- Use off-screen drawing when reading from the front-buffer isn't supported. - Add a capabilities flag for reading the front-buffer which is always disabled on WAYLAND. - Add GPU_offscreen_read_pixels_region, used for reading a sub-region of an off-screen buffer - use for color-picking a single pixel. Fix from [0] with conflicts resolved, worked around [1] not being applied by checking if Wayland is in use via WM_ghost_backend(). [0]:6cc2c16d06
[1]:4e51008a82
752 lines
21 KiB
C++
752 lines
21 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_math_base.h"
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#include "BLI_utildefines.h"
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#include "GPU_batch.h"
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#include "GPU_capabilities.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gpu_texture_private.hh"
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#include "gpu_framebuffer_private.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Constructor / Destructor
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* \{ */
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FrameBuffer::FrameBuffer(const char *name)
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{
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if (name) {
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BLI_strncpy(name_, name, sizeof(name_));
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}
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else {
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name_[0] = '\0';
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}
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/* Force config on first use. */
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dirty_attachments_ = true;
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dirty_state_ = true;
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for (GPUAttachment &attachment : attachments_) {
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attachment.tex = nullptr;
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attachment.mip = -1;
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attachment.layer = -1;
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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for (GPUAttachment &attachment : attachments_) {
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if (attachment.tex != nullptr) {
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reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
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}
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}
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#ifndef GPU_NO_USE_PY_REFERENCES
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if (this->py_ref) {
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*this->py_ref = nullptr;
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}
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#endif
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Attachments Management
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* \{ */
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void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment)
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{
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if (new_attachment.mip == -1) {
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return; /* GPU_ATTACHMENT_LEAVE */
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}
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if (type >= GPU_FB_MAX_ATTACHMENT) {
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fprintf(stderr,
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"GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n",
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type - GPU_FB_COLOR_ATTACHMENT0,
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GPU_FB_MAX_COLOR_ATTACHMENT);
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return;
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}
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if (new_attachment.tex) {
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if (new_attachment.layer > 0) {
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BLI_assert(GPU_texture_cube(new_attachment.tex) || GPU_texture_array(new_attachment.tex));
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}
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if (GPU_texture_stencil(new_attachment.tex)) {
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BLI_assert(ELEM(type, GPU_FB_DEPTH_STENCIL_ATTACHMENT));
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}
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else if (GPU_texture_depth(new_attachment.tex)) {
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BLI_assert(ELEM(type, GPU_FB_DEPTH_ATTACHMENT));
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}
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}
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GPUAttachment &attachment = attachments_[type];
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if (attachment.tex == new_attachment.tex && attachment.layer == new_attachment.layer &&
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attachment.mip == new_attachment.mip) {
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return; /* Exact same texture already bound here. */
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}
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/* Unbind previous and bind new. */
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/* TODO(fclem): cleanup the casts. */
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if (attachment.tex) {
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reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
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}
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attachment = new_attachment;
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/* Might be null if this is for unbinding. */
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if (attachment.tex) {
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reinterpret_cast<Texture *>(attachment.tex)->attach_to(this, type);
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}
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else {
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/* GPU_ATTACHMENT_NONE */
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}
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dirty_attachments_ = true;
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}
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void FrameBuffer::attachment_remove(GPUAttachmentType type)
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{
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attachments_[type] = GPU_ATTACHMENT_NONE;
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dirty_attachments_ = true;
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}
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void FrameBuffer::load_store_config_array(const GPULoadStore *load_store_actions, uint actions_len)
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{
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/* Follows attachment structure of GPU_framebuffer_config_array/GPU_framebuffer_ensure_config */
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const GPULoadStore &depth_action = load_store_actions[0];
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Span<GPULoadStore> color_attachments(load_store_actions + 1, actions_len - 1);
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if (this->attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex) {
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this->attachment_set_loadstore_op(
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GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_action.load_action, depth_action.store_action);
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}
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if (this->attachments_[GPU_FB_DEPTH_ATTACHMENT].tex) {
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this->attachment_set_loadstore_op(
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GPU_FB_DEPTH_ATTACHMENT, depth_action.load_action, depth_action.store_action);
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}
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GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
