974 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			974 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			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 "BLI_math_base.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"
 | |
| 
 | |
| #include "gpu_private.h"
 | |
| #include "gpu_context_private.h"
 | |
| 
 | |
| typedef enum {
 | |
| 	GPU_FB_DEPTH_ATTACHMENT = 0,
 | |
| 	GPU_FB_DEPTH_STENCIL_ATTACHMENT,
 | |
| 	GPU_FB_COLOR_ATTACHMENT0,
 | |
| 	GPU_FB_COLOR_ATTACHMENT1,
 | |
| 	GPU_FB_COLOR_ATTACHMENT2,
 | |
| 	GPU_FB_COLOR_ATTACHMENT3,
 | |
| 	GPU_FB_COLOR_ATTACHMENT4,
 | |
| 	/* Number of maximum output slots.
 | |
| 	 * We support 5 outputs for now (usually we wouldn't need more to preserve fill rate). */
 | |
| 	/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
 | |
| 	 * the maximum number of COLOR attachments specified by glDrawBuffers. */
 | |
| 	GPU_FB_MAX_ATTACHEMENT
 | |
| } GPUAttachmentType;
 | |
| 
 | |
| #define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0)
 | |
| 
 | |
| #define GPU_FB_DIRTY_DRAWBUFFER (1 << 15)
 | |
| 
 | |
| #define GPU_FB_ATTACHEMENT_IS_DIRTY(flag, type) ((flag & (1 << type)) != 0)
 | |
| #define GPU_FB_ATTACHEMENT_SET_DIRTY(flag, type) (flag |= (1 << type))
 | |
| 
 | |
| struct GPUFrameBuffer {
 | |
| 	GPUContext *ctx;
 | |
| 	GLuint object;
 | |
| 	GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
 | |
| 	uint16_t dirty_flag;
 | |
| 	int width, height;
 | |
| 	bool multisample;
 | |
| 	/* TODO Check that we always use the right context when binding
 | |
| 	 * (FBOs are not shared across ogl contexts). */
 | |
| 	// void *ctx;
 | |
| };
 | |
| 
 | |
| static GLenum convert_attachment_type_to_gl(GPUAttachmentType type)
 | |
| {
 | |
| 	static const GLenum table[] = {
 | |
| 		[GPU_FB_DEPTH_ATTACHMENT] = GL_DEPTH_ATTACHMENT,
 | |
| 		[GPU_FB_DEPTH_STENCIL_ATTACHMENT] = GL_DEPTH_STENCIL_ATTACHMENT,
 | |
| 		[GPU_FB_COLOR_ATTACHMENT0] = GL_COLOR_ATTACHMENT0,
 | |
| 		[GPU_FB_COLOR_ATTACHMENT1] = GL_COLOR_ATTACHMENT1,
 | |
| 		[GPU_FB_COLOR_ATTACHMENT2] = GL_COLOR_ATTACHMENT2,
 | |
| 		[GPU_FB_COLOR_ATTACHMENT3] = GL_COLOR_ATTACHMENT3,
 | |
| 		[GPU_FB_COLOR_ATTACHMENT4] = GL_COLOR_ATTACHMENT4
 | |
| 	};
 | |
| 	return table[type];
 | |
| }
 | |
| 
 | |
| static GPUAttachmentType attachment_type_from_tex(GPUTexture *tex, int slot)
 | |
| {
 | |
| 	switch (GPU_texture_format(tex)) {
 | |
| 		case GPU_DEPTH_COMPONENT32F:
 | |
| 		case GPU_DEPTH_COMPONENT24:
 | |
| 		case GPU_DEPTH_COMPONENT16:
 | |
| 			return GPU_FB_DEPTH_ATTACHMENT;
 | |
| 		case GPU_DEPTH24_STENCIL8:
 | |
| 		case GPU_DEPTH32F_STENCIL8:
 | |
| 			return GPU_FB_DEPTH_STENCIL_ATTACHMENT;
 | |
| 		default:
 | |
| 			return GPU_FB_COLOR_ATTACHMENT0 + slot;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static GLenum convert_buffer_bits_to_gl(GPUFrameBufferBits 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;
 | |
| }
 | |
| 
 | |
| static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex)
 | |
| 		return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
 | |
| 	else
 | |
| 		return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
 | |
| }
 | |
| 
 | |
| static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot)
 | |
| {
 | |
| 	return fb->attachments[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void gpu_framebuffer_module_init(void)
 | |
| {
 | |
| }
 | |
