501 lines
15 KiB
C++
501 lines
15 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "BKE_global.h"
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#include "GPU_capabilities.h"
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_state.hh"
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#include "gl_texture.hh"
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#include "gl_framebuffer.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name)
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{
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/* Just-In-Time init. See #GLFrameBuffer::init(). */
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immutable_ = false;
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fbo_id_ = 0;
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}
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GLFrameBuffer::GLFrameBuffer(
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const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h)
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: FrameBuffer(name)
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{
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context_ = ctx;
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state_manager_ = static_cast<GLStateManager *>(ctx->state_manager);
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immutable_ = true;
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fbo_id_ = fbo;
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gl_attachments_[0] = target;
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/* Never update an internal frame-buffer. */
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dirty_attachments_ = false;
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width_ = w;
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height_ = h;
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srgb_ = false;
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viewport_[0] = scissor_[0] = 0;
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viewport_[1] = scissor_[1] = 0;
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viewport_[2] = scissor_[2] = w;
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viewport_[3] = scissor_[3] = h;
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if (fbo_id_) {
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debug::object_label(GL_FRAMEBUFFER, fbo_id_, name_);
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}
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}
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GLFrameBuffer::~GLFrameBuffer()
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{
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if (context_ == nullptr) {
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return;
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}
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/* Context might be partially freed. This happens when destroying the window frame-buffers. */
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if (context_ == Context::get()) {
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glDeleteFramebuffers(1, &fbo_id_);
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}
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else {
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context_->fbo_free(fbo_id_);
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}
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/* Restore default frame-buffer if this frame-buffer was bound. */
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if (context_->active_fb == this && context_->back_left != this) {
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/* If this assert triggers it means the frame-buffer is being freed while in use by another
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* context which, by the way, is TOTALLY UNSAFE! */
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BLI_assert(context_ == Context::get());
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GPU_framebuffer_restore();
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}
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}
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void GLFrameBuffer::init()
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{
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context_ = GLContext::get();
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state_manager_ = static_cast<GLStateManager *>(context_->state_manager);
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glGenFramebuffers(1, &fbo_id_);
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/* Binding before setting the label is needed on some drivers.
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* This is not an issue since we call this function only before binding. */
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
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debug::object_label(GL_FRAMEBUFFER, fbo_id_, name_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Config
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* \{ */
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/* This is a rather slow operation. Don't check in normal cases. */
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bool GLFrameBuffer::check(char err_out[256])
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{
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this->bind(true);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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#define FORMAT_STATUS(X) \
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case X: { \
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err = #X; \
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break; \
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}
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const char *err;
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switch (status) {
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
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FORMAT_STATUS(GL_FRAMEBUFFER_UNSUPPORTED);
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
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FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
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FORMAT_STATUS(GL_FRAMEBUFFER_UNDEFINED);
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case GL_FRAMEBUFFER_COMPLETE:
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return true;
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default:
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err = "unknown";
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break;
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}
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#undef FORMAT_STATUS
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const char *format = "GPUFrameBuffer: %s status %s\n";
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if (err_out) {
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BLI_snprintf(err_out, 256, format, this->name_, err);
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}
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else {
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fprintf(stderr, format, this->name_, err);
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}
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return false;
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}
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void GLFrameBuffer::update_attachments()
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{
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/* Default frame-buffers cannot have attachments. */
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BLI_assert(immutable_ == false);
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/* First color texture OR the depth texture if no color is attached.
