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blender-archive/source/blender/gpu/GPU_framebuffer.h
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

304 lines
10 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU Frame-buffer
* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
* multiple FBO's may be created.
* - actual FBO creation & config is deferred until GPU_framebuffer_bind or
* GPU_framebuffer_check_valid to allow creation & config while another
* opengl context is bound (since FBOs are not shared between ogl contexts).
*/
#pragma once
#include "GPU_common_types.h"
#include "GPU_texture.h"
typedef enum eGPUFrameBufferBits {
GPU_COLOR_BIT = (1 << 0),
GPU_DEPTH_BIT = (1 << 1),
GPU_STENCIL_BIT = (1 << 2),
} eGPUFrameBufferBits;
ENUM_OPERATORS(eGPUFrameBufferBits, GPU_STENCIL_BIT)
#ifdef __cplusplus
extern "C" {
#endif
typedef struct GPUAttachment {
struct GPUTexture *tex;
int layer, mip;
} GPUAttachment;
typedef enum eGPUBackBuffer {
GPU_BACKBUFFER_LEFT = 0,
GPU_BACKBUFFER_RIGHT,
} eGPUBackBuffer;
/** Opaque type hiding blender::gpu::FrameBuffer. */
typedef struct GPUFrameBuffer GPUFrameBuffer;
typedef struct GPUOffScreen GPUOffScreen;
GPUFrameBuffer *GPU_framebuffer_create(const char *name);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
void GPU_framebuffer_bind(GPUFrameBuffer *fb);
/**
* Workaround for binding a SRGB frame-buffer without doing the SRGB transform.
*/
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb);
void GPU_framebuffer_restore(void);
/* Advanced binding control. */
typedef struct GPULoadStore {
eGPULoadOp load_action;
eGPUStoreOp store_action;
} GPULoadStore;
#define NULL_LOAD_STORE \
{ \
GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_DONT_CARE \
}
/* Load store config array (load_store_actions) matches attachment structure of
* GPU_framebuffer_config_array. This allows us to explicitly specify whether attachment data needs
* to be loaded and stored on a per-attachment basis. This enables a number of bandwidth
* optimisations:
* - No need to load contents if subsequent work is over-writing every pixel.
* - No need to store attachments whose contents are not used beyond this pass e.g. depth buffer.
* - State can be customised at bind-time rather than applying to the framebuffer object as a
* whole.
*
* Example:
* \code{.c}
* GPU_framebuffer_bind_loadstore(&fb, {
* {GPU_LOADACTION_LOAD, GPU_STOREACTION_DONT_CARE} // must be depth buffer
* {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE}, // Colour attachment 0
* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE}, // Colour attachment 1
* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE} // Colour attachment 2
* })
* \encode
*/
void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *fb,
const GPULoadStore *load_store_actions,
uint actions_len);
#define GPU_framebuffer_bind_ex(_fb, ...) \
{ \
GPULoadStore actions[] = __VA_ARGS__; \
GPU_framebuffer_bind_loadstore(_fb, actions, (sizeof(actions) / sizeof(GPULoadStore))); \
}
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
GPUFrameBuffer *GPU_framebuffer_active_get(void);
/**
* Returns the default frame-buffer. Will always exists even if it's just a dummy.
*/
GPUFrameBuffer *GPU_framebuffer_back_get(void);
#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
do { \
if (fb != NULL) { \
GPU_framebuffer_free(fb); \
fb = NULL; \
} \
} while (0)
/* Frame-buffer setup: You need to call #GPU_framebuffer_bind for these
* to be effective. */
void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
/**
* How to use #GPU_framebuffer_ensure_config().
*
* Example:
* \code{.c}
* GPU_framebuffer_ensure_config(&fb, {
* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
* GPU_ATTACHMENT_TEXTURE(tex1),
* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
* })
* \encode
*
* \note Unspecified attachments (i.e: those beyond the last
* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
*
* \note Make sure that the dimensions of your textures matches
* otherwise you will have an invalid framebuffer error.
*/
#define GPU_framebuffer_ensure_config(_fb, ...) \
do { \
if (*(_fb) == NULL) { \
*(_fb) = GPU_framebuffer_create(#_fb); \
} \
GPUAttachment config[] = __VA_ARGS__; \
GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
} while (0)
/**
* 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);
#define GPU_ATTACHMENT_NONE \
{ \
NULL, -1, 0, \
}
#define GPU_ATTACHMENT_LEAVE \
{ \
NULL, -1, -1, \
}
#define GPU_ATTACHMENT_TEXTURE(_tex) \
{ \
_tex, -1, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
{ \
_tex, -1, _mip, \
}
#define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
{ \
_tex, _layer, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
{ \
_tex, _layer, _mip, \
}
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
{ \
_tex, _face, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
{ \
_tex, _face, _mip, \
}
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip);
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip);
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip);
/* Frame-buffer operations. */
/**
* Viewport and scissor size is stored per frame-buffer.
* It is only reset to its original dimensions explicitly OR when binding the frame-buffer after
* modifying its attachments.
*/
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
void GPU_framebuffer_viewport_get(GPUFrameBuffer *fb, int r_viewport[4]);
/**
* Reset to its attachment(s) size.
*/
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *fb);
void GPU_framebuffer_clear(GPUFrameBuffer *fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
unsigned int clear_stencil);
#define GPU_framebuffer_clear_color(fb, col) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
#define GPU_framebuffer_clear_depth(fb, depth) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
#define GPU_framebuffer_clear_stencil(fb, stencil) \
GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
/**
* Clear all textures attached to this frame-buffer with a different color.
*/
void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4]);
void GPU_framebuffer_read_depth(
GPUFrameBuffer *fb, int x, int y, int w, int h, eGPUDataFormat format, void *data);
void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
int x,
int y,
int w,
int h,
int channels,
int slot,
eGPUDataFormat format,
void *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,
eGPUFrameBufferBits blit_buffers);
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
int max_lvl,
void (*callback)(void *userData, int level),
void *userData);
#ifndef GPU_NO_USE_PY_REFERENCES
void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb);
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref);
#endif
void GPU_framebuffer_push(GPUFrameBuffer *fb);
GPUFrameBuffer *GPU_framebuffer_pop(void);
uint GPU_framebuffer_stack_level_get(void);
/* GPU OffScreen
* - wrapper around frame-buffer and texture for simple off-screen drawing
*/
GPUOffScreen *GPU_offscreen_create(
int width, int height, bool depth, eGPUTextureFormat format, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *pixels);
void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
int GPU_offscreen_width(const GPUOffScreen *ofs);
int GPU_offscreen_height(const GPUOffScreen *ofs);
struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
/**
* \note only to be used by viewport code!
*/
void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
GPUFrameBuffer **r_fb,
struct GPUTexture **r_color,
struct GPUTexture **r_depth);
void GPU_clear_color(float red, float green, float blue, float alpha);
void GPU_clear_depth(float depth);
void GPU_frontbuffer_read_pixels(
int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data);
void GPU_backbuffer_bind(eGPUBackBuffer buffer);
#ifdef __cplusplus
}
#endif