| 
 | |
| void gpu_framebuffer_module_exit(void)
 | |
| {
 | |
| }
 | |
| 
 | |
| GPUFrameBuffer *GPU_framebuffer_active_get(void)
 | |
| {
 | |
| 	GPUContext *ctx = GPU_context_active_get();
 | |
| 	if (ctx) {
 | |
| 		return gpu_context_active_framebuffer_get(ctx);
 | |
| 	}
 | |
| 	else {
 | |
| 		return 0;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void gpu_framebuffer_current_set(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	GPUContext *ctx = GPU_context_active_get();
 | |
| 	if (ctx) {
 | |
| 		gpu_context_active_framebuffer_set(ctx, fb);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /* GPUFrameBuffer */
 | |
| 
 | |
| GPUFrameBuffer *GPU_framebuffer_create(void)
 | |
| {
 | |
| 	/* We generate the FB object later at first use in order to
 | |
| 	 * create the framebuffer in the right opengl context. */
 | |
| 	return MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
 | |
| }
 | |
| 
 | |
| static void gpu_framebuffer_init(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	fb->object = GPU_fbo_alloc();
 | |
| 	fb->ctx = GPU_context_active_get();
 | |
| 	gpu_context_add_framebuffer(fb->ctx, fb);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_free(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; type++) {
 | |
| 		if (fb->attachments[type].tex != NULL) {
 | |
| 			GPU_framebuffer_texture_detach(fb, fb->attachments[type].tex);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (fb->object != 0) {
 | |
| 		/* This restores the framebuffer if it was bound */
 | |
| 		GPU_fbo_free(fb->object, fb->ctx);
 | |
| 		gpu_context_remove_framebuffer(fb->ctx, fb);
 | |
| 	}
 | |
| 
 | |
| 	if (GPU_framebuffer_active_get() == fb) {
 | |
| 		gpu_framebuffer_current_set(NULL);
 | |
| 	}
 | |
| 
 | |
| 	MEM_freeN(fb);
 | |
| }
 | |
| 
 | |
| /* ---------- Attach ----------- */
 | |
| 
 | |
| static void gpu_framebuffer_texture_attach_ex(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
 | |
| {
 | |
| 	if (slot >= GPU_FB_MAX_COLOR_ATTACHMENT) {
 | |
| 		fprintf(stderr,
 | |
| 		        "Attaching to index %d framebuffer slot unsupported. "
 | |
| 		        "Use at most %d\n", slot, GPU_FB_MAX_COLOR_ATTACHMENT);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	GPUAttachmentType type = attachment_type_from_tex(tex, slot);
 | |
| 	GPUAttachment *attachment = &fb->attachments[type];
 | |
| 
 | |
| 	if ((attachment->tex == tex) &&
 | |
| 	    (attachment->mip == mip) &&
 | |
| 	    (attachment->layer == layer))
 | |
| 	{
 | |
| 		return; /* Exact same texture already bound here. */
 | |
| 	}
 | |
| 	else if (attachment->tex != NULL) {
 | |
| 		GPU_framebuffer_texture_detach(fb, attachment->tex);
 | |
| 	}
 | |
| 
 | |
| 	if (attachment->tex == NULL) {
 | |
| 		GPU_texture_attach_framebuffer(tex, fb, type);
 | |
| 	}
 | |
| 
 | |
| 	attachment->tex = tex;
 | |
| 	attachment->mip = mip;
 | |
| 	attachment->layer = layer;
 | |
| 	GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
 | |
| {
 | |
| 	gpu_framebuffer_texture_attach_ex(fb, tex, slot, -1, mip);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_texture_layer_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
 | |
| {
 | |
| 	/* NOTE: We could support 1D ARRAY texture. */
 | |
| 	BLI_assert(GPU_texture_target(tex) == GL_TEXTURE_2D_ARRAY);
 | |
