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blender-archive/source/blender/gpu/intern/gpu_framebuffer.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
static ThreadLocal(GLuint) g_currentfb;
/* Number of maximum output slots.
* We support 5 outputs for now (usually we wouldn't need more to preserve fill rate) */
#define GPU_FB_MAX_SLOTS 5
struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex[GPU_FB_MAX_SLOTS];
GPUTexture *depthtex;
};
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
const char *err = "unknown";
#define format_status(X) \
case GL_FRAMEBUFFER_##X: err = "GL_FRAMEBUFFER_"#X; \
break;
switch (status) {
/* success */
format_status(COMPLETE)
/* errors shared by OpenGL desktop & ES */
format_status(INCOMPLETE_ATTACHMENT)
format_status(INCOMPLETE_MISSING_ATTACHMENT)
format_status(UNSUPPORTED)
#if 0 /* for OpenGL ES only */
format_status(INCOMPLETE_DIMENSIONS)
#else /* for desktop GL only */
format_status(INCOMPLETE_DRAW_BUFFER)
format_status(INCOMPLETE_READ_BUFFER)
format_status(INCOMPLETE_MULTISAMPLE)
format_status(UNDEFINED)
#endif
}
#undef format_status
if (err_out) {
BLI_snprintf(err_out, 256, format, err);
}
else {
fprintf(stderr, format, err);
}
}
/* GPUFrameBuffer */
GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffers(1, &fb->object);
if (!fb->object) {
fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed.\n");
GPU_framebuffer_free(fb);
return NULL;
}
/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fb;
}
bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
{
GLenum attachment;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr,
"Attaching to index %d framebuffer slot unsupported. "
"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
return false;
}
if ((G.debug & G_DEBUG)) {
if (GPU_texture_bound_number(tex) != -1) {
fprintf(stderr,
"Feedback loop warning!: "
"Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n");
}
}
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
g_currentfb = fb->object;
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
else if (GPU_texture_depth(tex))
attachment = GL_DEPTH_ATTACHMENT;
else
attachment = GL_COLOR_ATTACHMENT0 + slot;
glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), mip);
if (GPU_texture_depth(tex))
fb->depthtex = tex;
else
fb->colortex[slot] = tex;
GPU_texture_framebuffer_set(tex, fb, slot);
return true;
}
static bool gpu_framebuffer_texture_layer_attach_ex(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip, bool cubemap)
{
GLenum attachment;
GLenum facetarget;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr,
"Attaching to index %d framebuffer slot unsupported. "
"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
return false;
}
if ((G.debug & G_DEBUG)) {
if (GPU_texture_bound_number(tex) != -1) {
fprintf(stderr,
"Feedback loop warning!: "
"Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n");
}
}
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
g_currentfb = fb->object;
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
else if (GPU_texture_depth(tex))
attachment = GL_DEPTH_ATTACHMENT;
else
attachment = GL_COLOR_ATTACHMENT0 + slot;
if (cubemap) {
facetarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, facetarget, GPU_texture_opengl_bindcode(tex), mip);
}
else {
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), mip, layer);
}
if (GPU_texture_depth(tex))
fb->depthtex = tex;
else
fb->colortex[slot] = tex;
GPU_texture_framebuffer_set(tex, fb, slot);
return true;
}
bool GPU_framebuffer_texture_layer_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
{
return gpu_framebuffer_texture_layer_attach_ex(fb, tex, slot, layer, mip, false);
}
bool GPU_framebuffer_texture_cubeface_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
{
BLI_assert(GPU_texture_target(tex) == GL_TEXTURE_CUBE_MAP);
return gpu_framebuffer_texture_layer_attach_ex(fb, tex, slot, face, mip, true);
}
void GPU_framebuffer_texture_detach(GPUTexture *tex)
{
GLenum attachment;
GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
int fb_attachment = GPU_texture_framebuffer_attachment(tex);
if (!fb)
return;
if (g_currentfb != fb->object) {
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
g_currentfb = fb->object;
}
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
fb->depthtex = NULL;
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
}
else if (GPU_texture_depth(tex)) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT;
}
else {
BLI_assert(fb->colortex[fb_attachment] == tex);
fb->colortex[fb_attachment] = NULL;
attachment = GL_COLOR_ATTACHMENT0 + fb_attachment;
}
glFramebufferTexture(GL_FRAMEBUFFER, attachment, 0, 0);
GPU_texture_framebuffer_set(tex, NULL, -1);
}
void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
{
GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
int fb_attachment = GPU_texture_framebuffer_attachment(tex);
if (!fb) {
fprintf(stderr, "Error, texture not bound to framebuffer!\n");
return;
}
/* push attributes */
gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
if (GPU_texture_depth(tex)) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
else {
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
glReadBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
}
if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
