
/** True is the frame-buffer has its first color target using the GPU_SRGB8_A8 format. */
bool srgb_;
/** True is the frame-buffer has been bound using the GL_FRAMEBUFFER_SRGB feature. */
bool enabled_srgb_ = false;
public:
/**
* Create a conventional frame-buffer to attach texture to.
*/
GLFrameBuffer(const char *name);
/**
* Special frame-buffer encapsulating internal window frame-buffer.
* (i.e.: #GL_FRONT_LEFT, #GL_BACK_RIGHT, ...)
* \param ctx: Context the handle is from.
* \param target: The internal GL name (i.e: #GL_BACK_LEFT).
* \param fbo: The (optional) already created object for some implementation. Default is 0.
* \param w: Buffer width.
* \param h: Buffer height.
*/
GLFrameBuffer(const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h);
~GLFrameBuffer();
void bind(bool enabled_srgb) override;
/**
* This is a rather slow operation. Don't check in normal cases.
*/
bool check(char err_out[256]) override;
void clear(eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil) override;
void clear_multi(const float (*clear_cols)[4]) override;
void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) override;
/* Attachment load-stores are currently no-op's in OpenGL. */
void attachment_set_loadstore_op(GPUAttachmentType type,
eGPULoadOp load_action,
eGPUStoreOp store_action) override{};
void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) override;
/**
* Copy \a src at the give offset inside \a dst.
*/
void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) override;
void apply_state();
private:
void init();
void update_attachments();
void update_drawbuffers();
MEM_CXX_CLASS_ALLOC_FUNCS("GLFrameBuffer");
};
/* -------------------------------------------------------------------- */
/** \name Enums Conversion
* \{ */
static inline GLenum to_gl(const GPUAttachmentType type)
{
#define ATTACHMENT(X) \
case GPU_FB_##X: { \
return GL_##X; \
} \
((void)0)
switch (type) {
ATTACHMENT(DEPTH_ATTACHMENT);
ATTACHMENT(DEPTH_STENCIL_ATTACHMENT);
ATTACHMENT(COLOR_ATTACHMENT0);
ATTACHMENT(COLOR_ATTACHMENT1);
ATTACHMENT(COLOR_ATTACHMENT2);
ATTACHMENT(COLOR_ATTACHMENT3);
ATTACHMENT(COLOR_ATTACHMENT4);
ATTACHMENT(COLOR_ATTACHMENT5);
ATTACHMENT(COLOR_ATTACHMENT6);
ATTACHMENT(COLOR_ATTACHMENT7);
default:
BLI_assert(0);
return GL_COLOR_ATTACHMENT0;
}
#undef ATTACHMENT
}
static inline GLbitfield to_gl(const eGPUFrameBufferBits 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;
}
/** \} */
} // namespace blender::gpu