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* Used to determine frame-buffer color-space and dimensions. */
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GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
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/* NOTE: Inverse iteration to get the first color texture. */
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for (GPUAttachmentType type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; --type) {
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GPUAttachment &attach = attachments_[type];
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GLenum gl_attachment = to_gl(type);
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if (type >= GPU_FB_COLOR_ATTACHMENT0) {
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gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
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first_attachment = (attach.tex) ? type : first_attachment;
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}
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else if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
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/* Only use depth texture to get information if there is no color attachment. */
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first_attachment = (attach.tex) ? type : first_attachment;
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}
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if (attach.tex == nullptr) {
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glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
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continue;
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}
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GLuint gl_tex = static_cast<GLTexture *>(unwrap(attach.tex))->tex_id_;
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if (attach.layer > -1 && GPU_texture_cube(attach.tex) && !GPU_texture_array(attach.tex)) {
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/* Could be avoided if ARB_direct_state_access is required. In this case
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* #glFramebufferTextureLayer would bind the correct face. */
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GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer;
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glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip);
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}
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else if (attach.layer > -1) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer);
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}
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else {
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/* The whole texture level is attached. The frame-buffer is potentially layered. */
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glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip);
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}
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/* We found one depth buffer type. Stop here, otherwise we would
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* override it by setting GPU_FB_DEPTH_ATTACHMENT */
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if (type == GPU_FB_DEPTH_STENCIL_ATTACHMENT) {
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break;
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}
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}
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if (GLContext::unused_fb_slot_workaround) {
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/* Fill normally un-occupied slots to avoid rendering artifacts on some hardware. */
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GLuint gl_tex = 0;
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/* NOTE: Inverse iteration to get the first color texture. */
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for (int i = ARRAY_SIZE(gl_attachments_) - 1; i >= 0; --i) {
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GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
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GPUAttachment &attach = attachments_[type];
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if (attach.tex != nullptr) {
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gl_tex = static_cast<GLTexture *>(unwrap(attach.tex))->tex_id_;
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}
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else if (gl_tex != 0) {
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GLenum gl_attachment = to_gl(type);
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gl_attachments_[i] = gl_attachment;
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glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, 0);
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}
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}
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}
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if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
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GPUAttachment &attach = attachments_[first_attachment];
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int size[3];
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GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
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this->size_set(size[0], size[1]);
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srgb_ = (GPU_texture_format(attach.tex) == GPU_SRGB8_A8);
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}
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dirty_attachments_ = false;
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glDrawBuffers(ARRAY_SIZE(gl_attachments_), gl_attachments_);
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if (G.debug & G_DEBUG_GPU) {
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BLI_assert(this->check(nullptr));
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}
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}
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void GLFrameBuffer::apply_state()
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{
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if (dirty_state_ == false) {
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return;
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}
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glViewport(UNPACK4(viewport_));
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glScissor(UNPACK4(scissor_));
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if (scissor_test_) {
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glEnable(GL_SCISSOR_TEST);
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}
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else {
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glDisable(GL_SCISSOR_TEST);
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}
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dirty_state_ = false;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Binding
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* \{ */
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void GLFrameBuffer::bind(bool enabled_srgb)
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{
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if (!immutable_ && fbo_id_ == 0) {
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this->init();
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}
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if (context_ != GLContext::get()) {
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BLI_assert(!"Trying to use the same frame-buffer in multiple context");
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return;
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}
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if (context_->active_fb != this) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
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/* Internal frame-buffers have only one color output and needs to be set every time. */
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if (immutable_ && fbo_id_ == 0) {
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glDrawBuffer(gl_attachments_[0]);
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}
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}
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if (dirty_attachments_) {
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this->update_attachments();
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this->viewport_reset();
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this->scissor_reset();
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}
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if (context_->active_fb != this || enabled_srgb_ != enabled_srgb) {
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enabled_srgb_ = enabled_srgb;
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if (enabled_srgb && srgb_) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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}
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else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
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}
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if (context_->active_fb != this) {
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context_->active_fb = this;
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state_manager_->active_fb = this;
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dirty_state_ = true;
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Operations.
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* \{ */
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void GLFrameBuffer::clear(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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BLI_assert(GLContext::get() == context_);
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BLI_assert(context_->active_fb == this);
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/* Save and restore the state. */
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eGPUWriteMask write_mask = GPU_write_mask_get();
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uint stencil_mask = GPU_stencil_mask_get();
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eGPUStencilTest stencil_test = GPU_stencil_test_get();
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if (buffers & GPU_COLOR_BIT) {
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GPU_color_mask(true, true, true, true);
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glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
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}
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if (buffers & GPU_DEPTH_BIT) {
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GPU_depth_mask(true);
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glClearDepth(clear_depth);
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}
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if (buffers & GPU_STENCIL_BIT) {
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GPU_stencil_write_mask_set(0xFFu);
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GPU_stencil_test(GPU_STENCIL_ALWAYS);