| 	gpu_framebuffer_texture_attach_ex(fb, tex, slot, layer, mip);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_texture_cubeface_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
 | |
| {
 | |
| 	BLI_assert(GPU_texture_cube(tex));
 | |
| 	gpu_framebuffer_texture_attach_ex(fb, tex, slot, face, mip);
 | |
| }
 | |
| 
 | |
| /* ---------- Detach ----------- */
 | |
| 
 | |
| void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, GPUTexture *tex, int type)
 | |
| {
 | |
| 	GPUAttachment *attachment = &fb->attachments[type];
 | |
| 
 | |
| 	if (attachment->tex != tex) {
 | |
| 		fprintf(stderr,
 | |
| 		        "Warning, attempting to detach Texture %p from framebuffer %p "
 | |
| 		        "but texture is not attached.\n", tex, fb);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	attachment->tex = NULL;
 | |
| 	GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
 | |
| {
 | |
| 	GPUAttachmentType type = GPU_texture_detach_framebuffer(tex, fb);
 | |
| 	GPU_framebuffer_texture_detach_slot(fb, tex, type);
 | |
| }
 | |
| 
 | |
| /* ---------- Config (Attach & Detach) ----------- */
 | |
| 
 | |
| /**
 | |
|  * 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)
 | |
| {
 | |
| 	if (config[0].tex) {
 | |
| 		BLI_assert(GPU_texture_depth(config[0].tex));
 | |
| 		gpu_framebuffer_texture_attach_ex(fb, config[0].tex, 0, config[0].layer, config[0].mip);
 | |
| 	}
 | |
| 	else if (config[0].mip == -1) {
 | |
| 		/* Leave texture attached */
 | |
| 	}
 | |
| 	else if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex != NULL) {
 | |
| 		GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex);
 | |
| 	}
 | |
| 	else if (fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex != NULL) {
 | |
| 		GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
 | |
| 	}
 | |
| 
 | |
| 	int slot = 0;
 | |
| 	for (int i = 1; i < config_len; ++i, ++slot) {
 | |
| 		if (config[i].tex != NULL) {
 | |
| 			BLI_assert(GPU_texture_depth(config[i].tex) == false);
 | |
| 			gpu_framebuffer_texture_attach_ex(fb, config[i].tex, slot, config[i].layer, config[i].mip);
 | |
| 		}
 | |
| 		else if (config[i].mip != -1) {
 | |
| 			GPUTexture *tex = framebuffer_get_color_tex(fb, slot);
 | |
| 			if (tex != NULL) {
 | |
| 				GPU_framebuffer_texture_detach(fb, tex);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /* ---------- Bind / Restore ----------- */
 | |
| 
 | |
| static void gpu_framebuffer_attachment_attach(GPUAttachment *attach, GPUAttachmentType attach_type)
 | |
| {
 | |
| 	int tex_bind = GPU_texture_opengl_bindcode(attach->tex);
 | |
| 	GLenum gl_attachment = convert_attachment_type_to_gl(attach_type);
 | |
| 
 | |
| 	if (attach->layer > -1) {
 | |
| 		if (GPU_texture_cube(attach->tex)) {
 | |
| 			glFramebufferTexture2D(
 | |
| 			        GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer,
 | |
| 			        tex_bind, attach->mip);
 | |
| 		}
 | |
| 		else {
 | |
| 			glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip, attach->layer);
 | |
| 		}
 | |
| 	}
 | |
| 	else {
 | |
| 		glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void gpu_framebuffer_attachment_detach(GPUAttachment *UNUSED(attachment), GPUAttachmentType attach_type)
 | |
| {
 | |
| 	GLenum gl_attachment = convert_attachment_type_to_gl(attach_type);
 | |
| 	glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
 | |
| }
 | |
| 
 | |
| static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
 | |
| 	int numslots = 0;
 | |
| 