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for (const GPULoadStore &actions : color_attachments) {
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if (this->attachments_[type].tex) {
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this->attachment_set_loadstore_op(type, actions.load_action, actions.store_action);
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}
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++type;
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}
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}
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uint FrameBuffer::get_bits_per_pixel()
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{
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uint total_bits = 0;
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for (GPUAttachment &attachment : attachments_) {
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Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
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if (tex != nullptr) {
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int bits = to_bytesize(tex->format_get()) * to_component_len(tex->format_get());
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total_bits += bits;
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}
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}
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return total_bits;
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}
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void FrameBuffer::recursive_downsample(int max_lvl,
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void (*callback)(void *userData, int level),
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void *userData)
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{
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/* Bind to make sure the frame-buffer is up to date. */
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this->bind(true);
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/* FIXME(fclem): This assumes all mips are defined which may not be the case. */
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max_lvl = min_ii(max_lvl, floor(log2(max_ii(width_, height_))));
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for (int mip_lvl = 1; mip_lvl <= max_lvl; mip_lvl++) {
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/* Replace attached mip-level for each attachment. */
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for (GPUAttachment &attachment : attachments_) {
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Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
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if (tex != nullptr) {
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/* Some Intel HDXXX have issue with rendering to a mipmap that is below
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* the texture GL_TEXTURE_MAX_LEVEL. So even if it not correct, in this case
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* we allow GL_TEXTURE_MAX_LEVEL to be one level lower. In practice it does work! */
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int mip_max = GPU_mip_render_workaround() ? mip_lvl : (mip_lvl - 1);
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/* Restrict fetches only to previous level. */
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tex->mip_range_set(mip_lvl - 1, mip_max);
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/* Bind next level. */
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attachment.mip = mip_lvl;
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}
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}
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/* Update the internal attachments and viewport size. */
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dirty_attachments_ = true;
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this->bind(true);
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/* Optimize load-store state. */
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GPUAttachmentType type = GPU_FB_DEPTH_ATTACHMENT;
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for (GPUAttachment &attachment : attachments_) {
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Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
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if (tex != nullptr) {
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this->attachment_set_loadstore_op(type, GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE);
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}
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++type;
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}
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callback(userData, mip_lvl);
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}
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for (GPUAttachment &attachment : attachments_) {
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if (attachment.tex != nullptr) {
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/* Reset mipmap level range. */
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reinterpret_cast<Texture *>(attachment.tex)->mip_range_set(0, max_lvl);
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/* Reset base level. NOTE: might not be the one bound at the start of this function. */
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attachment.mip = 0;
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}
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}
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dirty_attachments_ = true;
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}
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/** \} */
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} // namespace blender::gpu
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/* -------------------------------------------------------------------- */
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/** \name C-API
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* \{ */
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using namespace blender;
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using namespace blender::gpu;
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GPUFrameBuffer *GPU_framebuffer_create(const char *name)
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{
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/* We generate the FB object later at first use in order to
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* create the frame-buffer in the right opengl context. */
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return wrap(GPUBackend::get()->framebuffer_alloc(name));
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}
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void GPU_framebuffer_free(GPUFrameBuffer *gpu_fb)
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{
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delete unwrap(gpu_fb);
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}
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const char *GPU_framebuffer_get_name(GPUFrameBuffer *gpu_fb)
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{
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return unwrap(gpu_fb)->name_get();
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}
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/* ---------- Binding ----------- */
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void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)
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{
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const bool enable_srgb = true;
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unwrap(gpu_fb)->bind(enable_srgb);
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}
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void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *gpu_fb,
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const GPULoadStore *load_store_actions,
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uint actions_len)
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{
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/* Bind */
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GPU_framebuffer_bind(gpu_fb);
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/* Update load store */