glEnable(GL_MULTISAMPLE);
}
/* set default viewport */
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
g_currentfb = fb->object;
}
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
int numslots = 0, i;
GLenum attachments[GPU_FB_MAX_SLOTS];
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!\n");
return;
}
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
numslots++;
}
}
/* push attributes */
gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffers(numslots, attachments);
glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
/* set default viewport */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
g_currentfb = fb->object;
}
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
{
int numslots = 0, i;
GLenum attachments[GPU_FB_MAX_SLOTS];
GLenum readattachement = 0;
GPUTexture *tex;
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
tex = fb->colortex[i];
if (!readattachement)
readattachement = GL_COLOR_ATTACHMENT0 + i;
numslots++;
}
}
/* bind framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
if (numslots == 0) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
tex = fb->depthtex;
}
else {
/* last bound prevails here, better allow explicit control here too */
glDrawBuffers(numslots, attachments);
glReadBuffer(readattachement);
}
if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
glEnable(GL_MULTISAMPLE);
}
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
g_currentfb = fb->object;
}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
/* Restore attributes. */
gpuPopAttrib();
}
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
{
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0 + slot);
glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
g_currentfb = fb->object;
}
bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
{
return fb->object == g_currentfb;
}
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
g_currentfb = fb->object;
/* On macOS glDrawBuffer must be set when checking completeness,
* otherwise it will return GL_FRAMEBUFFER_UNSUPPORTED when only a
* color buffer without depth is used. */
if (fb->colortex[0]) {
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
GPU_framebuffer_restore();
gpu_print_framebuffer_error(status, err_out);
return false;
}
return true;
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
int i;
if (fb->depthtex)
GPU_framebuffer_texture_detach(fb->depthtex);
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
GPU_framebuffer_texture_detach(fb->colortex[i]);
}
}
if (fb->object) {
glDeleteFramebuffers(1, &fb->object);
if (g_currentfb == fb->object) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
g_currentfb = 0;
}
}
MEM_freeN(fb);
}
unsigned int GPU_framebuffer_current_get(void)
{
return g_currentfb;
}
void GPU_framebuffer_restore(void)
{
if (g_currentfb != 0) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
g_currentfb = 0;
}
}
void GPU_framebuffer_blit(
GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write,
int write_slot, bool use_depth, bool use_stencil)
{
GPUTexture *read_tex = (use_depth || use_stencil) ? fb_read->depthtex : fb_read->colortex[read_slot];
GPUTexture *write_tex = (use_depth || use_stencil) ? fb_write->depthtex : fb_write->colortex[write_slot];
int read_attach = (use_depth) ? GL_DEPTH_ATTACHMENT :
(use_stencil) ? GL_DEPTH_STENCIL_ATTACHMENT :
GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(read_tex);
int write_attach = (use_depth) ? GL_DEPTH_ATTACHMENT :
(use_stencil) ? GL_DEPTH_STENCIL_ATTACHMENT :
GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(write_tex);
int read_bind = GPU_texture_opengl_bindcode(read_tex);
int write_bind = GPU_texture_opengl_bindcode(write_tex);
const int read_w = GPU_texture_width(read_tex);
const int read_h = GPU_texture_height(read_tex);
const int write_w = GPU_texture_width(write_tex);
const int write_h = GPU_texture_height(write_tex);
/* Never both! */
BLI_assert(!(use_depth && use_stencil));
if (use_depth) {
BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
else if (use_stencil) {
BLI_assert(GPU_texture_stencil(read_tex) && GPU_texture_stencil(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
/* read from multi-sample buffer */
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
glFramebufferTexture2D(
GL_READ_FRAMEBUFFER, read_attach,
GPU_texture_target(read_tex), read_bind, 0);
BLI_assert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
/* write into new single-sample buffer */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
glFramebufferTexture2D(
GL_DRAW_FRAMEBUFFER, write_attach,
GPU_texture_target(write_tex), write_bind, 0);
BLI_assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glDrawBuffer((use_depth || use_stencil) ? GL_COLOR_ATTACHMENT0 : read_attach);
glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h,
(use_depth) ? GL_DEPTH_BUFFER_BIT :
(use_stencil) ? GL_STENCIL_BUFFER_BIT :
GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* Restore previous framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, g_currentfb);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
/**
* Use this if you need to custom downsample your texture and use the previous mip level as input.
* This function only takes care of the correct texture handling. It execute the callback for each texture level.