 | |
| 	BLI_assert(GPU_framebuffer_active_get() == fb);
 | |
| 
 | |
| 	/* Update attachments */
 | |
| 	for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
 | |
| 
 | |
| 		if (type >= GPU_FB_COLOR_ATTACHMENT0) {
 | |
| 			if (fb->attachments[type].tex) {
 | |
| 				gl_attachments[numslots] = convert_attachment_type_to_gl(type);
 | |
| 			}
 | |
| 			else {
 | |
| 				gl_attachments[numslots] = GL_NONE;
 | |
| 			}
 | |
| 			numslots++;
 | |
| 		}
 | |
| 
 | |
| 		if (GPU_FB_ATTACHEMENT_IS_DIRTY(fb->dirty_flag, type) == false) {
 | |
| 			continue;
 | |
| 		}
 | |
| 		else if (fb->attachments[type].tex != NULL) {
 | |
| 			gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
 | |
| 
 | |
| 			fb->multisample = (GPU_texture_samples(fb->attachments[type].tex) > 0);
 | |
| 			fb->width = GPU_texture_width(fb->attachments[type].tex);
 | |
| 			fb->height = GPU_texture_height(fb->attachments[type].tex);
 | |
| 		}
 | |
| 		else {
 | |
| 			gpu_framebuffer_attachment_detach(&fb->attachments[type], type);
 | |
| 		}
 | |
| 	}
 | |
| 	fb->dirty_flag = 0;
 | |
| 
 | |
| 	/* Update draw buffers (color targets)
 | |
| 	 * This state is saved in the FBO */
 | |
| 	if (numslots)
 | |
| 		glDrawBuffers(numslots, gl_attachments);
 | |
| 	else
 | |
| 		glDrawBuffer(GL_NONE);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Hack to solve the problem of some bugged AMD GPUs (see `GPU_unused_fb_slot_workaround`).
 | |
|  * If there is an empty color slot between the color slots,
 | |
|  * all textures after this slot are apparently skipped/discarded.
 | |
|  **/
 | |
| static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
 | |
| 	int dummy_tex = 0;
 | |
| 
 | |
| 	BLI_assert(GPU_framebuffer_active_get() == fb);
 | |
| 
 | |
| 	/* Update attachments */
 | |
| 	for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT; type--;) {
 | |
| 		GPUTexture *tex = fb->attachments[type].tex;
 | |
| 
 | |
| 		if (type >= GPU_FB_COLOR_ATTACHMENT0) {
 | |
| 			int slot = type - GPU_FB_COLOR_ATTACHMENT0;
 | |
| 			if (tex != NULL || (dummy_tex != 0)) {
 | |
| 				gl_attachments[slot] = convert_attachment_type_to_gl(type);
 | |
| 
 | |
| 				if (dummy_tex == 0) {
 | |
| 					dummy_tex = GPU_texture_opengl_bindcode(tex);
 | |
| 				}
 | |
| 			}
 | |
| 			else {
 | |
| 				gl_attachments[slot] = GL_NONE;
 | |
| 			}
 | |
| 		}
 | |
| 		else {
 | |
| 			dummy_tex = 0;
 | |
| 		}
 | |
| 
 | |
| 		if ((dummy_tex != 0) && tex == NULL) {
 | |
| 			/* Fill empty slot */
 | |
| 			glFramebufferTexture(GL_FRAMEBUFFER, convert_attachment_type_to_gl(type), dummy_tex, 0);
 | |
| 		}
 | |
| 		else if (GPU_FB_ATTACHEMENT_IS_DIRTY(fb->dirty_flag, type)) {
 | |
| 			if (tex != NULL) {
 | |
| 				gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
 | |
| 
 | |
| 				fb->multisample = (GPU_texture_samples(tex) > 0);
 | |
| 				fb->width = GPU_texture_width(tex);
 | |
| 				fb->height = GPU_texture_height(tex);
 | |
| 			}
 | |
| 			else {
 | |
| 				gpu_framebuffer_attachment_detach(&fb->attachments[type], type);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	fb->dirty_flag = 0;
 | |
| 
 | |
| 	/* Update draw buffers (color targets)
 | |
| 	 * This state is saved in the FBO */
 | |
| 	glDrawBuffers(GPU_FB_MAX_COLOR_ATTACHMENT, gl_attachments);
 | |
| }
 | |
| 
 | |
| 
 | |
| #define FRAMEBUFFER_STACK_DEPTH 16
 | |
| 
 | |
| static struct {
 | |
