This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/GPU_framebuffer.h
Clément Foucault db21c12abe GPUFramebuffer: Encapsulate single attachement clear
This is in preparation of using it to clear single texture.

Also includes minor cleanups about not using tex target in
assert and adding enum operators.
2020-09-05 17:49:14 +02:00

244 lines
8.2 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup gpu
*
* GPU Framebuffer
* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
* multiple FBO's may be created.
* - actual FBO creation & config is deferred until GPU_framebuffer_bind or
* GPU_framebuffer_check_valid to allow creation & config while another
* opengl context is bound (since FBOs are not shared between ogl contexts).
*/
#pragma once
#include "GPU_texture.h"
typedef enum eGPUFrameBufferBits {
GPU_COLOR_BIT = (1 << 0),
GPU_DEPTH_BIT = (1 << 1),
GPU_STENCIL_BIT = (1 << 2),
} eGPUFrameBufferBits;
ENUM_OPERATORS(eGPUFrameBufferBits)
#ifdef __cplusplus
extern "C" {
#endif
typedef struct GPUAttachment {
struct GPUTexture *tex;
int layer, mip;
} GPUAttachment;
typedef enum eGPUBackBuffer {
GPU_BACKBUFFER_LEFT = 0,
GPU_BACKBUFFER_RIGHT,
} eGPUBackBuffer;
/** Opaque pointer hiding blender::gpu::FrameBuffer. */
typedef struct GPUFrameBuffer {
void *dummy;
} GPUFrameBuffer;
typedef struct GPUOffScreen GPUOffScreen;
GPUFrameBuffer *GPU_framebuffer_create(const char *name);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
void GPU_framebuffer_bind(GPUFrameBuffer *fb);
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb);
void GPU_framebuffer_restore(void);
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
GPUFrameBuffer *GPU_framebuffer_active_get(void);
GPUFrameBuffer *GPU_framebuffer_back_get(void);
#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
do { \
if (fb != NULL) { \
GPU_framebuffer_free(fb); \
fb = NULL; \
} \
} while (0)
/* Framebuffer setup : You need to call GPU_framebuffer_bind for these
* to be effective. */
void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
/**
* How to use #GPU_framebuffer_ensure_config().
*
* Example:
* \code{.c}
* GPU_framebuffer_ensure_config(&fb, {
* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
* GPU_ATTACHMENT_TEXTURE(tex1),
* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
* })
* \encode
*
* \note Unspecified attachments (i.e: those beyond the last
* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
*
* \note Make sure that the dimensions of your textures matches
* otherwise you will have an invalid framebuffer error.
*/
#define GPU_framebuffer_ensure_config(_fb, ...) \
do { \
if (*(_fb) == NULL) { \
*(_fb) = GPU_framebuffer_create(#_fb); \
} \
GPUAttachment config[] = __VA_ARGS__; \
GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
} while (0)
void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len);
#define GPU_ATTACHMENT_NONE \
{ \
NULL, -1, 0, \
}
#define GPU_ATTACHMENT_LEAVE \
{ \
NULL, -1, -1, \
}
#define GPU_ATTACHMENT_TEXTURE(_tex) \
{ \
_tex, -1, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
{ \
_tex, -1, _mip, \
}
#define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
{ \
_tex, _layer, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
{ \
_tex, _layer, _mip, \
}
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
{ \
_tex, _face, 0, \
}
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
{ \
_tex, _face, _mip, \
}
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip);
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip);
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip);
/* Framebuffer operations */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
void GPU_framebuffer_viewport_get(GPUFrameBuffer *fb, int r_viewport[4]);
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *fb);
void GPU_framebuffer_clear(GPUFrameBuffer *fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
unsigned int clear_stencil);
#define GPU_framebuffer_clear_color(fb, col) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
#define GPU_framebuffer_clear_depth(fb, depth) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
#define GPU_framebuffer_clear_stencil(fb, stencil) \
GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4]);
void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data);
void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
int x,
int y,
int w,
int h,
int channels,
int slot,
eGPUDataFormat format,
void *data);
void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
int read_slot,
GPUFrameBuffer *fb_write,
int write_slot,
eGPUFrameBufferBits blit_buffers);
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
int max_lvl,
void (*callback)(void *userData, int level),
void *userData);
/* GPU OffScreen
* - wrapper around frame-buffer and texture for simple off-screen drawing
*/
GPUOffScreen *GPU_offscreen_create(
int width, int height, bool depth, bool high_bitdepth, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *pixels);
void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
int GPU_offscreen_width(const GPUOffScreen *ofs);
int GPU_offscreen_height(const GPUOffScreen *ofs);
struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
GPUFrameBuffer **r_fb,
struct GPUTexture **r_color,
struct GPUTexture **r_depth);
void GPU_clear_color(float red, float green, float blue, float alpha);
void GPU_clear_depth(float depth);
void GPU_frontbuffer_read_pixels(
int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data);
void GPU_backbuffer_bind(eGPUBackBuffer buffer);
#ifdef __cplusplus
}
#endif