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FrameBuffer *fb = unwrap(gpu_fb);
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fb->load_store_config_array(load_store_actions, actions_len);
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}
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void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
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{
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const bool enable_srgb = false;
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unwrap(gpu_fb)->bind(enable_srgb);
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}
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void GPU_backbuffer_bind(eGPUBackBuffer buffer)
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{
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Context *ctx = Context::get();
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if (buffer == GPU_BACKBUFFER_LEFT) {
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ctx->back_left->bind(false);
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}
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else {
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ctx->back_right->bind(false);
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}
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}
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void GPU_framebuffer_restore()
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{
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Context::get()->back_left->bind(false);
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}
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GPUFrameBuffer *GPU_framebuffer_active_get()
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{
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Context *ctx = Context::get();
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return wrap(ctx ? ctx->active_fb : nullptr);
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}
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GPUFrameBuffer *GPU_framebuffer_back_get()
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{
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Context *ctx = Context::get();
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return wrap(ctx ? ctx->back_left : nullptr);
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}
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bool GPU_framebuffer_bound(GPUFrameBuffer *gpu_fb)
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{
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return (gpu_fb == GPU_framebuffer_active_get());
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}
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/* ---------- Attachment Management ----------- */
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
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{
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return unwrap(gpu_fb)->check(err_out);
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}
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void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot)
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{
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Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
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GPUAttachmentType type = tex->attachment_type(slot);
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unwrap(gpu_fb)->attachment_set(type, attachment);
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}
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void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
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{
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GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
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GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
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}
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void GPU_framebuffer_texture_layer_attach(
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GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
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{
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GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
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GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
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}
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void GPU_framebuffer_texture_cubeface_attach(
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GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
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{
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GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
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GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
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}
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void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
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{
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unwrap(tex)->detach_from(unwrap(fb));
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}
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void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
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const GPUAttachment *config,
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int config_len)
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{
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FrameBuffer *fb = unwrap(gpu_fb);
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const GPUAttachment &depth_attachment = config[0];
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Span<GPUAttachment> color_attachments(config + 1, config_len - 1);
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if (depth_attachment.mip == -1) {
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/* GPU_ATTACHMENT_LEAVE */
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}
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else if (depth_attachment.tex == nullptr) {
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/* GPU_ATTACHMENT_NONE: Need to clear both targets. */
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fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment);
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fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment);
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}
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else {
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GPUAttachmentType type = GPU_texture_stencil(depth_attachment.tex) ?
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GPU_FB_DEPTH_STENCIL_ATTACHMENT :
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GPU_FB_DEPTH_ATTACHMENT;
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fb->attachment_set(type, depth_attachment);
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}
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GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
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for (const GPUAttachment &attachment : color_attachments) {
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fb->attachment_set(type, attachment);
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++type;
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}
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}
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void GPU_framebuffer_default_size(GPUFrameBuffer *gpu_fb, int width, int height)
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{
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unwrap(gpu_fb)->size_set(width, height);
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}
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/* ---------- Viewport & Scissor Region ----------- */
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void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int width, int height)
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{
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int viewport_rect[4] = {x, y, width, height};
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unwrap(gpu_fb)->viewport_set(viewport_rect);
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}