| 	GPUFrameBuffer *framebuffers[FRAMEBUFFER_STACK_DEPTH];
 | |
| 	uint top;
 | |
| } FrameBufferStack = {{0}};
 | |
| 
 | |
| static void gpuPushFrameBuffer(GPUFrameBuffer *fbo)
 | |
| {
 | |
| 	BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
 | |
| 	FrameBufferStack.framebuffers[FrameBufferStack.top] = fbo;
 | |
| 	FrameBufferStack.top++;
 | |
| }
 | |
| 
 | |
| static GPUFrameBuffer *gpuPopFrameBuffer(void)
 | |
| {
 | |
| 	BLI_assert(FrameBufferStack.top > 0);
 | |
| 	FrameBufferStack.top--;
 | |
| 	return FrameBufferStack.framebuffers[FrameBufferStack.top];
 | |
| }
 | |
| 
 | |
| #undef FRAMEBUFFER_STACK_DEPTH
 | |
| 
 | |
| 
 | |
| void GPU_framebuffer_bind(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	if (fb->object == 0)
 | |
| 		gpu_framebuffer_init(fb);
 | |
| 
 | |
| 	if (GPU_framebuffer_active_get() != fb)
 | |
| 		glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
 | |
| 
 | |
| 	gpu_framebuffer_current_set(fb);
 | |
| 
 | |
| 	if (fb->dirty_flag != 0) {
 | |
| 		if (GPU_unused_fb_slot_workaround()) {
 | |
| 			/* XXX: Please AMD, fix this. */
 | |
| 			gpu_framebuffer_update_attachments_and_fill_empty_slots(fb);
 | |
| 		}
 | |
| 		else {
 | |
| 			gpu_framebuffer_update_attachments(fb);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* TODO manually check for errors? */
 | |
| #if 0
 | |
| 	char err_out[256];
 | |
| 	if (!GPU_framebuffer_check_valid(fb, err_out)) {
 | |
| 		printf("Invalid %s\n", err_out);
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	if (fb->multisample)
 | |
| 		glEnable(GL_MULTISAMPLE);
 | |
| 
 | |
| 	glViewport(0, 0, fb->width, fb->height);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_restore(void)
 | |
| {
 | |
| 	if (GPU_framebuffer_active_get() != NULL) {
 | |
| 		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| 		gpu_framebuffer_current_set(NULL);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
 | |
| {
 | |
| 	return (fb == GPU_framebuffer_active_get()) && (fb->object != 0);
 | |
| }
 | |
| 
 | |
| bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
 | |
| {
 | |
| 	if (!GPU_framebuffer_bound(fb))
 | |
| 		GPU_framebuffer_bind(fb);
 | |
| 
 | |
| 	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 | |
| 
 | |
| 	if (status != GL_FRAMEBUFFER_COMPLETE) {
 | |
| 		GPU_framebuffer_restore();
 | |
| 		gpu_print_framebuffer_error(status, err_out);
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /* ---------- Framebuffer Operations ----------- */
 | |
| 
 | |
| #define CHECK_FRAMEBUFFER_IS_BOUND(_fb) \
 | |
| 	BLI_assert(GPU_framebuffer_bound(_fb)); \
 | |
| 	UNUSED_VARS_NDEBUG(_fb);
 | |
| 
 | |
| /* Needs to be done after binding. */
 | |
| void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h)
 | |
| {
 | |
| 	CHECK_FRAMEBUFFER_IS_BOUND(fb);
 | |
| 
 | |
| 	glViewport(x, y, w, h);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_clear(
 | |
|         GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
 | |
|         const float clear_col[4], float clear_depth, uint clear_stencil)
 | |
| {
 | |
| 	CHECK_FRAMEBUFFER_IS_BOUND(fb);
 | |
| 
 | |
| 	if (buffers & GPU_COLOR_BIT) {
 | |
| 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 | |
| 		glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
 | |
| 	}
 | |
| 	if (buffers & GPU_DEPTH_BIT) {
 | |
| 		glDepthMask(GL_TRUE);
 | |
| 		glClearDepth(clear_depth);
 | |
| 	}
 | |