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glClearStencil(clear_stencil);
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}
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context_->state_manager->apply_state();
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GLbitfield mask = to_gl(buffers);
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glClear(mask);
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if (buffers & (GPU_COLOR_BIT | GPU_DEPTH_BIT)) {
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GPU_write_mask(write_mask);
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}
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if (buffers & GPU_STENCIL_BIT) {
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GPU_stencil_write_mask_set(stencil_mask);
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GPU_stencil_test(stencil_test);
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}
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}
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void GLFrameBuffer::clear_attachment(GPUAttachmentType type,
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eGPUDataFormat data_format,
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const void *clear_value)
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{
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BLI_assert(GLContext::get() == context_);
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BLI_assert(context_->active_fb == this);
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/* Save and restore the state. */
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eGPUWriteMask write_mask = GPU_write_mask_get();
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GPU_color_mask(true, true, true, true);
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context_->state_manager->apply_state();
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if (type == GPU_FB_DEPTH_STENCIL_ATTACHMENT) {
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BLI_assert(data_format == GPU_DATA_UINT_24_8);
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float depth = ((*(uint32_t *)clear_value) & 0x00FFFFFFu) / (float)0x00FFFFFFu;
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int stencil = ((*(uint32_t *)clear_value) >> 24);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
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}
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else if (type == GPU_FB_DEPTH_ATTACHMENT) {
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if (data_format == GPU_DATA_FLOAT) {
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glClearBufferfv(GL_DEPTH, 0, (GLfloat *)clear_value);
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}
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else if (data_format == GPU_DATA_UINT) {
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float depth = *(uint32_t *)clear_value / (float)0xFFFFFFFFu;
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glClearBufferfv(GL_DEPTH, 0, &depth);
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}
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else {
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BLI_assert(!"Unhandled data format");
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}
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}
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else {
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int slot = type - GPU_FB_COLOR_ATTACHMENT0;
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switch (data_format) {
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case GPU_DATA_FLOAT:
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glClearBufferfv(GL_COLOR, slot, (GLfloat *)clear_value);
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break;
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case GPU_DATA_UINT:
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glClearBufferuiv(GL_COLOR, slot, (GLuint *)clear_value);
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break;
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case GPU_DATA_INT:
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glClearBufferiv(GL_COLOR, slot, (GLint *)clear_value);
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break;
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default:
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BLI_assert(!"Unhandled data format");
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break;
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}
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}
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GPU_write_mask(write_mask);
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}
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void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
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{
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/* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for
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* all attachments.
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* TODO(fclem): fix this insecurity? */
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int type = GPU_FB_COLOR_ATTACHMENT0;
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for (int i = 0; type < GPU_FB_MAX_ATTACHMENT; i++, type++) {
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if (attachments_[type].tex != nullptr) {
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this->clear_attachment(GPU_FB_COLOR_ATTACHMENT0 + i, GPU_DATA_FLOAT, clear_cols[i]);
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}
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}
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}
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void GLFrameBuffer::read(eGPUFrameBufferBits plane,
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eGPUDataFormat data_format,
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const int area[4],
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int channel_len,
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int slot,
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void *r_data)
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{
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GLenum format, type, mode;
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mode = gl_attachments_[slot];
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type = to_gl(data_format);
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switch (plane) {
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case GPU_DEPTH_BIT:
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format = GL_DEPTH_COMPONENT;
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break;
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case GPU_COLOR_BIT:
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format = channel_len_to_gl(channel_len);
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/* TODO: needed for selection buffers to work properly, this should be handled better. */
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if (format == GL_RED && type == GL_UNSIGNED_INT) {
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format = GL_RED_INTEGER;
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}
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break;
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case GPU_STENCIL_BIT:
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fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported.");
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return;
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default:
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fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one frame-buffer plane.");
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return;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_id_);
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glReadBuffer(mode);
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glReadPixels(UNPACK4(area), format, type, r_data);
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}
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/**
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* Copy \a src at the give offset inside \a dst.
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*/
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void GLFrameBuffer::blit_to(
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eGPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y)
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{
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GLFrameBuffer *src = this;
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GLFrameBuffer *dst = static_cast<GLFrameBuffer *>(dst_);
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/* Frame-buffers must be up to date. This simplify this function. */
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if (src->dirty_attachments_) {
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src->bind(true);
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}
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if (dst->dirty_attachments_) {
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dst->bind(true);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src->fbo_id_);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->fbo_id_);
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if (planes & GPU_COLOR_BIT) {
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BLI_assert(src->immutable_ == false || src_slot == 0);
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BLI_assert(dst->immutable_ == false || dst_slot == 0);
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BLI_assert(src->gl_attachments_[src_slot] != GL_NONE);
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BLI_assert(dst->gl_attachments_[dst_slot] != GL_NONE);
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glReadBuffer(src->gl_attachments_[src_slot]);
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glDrawBuffer(dst->gl_attachments_[dst_slot]);
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}
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context_->state_manager->apply_state();
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int w = src->width_;
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int h = src->height_;
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GLbitfield mask = to_gl(planes);
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glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, mask, GL_NEAREST);
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if (!dst->immutable_) {
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/* Restore the draw buffers. */
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glDrawBuffers(ARRAY_SIZE(dst->gl_attachments_), dst->gl_attachments_);
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}
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/* Ensure previous buffer is restored. */
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context_->active_fb = dst;
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}
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/** \} */
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} // namespace blender::gpu
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