**/
void GPU_framebuffer_recursive_downsample(
GPUFrameBuffer *fb, GPUTexture *tex, int num_iter, void (*callback)(void *userData, int level), void *userData)
{
int i;
int current_dim[2] = {GPU_texture_width(tex), GPU_texture_height(tex)};
GLenum attachment;
/* Manually setup framebuffer to not use GPU_texture_framebuffer_set() */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
g_currentfb = fb->object;
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
else if (GPU_texture_depth(tex))
attachment = GL_DEPTH_ATTACHMENT;
else
attachment = GL_COLOR_ATTACHMENT0;
/* last bound prevails here, better allow explicit control here too */
if (GPU_texture_depth(tex)) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
else {
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
for (i = 1; i < num_iter + 1; i++) {
/* calculate next viewport size */
current_dim[0] /= 2;
current_dim[1] /= 2;
if (current_dim[0] <= 2 && current_dim[1] <= 2) {
/* Cannot reduce further. */
break;
}
/* ensure that the viewport size is always at least 1x1 */
CLAMP_MIN(current_dim[0], 1);
CLAMP_MIN(current_dim[1], 1);
glViewport(0, 0, current_dim[0], current_dim[1]);
/* bind next level for rendering but first restrict fetches only to previous level */
GPU_texture_bind(tex, 0);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i - 1);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
GPU_texture_unbind(tex);
glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), i);
callback(userData, i);
}
glFramebufferTexture(GL_FRAMEBUFFER, attachment, 0, 0);
/* reset mipmap level range for the depth image */
GPU_texture_bind(tex, 0);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
GPU_texture_unbind(tex);
}
/* GPUOffScreen */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
};
GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256])
{
GPUOffScreen *ofs;
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->fb = GPU_framebuffer_create();
if (!ofs->fb) {
GPU_offscreen_free(ofs);
return NULL;
}
if (samples) {
if (!GLEW_ARB_texture_multisample ||
/* This is required when blitting from a multi-sampled buffers,
* even though we're not scaling. */
!GLEW_EXT_framebuffer_multisample_blit_scaled)
{
samples = 0;
}
}
if (depth) {
ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
if (!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
}
if (high_bitdepth) {
ofs->color = GPU_texture_create_2D_custom_multisample(width, height, 4, GPU_RGBA16F, NULL, samples, err_out);
}
else {
ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, samples, err_out);
}
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
if (ofs->fb)
GPU_framebuffer_free(ofs->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)
{
glDisable(GL_SCISSOR_TEST);
if (save)
GPU_texture_bind_as_framebuffer(ofs->color);
else {
GPU_framebuffer_bind_no_save(ofs->fb, 0);
}
}
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
{
if (restore)
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
{
const int w = GPU_texture_width(ofs->color);
const int h = GPU_texture_height(ofs->color);
if (GPU_texture_target(ofs->color) == GL_TEXTURE_2D_MULTISAMPLE) {
/* For a multi-sample texture,
* we need to create an intermediate buffer to blit to,
* before its copied using 'glReadPixels' */
/* not needed since 'ofs' needs to be bound to the framebuffer already */
// #define USE_FBO_CTX_SWITCH
GLuint fbo_blit = 0;
GLuint tex_blit = 0;
GLenum status;
/* create texture for new 'fbo_blit' */
glGenTextures(1, &tex_blit);
if (!tex_blit) {
goto finally;
}
glBindTexture(GL_TEXTURE_2D, tex_blit);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, type, 0);
#ifdef USE_FBO_CTX_SWITCH
/* read from multi-sample buffer */
glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->color->fb->object);
glFramebufferTexture2D(
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + ofs->color->fb_attachment,
GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
#endif
/* write into new single-sample buffer */
glGenFramebuffers(1, &fbo_blit);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
glFramebufferTexture2D(
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_blit, 0);
status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
/* perform the copy */
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* read the results */
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_blit);
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
#ifdef USE_FBO_CTX_SWITCH
/* restore the original frame-bufer */
glBindFramebuffer(GL_FRAMEBUFFER, ofs->color->fb->object);
#undef USE_FBO_CTX_SWITCH
#endif
finally:
/* cleanup */
if (tex_blit) {
glDeleteTextures(1, &tex_blit);
}
if (fbo_blit) {
glDeleteFramebuffers(1, &fbo_blit);
}
}
else {
glReadPixels(0, 0, w, h, GL_RGBA, type, 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;
}
/* only to be used by viewport code! */
void GPU_offscreen_viewport_data_get(
GPUOffScreen *ofs,
GPUFrameBuffer **r_fb, GPUTexture **r_color, GPUTexture **r_depth)
{
*r_fb = ofs->fb;
*r_color = ofs->color;
*r_depth = ofs->depth;
}