| 	if (buffers & GPU_STENCIL_BIT) {
 | |
| 		glStencilMask(0xFF);
 | |
| 		glClearStencil(clear_stencil);
 | |
| 	}
 | |
| 
 | |
| 	GLbitfield mask = convert_buffer_bits_to_gl(buffers);
 | |
| 	glClear(mask);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data)
 | |
| {
 | |
| 	CHECK_FRAMEBUFFER_IS_BOUND(fb);
 | |
| 
 | |
| 	GLenum type = GL_DEPTH_COMPONENT;
 | |
| 	glReadBuffer(GL_COLOR_ATTACHMENT0); /* This is OK! */
 | |
| 	glReadPixels(x, y, w, h, type, GL_FLOAT, data);
 | |
| }
 | |
| 
 | |
| void GPU_framebuffer_read_color(
 | |
|         GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data)
 | |
| {
 | |
| 	CHECK_FRAMEBUFFER_IS_BOUND(fb);
 | |
| 
 | |
| 	GLenum type;
 | |
| 	switch (channels) {
 | |
| 		case 1: type = GL_RED; break;
 | |
| 		case 2: type = GL_RG; break;
 | |
| 		case 3: type = GL_RGB; break;
 | |
| 		case 4: type = GL_RGBA; break;
 | |
| 		default:
 | |
| 			BLI_assert(false && "wrong number of read channels");
 | |
| 			return;
 | |
| 	}
 | |
| 	glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
 | |
| 	glReadPixels(x, y, w, h, type, GL_FLOAT, 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,
 | |
|         GPUFrameBufferBits blit_buffers)
 | |
| {
 | |
| 	BLI_assert(blit_buffers != 0);
 | |
| 
 | |
| 	GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
 | |
| 
 | |
| 	/* Framebuffers must be up to date. This simplify this function. */
 | |
| 	if (fb_read->dirty_flag != 0 || fb_read->object == 0) {
 | |
| 		GPU_framebuffer_bind(fb_read);
 | |
| 	}
 | |
| 	if (fb_write->dirty_flag != 0 || fb_write->object == 0) {
 | |
| 		GPU_framebuffer_bind(fb_write);
 | |
| 	}
 | |
| 
 | |
| 	const bool do_color = (blit_buffers & GPU_COLOR_BIT);
 | |
| 	const bool do_depth = (blit_buffers & GPU_DEPTH_BIT);
 | |
| 	const bool do_stencil = (blit_buffers & GPU_STENCIL_BIT);
 | |
| 
 | |
| 	GPUTexture *read_tex = (
 | |
| 	        (do_depth || do_stencil) ?
 | |
| 	        framebuffer_get_depth_tex(fb_read) :
 | |
| 	        framebuffer_get_color_tex(fb_read, read_slot));
 | |
| 	GPUTexture *write_tex = (
 | |
| 	        (do_depth || do_stencil) ?
 | |
| 	        framebuffer_get_depth_tex(fb_write) :
 | |
| 	        framebuffer_get_color_tex(fb_write, read_slot));
 | |
| 
 | |
| 	if (do_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));
 | |
| 	}
 | |
| 	if (do_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));
 | |
| 	}
 | |
| 	if (GPU_texture_samples(write_tex) != 0 ||
 | |
| 	    GPU_texture_samples(read_tex) != 0)
 | |
| 	{
 | |
| 		/* Can only blit multisample textures to another texture of the same size. */
 | |
| 		BLI_assert((fb_read->width == fb_write->width) &&
 | |
| 		           (fb_read->height == fb_write->height));
 | |
| 	}
 | |
| 
 | |
| 	glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
 | |
| 	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
 | |
| 
 | |
| 	if (do_color) {
 | |
| 		glReadBuffer(GL_COLOR_ATTACHMENT0 + read_slot);
 | |
| 		glDrawBuffer(GL_COLOR_ATTACHMENT0 + write_slot);
 | |
| 		/* XXX we messed with the glDrawBuffer, this will reset the
 | |
| 		 * glDrawBuffers the next time we bind fb_write. */
 | |
| 		fb_write->dirty_flag = GPU_FB_DIRTY_DRAWBUFFER;
 | |
| 	}
 | |
| 
 | |
| 	GLbitfield mask = convert_buffer_bits_to_gl(blit_buffers);
 | |
| 
 | |
| 	glBlitFramebuffer(
 | |
| 	        0, 0, fb_read->width, fb_read->height,
 | |