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void GPU_framebuffer_viewport_get(GPUFrameBuffer *gpu_fb, int r_viewport[4])
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{
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unwrap(gpu_fb)->viewport_get(r_viewport);
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}
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void GPU_framebuffer_viewport_reset(GPUFrameBuffer *gpu_fb)
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{
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unwrap(gpu_fb)->viewport_reset();
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}
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/* ---------- Frame-buffer Operations ----------- */
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void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb,
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eGPUFrameBufferBits buffers,
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const float clear_col[4],
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float clear_depth,
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uint clear_stencil)
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{
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unwrap(gpu_fb)->clear(buffers, clear_col, clear_depth, clear_stencil);
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}
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void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4])
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{
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unwrap(gpu_fb)->clear_multi(clear_cols);
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}
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void GPU_clear_color(float red, float green, float blue, float alpha)
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{
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float clear_col[4] = {red, green, blue, alpha};
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Context::get()->active_fb->clear(GPU_COLOR_BIT, clear_col, 0.0f, 0x0);
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}
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void GPU_clear_depth(float depth)
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{
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float clear_col[4] = {0};
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Context::get()->active_fb->clear(GPU_DEPTH_BIT, clear_col, depth, 0x0);
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}
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void GPU_framebuffer_read_depth(
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GPUFrameBuffer *gpu_fb, int x, int y, int w, int h, eGPUDataFormat format, void *data)
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{
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int rect[4] = {x, y, w, h};
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unwrap(gpu_fb)->read(GPU_DEPTH_BIT, format, rect, 1, 1, data);
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}
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void GPU_framebuffer_read_color(GPUFrameBuffer *gpu_fb,
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int x,
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int y,
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int w,
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int h,
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int channels,
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int slot,
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eGPUDataFormat format,
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void *data)
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{
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int rect[4] = {x, y, w, h};
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unwrap(gpu_fb)->read(GPU_COLOR_BIT, format, rect, channels, slot, data);
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}
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/* TODO(fclem): rename to read_color. */
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void GPU_frontbuffer_read_pixels(
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int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data)
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{
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int rect[4] = {x, y, w, h};
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Context::get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data);
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}
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/* TODO(fclem): port as texture operation. */
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void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
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int read_slot,
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GPUFrameBuffer *gpufb_write,
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int write_slot,
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eGPUFrameBufferBits blit_buffers)
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{
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FrameBuffer *fb_read = unwrap(gpufb_read);
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FrameBuffer *fb_write = unwrap(gpufb_write);
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BLI_assert(blit_buffers != 0);
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FrameBuffer *prev_fb = Context::get()->active_fb;
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#ifndef NDEBUG
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GPUTexture *read_tex, *write_tex;
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if (blit_buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
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read_tex = fb_read->depth_tex();
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write_tex = fb_write->depth_tex();
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}
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else {
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read_tex = fb_read->color_tex(read_slot);
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write_tex = fb_write->color_tex(write_slot);
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}
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if (blit_buffers & GPU_DEPTH_BIT) {
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BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
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BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
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}
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if (blit_buffers & GPU_STENCIL_BIT) {
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BLI_assert(GPU_texture_stencil(read_tex) && GPU_texture_stencil(write_tex));
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BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
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}
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#endif
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fb_read->blit_to(blit_buffers, read_slot, fb_write, write_slot, 0, 0);
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/* FIXME(@fclem): sRGB is not saved. */
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prev_fb->bind(true);
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}
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void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
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int max_lvl,
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void (*callback)(void *userData, int level),
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void *userData)
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{
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unwrap(gpu_fb)->recursive_downsample(max_lvl, callback, userData);
|
|
}
|
|
|
|
#ifndef GPU_NO_USE_PY_REFERENCES
|
|
void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb)
|
|
{
|
|
return unwrap(gpu_fb)->py_ref;
|
|
}
|
|
|
|
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref)
|
|
{
|
|
BLI_assert(py_ref == nullptr || unwrap(gpu_fb)->py_ref == nullptr);
|
|
unwrap(gpu_fb)->py_ref = py_ref;
|
|
}
|
|
#endif
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Frame-Buffer Stack
|
|
*
|
|
* Keeps track of frame-buffer binding operation to restore previously bound frame-buffers.