| 	        0, 0, fb_write->width, fb_write->height,
 | |
| 	        mask, GL_NEAREST);
 | |
| 
 | |
| 	/* Restore previous framebuffer */
 | |
| 	if (fb_write == prev_fb) {
 | |
| 		GPU_framebuffer_bind(fb_write); /* To update drawbuffers */
 | |
| 	}
 | |
| 	else if (prev_fb) {
 | |
| 		glBindFramebuffer(GL_FRAMEBUFFER, prev_fb->object);
 | |
| 		gpu_framebuffer_current_set(prev_fb);
 | |
| 	}
 | |
| 	else {
 | |
| 		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| 		gpu_framebuffer_current_set(NULL);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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, int max_lvl,
 | |
|         void (*callback)(void *userData, int level), void *userData)
 | |
| {
 | |
| 	/* Framebuffer must be up to date and bound. This simplify this function. */
 | |
| 	if (GPU_framebuffer_active_get() != fb || fb->dirty_flag != 0 || fb->object == 0) {
 | |
| 		GPU_framebuffer_bind(fb);
 | |
| 	}
 | |
| 	/* HACK: We make the framebuffer appear not bound in order to
 | |
| 	 * not trigger any error in GPU_texture_bind().  */
 | |
| 	GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
 | |
| 	gpu_framebuffer_current_set(NULL);
 | |
| 
 | |
| 	int levels = floor(log2(max_ii(fb->width, fb->height)));
 | |
| 	max_lvl = min_ii(max_lvl, levels);
 | |
| 
 | |
| 	int i;
 | |
| 	int current_dim[2] = {fb->width, fb->height};
 | |
| 	for (i = 1; i < max_lvl + 1; i++) {
 | |
| 		/* calculate next viewport size */
 | |
| 		current_dim[0] = max_ii(current_dim[0] / 2, 1);
 | |
| 		current_dim[1] = max_ii(current_dim[1] / 2, 1);
 | |
| 
 | |
| 		for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
 | |
| 			if (fb->attachments[type].tex != NULL) {
 | |
| 				/* Some Intel HDXXX have issue with rendering to a mipmap that is below
 | |
| 				 * the texture GL_TEXTURE_MAX_LEVEL. So even if it not correct, in this case
 | |
| 				 * we allow GL_TEXTURE_MAX_LEVEL to be one level lower. In practice it does work! */
 | |
| 				int next_lvl = (GPU_mip_render_workaround()) ? i : i - 1;
 | |
| 				/* bind next level for rendering but first restrict fetches only to previous level */
 | |
| 				GPUTexture *tex = fb->attachments[type].tex;
 | |
| 				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, next_lvl);
 | |
| 				GPU_texture_unbind(tex);
 | |
| 				/* copy attachment and replace miplevel. */
 | |
| 				GPUAttachment attachment = fb->attachments[type];
 | |
| 				attachment.mip = i;
 | |
| 				gpu_framebuffer_attachment_attach(&attachment, type);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		BLI_assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER));
 | |
| 
 | |
| 		glViewport(0, 0, current_dim[0], current_dim[1]);
 | |
| 		callback(userData, i);
 | |
| 
 | |
| 		if (current_dim[0] == 1 && current_dim[1] == 1)
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
 | |
| 		if (fb->attachments[type].tex != NULL) {
 | |
| 			/* reset mipmap level range */
 | |
| 			GPUTexture *tex = fb->attachments[type].tex;
 | |
| 			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);
 | |
| 			/* Reattach original level */
 | |
| 			/* NOTE: This is not necessary but this makes the FBO config
 | |
| 			 *       remain in sync with the GPUFrameBuffer config. */
 | |
| 			gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	gpu_framebuffer_current_set(prev_fb);
 | |
| }
 | |
| 
 | |