|
|
* \{ */
|
|
|
|
#define FRAMEBUFFER_STACK_DEPTH 16
|
|
|
|
static struct {
|
|
GPUFrameBuffer *framebuffers[FRAMEBUFFER_STACK_DEPTH];
|
|
uint top;
|
|
} FrameBufferStack = {{nullptr}};
|
|
|
|
void GPU_framebuffer_push(GPUFrameBuffer *fb)
|
|
{
|
|
BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
|
|
FrameBufferStack.framebuffers[FrameBufferStack.top] = fb;
|
|
FrameBufferStack.top++;
|
|
}
|
|
|
|
GPUFrameBuffer *GPU_framebuffer_pop()
|
|
{
|
|
BLI_assert(FrameBufferStack.top > 0);
|
|
FrameBufferStack.top--;
|
|
return FrameBufferStack.framebuffers[FrameBufferStack.top];
|
|
}
|
|
|
|
uint GPU_framebuffer_stack_level_get()
|
|
{
|
|
return FrameBufferStack.top;
|
|
}
|
|
|
|
#undef FRAMEBUFFER_STACK_DEPTH
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name GPUOffScreen
|
|
*
|
|
* Container that holds a frame-buffer and its textures.
|
|
* Might be bound to multiple contexts.
|
|
* \{ */
|
|
|
|
#define MAX_CTX_FB_LEN 3
|
|
|
|
struct GPUOffScreen {
|
|
struct {
|
|
Context *ctx;
|
|
GPUFrameBuffer *fb;
|
|
} framebuffers[MAX_CTX_FB_LEN];
|
|
|
|
GPUTexture *color;
|
|
GPUTexture *depth;
|
|
};
|
|
|
|
/**
|
|
* Returns the correct frame-buffer for the current context.
|
|
*/
|
|
static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs)
|
|
{
|
|
Context *ctx = Context::get();
|
|
BLI_assert(ctx);
|
|
|
|
for (auto &framebuffer : ofs->framebuffers) {
|
|
if (framebuffer.fb == nullptr) {
|
|
framebuffer.ctx = ctx;
|
|
GPU_framebuffer_ensure_config(&framebuffer.fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(ofs->depth),
|
|
GPU_ATTACHMENT_TEXTURE(ofs->color),
|
|
});
|
|
}
|
|
|
|
if (framebuffer.ctx == ctx) {
|
|
return framebuffer.fb;
|
|
}
|
|
}
|
|
|
|
/* List is full, this should never happen or
|
|
* it might just slow things down if it happens
|
|
* regularly. In this case we just empty the list
|
|
* and start over. This is most likely never going
|
|
* to happen under normal usage. */
|
|
BLI_assert(0);
|
|
printf(
|
|
"Warning: GPUOffscreen used in more than 3 GPUContext. "
|
|
"This may create performance drop.\n");
|
|
|
|
for (auto &framebuffer : ofs->framebuffers) {
|
|
GPU_framebuffer_free(framebuffer.fb);
|
|
framebuffer.fb = nullptr;
|
|
}
|
|
|
|
return gpu_offscreen_fb_get(ofs);
|
|
}
|
|
|
|
GPUOffScreen *GPU_offscreen_create(
|
|
int width, int height, bool depth, eGPUTextureFormat format, char err_out[256])
|
|
{
|
|
GPUOffScreen *ofs = MEM_cnew<GPUOffScreen>(__func__);
|
|
|
|
/* Sometimes areas can have 0 height or width and this will
|
|
* create a 1D texture which we don't want. */
|
|
height = max_ii(1, height);
|
|
width = max_ii(1, width);
|
|
|
|
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
|
|
ofs->color = GPU_texture_create_2d_ex("ofs_color", width, height, 1, format, usage, nullptr);
|
|
|
|
if (depth) {
|
|
ofs->depth = GPU_texture_create_2d_ex(
|
|
"ofs_depth", width, height, 1, GPU_DEPTH24_STENCIL8, usage, nullptr);
|
|
}
|
|
|
|
if ((depth && !ofs->depth) || !ofs->color) {
|
|
const char error[] = "GPUTexture: Texture allocation failed.";
|
|
if (err_out) {
|
|
BLI_snprintf(err_out, 256, error);
|
|
}
|
|
else {
|
|
fprintf(stderr, error);
|
|
}
|
|
GPU_offscreen_free(ofs);
|
|
return nullptr;
|
|
}
|
|
|
|
GPUFrameBuffer *fb = gpu_offscreen_fb_get(ofs);
|
|
|
|
/* check validity at the very end! */
|
|
if (!GPU_framebuffer_check_valid(fb, err_out)) {
|
|
GPU_offscreen_free(ofs);
|
|
return nullptr;
|
|
}
|
|
GPU_framebuffer_restore();
|
|
return ofs;
|
|
}
|
|
|
|
void GPU_offscreen_free(GPUOffScreen *ofs)
|
|
{
|
|
for (auto &framebuffer : ofs->framebuffers) {
|
|
if (framebuffer.fb) {
|
|
GPU_framebuffer_free(framebuffer.fb);
|
|
}
|
|
}
|
|
if (ofs->color) {
|
|
GPU_texture_free(ofs->color);
|
|
}
|
|
if (ofs->depth) {
|
|
GPU_texture_free(ofs->depth);
|
|
}
|
|
|
|
MEM_freeN(ofs);
|
|
}
|
|
|
|
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
|
|
{
|
|
if (save) {
|
|
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
|
|
GPU_framebuffer_push(fb);
|
|
}
|
|
unwrap(gpu_offscreen_fb_get(ofs))->bind(false);
|
|
}
|
|
|
|
void GPU_offscreen_unbind(GPUOffScreen * /*ofs*/, bool restore)
|
|
{
|
|
GPUFrameBuffer *fb = nullptr;
|
|
if (restore) {
|
|
fb = GPU_framebuffer_pop();
|
|
}
|
|
|
|
if (fb) {
|
|
GPU_framebuffer_bind(fb);
|
|
}
|
|
else {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
}
|
|
|
|
void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
|
|
{
|
|
Context *ctx = Context::get();
|
|
FrameBuffer *ofs_fb = unwrap(gpu_offscreen_fb_get(ofs));
|
|
ofs_fb->blit_to(GPU_COLOR_BIT, 0, ctx->active_fb, 0, x, y);
|
|
}
|
|
|
|
void GPU_offscreen_read_pixels_region(
|
|
GPUOffScreen *ofs, eGPUDataFormat format, int x, int y, int w, int h, void *r_pixels)
|
|
{
|
|
BLI_assert(ELEM(format, GPU_DATA_UBYTE, GPU_DATA_FLOAT));
|
|
BLI_assert(x >= 0 && y >= 0 && w > 0 && h > 0);
|
|
BLI_assert(x + w <= GPU_texture_width(ofs->color));
|
|
BLI_assert(y + h <= GPU_texture_height(ofs->color));
|
|
|
|
GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
|
|
GPU_framebuffer_read_color(ofs_fb, x, y, w, h, 4, 0, format, r_pixels);
|
|
}
|
|
|
|
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *r_pixels)
|
|
{
|
|
BLI_assert(ELEM(format, GPU_DATA_UBYTE, GPU_DATA_FLOAT));
|
|
|
|
const int w = GPU_texture_width(ofs->color);
|
|
const int h = GPU_texture_height(ofs->color);
|
|
|
|
GPU_offscreen_read_pixels_region(ofs, format, 0, 0, w, h, r_pixels);
|
|
}
|
|
|
|
int GPU_offscreen_width(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_width(ofs->color);
|
|
}
|
|
|
|
int GPU_offscreen_height(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_height(ofs->color);
|
|
}
|
|
|
|
GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs)
|
|
{
|
|
return ofs->color;
|
|
}
|
|
|
|
void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
|
|
GPUFrameBuffer **r_fb,
|
|
GPUTexture **r_color,
|
|
GPUTexture **r_depth)
|
|
{
|
|
*r_fb = gpu_offscreen_fb_get(ofs);
|
|
*r_color = ofs->color;
|
|
*r_depth = ofs->depth;
|
|
}
|
|
|
|
/** \} */
|