| /* 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->color = GPU_texture_create_2D_multisample(
 | |
| 	        width, height,
 | |
| 	        (high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
 | |
| 
 | |
| 	if (depth) {
 | |
| 		ofs->depth = GPU_texture_create_2D_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
 | |
| 	}
 | |
| 
 | |
| 	if ((depth && !ofs->depth) || !ofs->color) {
 | |
| 		GPU_offscreen_free(ofs);
 | |
| 		return NULL;
 | |
| 	}
 | |
| 
 | |
| 	gpuPushAttrib(GPU_VIEWPORT_BIT);
 | |
| 
 | |
| 	GPU_framebuffer_ensure_config(&ofs->fb, {
 | |
| 		GPU_ATTACHMENT_TEXTURE(ofs->depth),
 | |
| 		GPU_ATTACHMENT_TEXTURE(ofs->color)
 | |
| 	});
 | |
| 
 | |
| 	/* check validity at the very end! */
 | |
| 	if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
 | |
| 		GPU_offscreen_free(ofs);
 | |
| 		gpuPopAttrib();
 | |
| 		return NULL;
 | |
| 	}
 | |
| 
 | |
| 	GPU_framebuffer_restore();
 | |
| 
 | |
| 	gpuPopAttrib();
 | |
| 
 | |
| 	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)
 | |
| {
 | |
| 	if (save) {
 | |
| 		gpuPushAttrib(GPU_SCISSOR_BIT | GPU_VIEWPORT_BIT);
 | |
| 		GPUFrameBuffer *fb = GPU_framebuffer_active_get();
 | |
| 		gpuPushFrameBuffer(fb);
 | |
| 	}
 | |
| 	glDisable(GL_SCISSOR_TEST);
 | |
| 	GPU_framebuffer_bind(ofs->fb);
 | |
| }
 | |
| 
 | |
| void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore)
 | |
| {
 | |
| 	GPUFrameBuffer *fb = NULL;
 | |
| 
 | |
| 	if (restore) {
 | |
| 		gpuPopAttrib();
 | |
| 		fb = gpuPopFrameBuffer();
 | |
| 	}
 | |
| 
 | |
| 	if (fb) {
 | |
| 		GPU_framebuffer_bind(fb);
 | |
| 	}
 | |
| 	else {
 | |
| 		GPU_framebuffer_restore();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
 | |
| {
 | |
| 	const int w = GPU_texture_width(ofs->color);
 | |
| 	const int h = GPU_texture_height(ofs->color);
 | |
| 
 | |
| 	glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->fb->object);
 | |
| 	GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
 | |
| 
 | |
| 	if (status == GL_FRAMEBUFFER_COMPLETE) {
 | |
| 		glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
 | |
| 	}
 | |
| 	else {
 | |
| 		gpu_print_framebuffer_error(status, NULL);
 | |
| 	}
 | |
| 
 | |
| 	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
| 	BLI_assert(type == GL_UNSIGNED_BYTE || type == GL_FLOAT);
 | |
| 
 | |
| 	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' */
 | |
| 		GLuint fbo_blit = 0;
 | |
| 		GLuint tex_blit = 0;
 | |
| 
 | |
| 		/* create texture for new 'fbo_blit' */
 | |
| 		glGenTextures(1, &tex_blit);
 | |
| 		glBindTexture(GL_TEXTURE_2D, tex_blit);
 | |
| 		glTexImage2D(
 | |
| 		        GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8,
 | |
| 		        w, h, 0, GL_RGBA, type, 0);
 | |
| 
 | |
| 		/* 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);
 | |
| 
 | |
| 		GLenum 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);
 | |
| 
 | |
| 		/* restore the original frame-bufer */
 | |
| 		glBindFramebuffer(GL_FRAMEBUFFER, ofs->fb->object);
 | |
| 
 | |
| finally:
 | |
| 		/* cleanup */
 | |
| 		glDeleteTextures(1, &tex_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;
 | |
| }
 | |
| 
 | |
| void GPU_clear_color(float red, float green, float blue, float alpha)
 | |
| {
 | |
| 	glClearColor(red, green, blue, alpha);
 | |
| }
 | |
| 
 | |
| void GPU_clear(GPUFrameBufferBits flags)
 | |
| {
 | |
| 	glClear(convert_buffer_bits_to_gl(flags));
 | |
| }
 |