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blender-archive/source/blender/gpu/opengl/gl_framebuffer.hh

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/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Encapsulation of Framebuffer states (attached textures, viewport, scissors).
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "glew-mx.h"
#include "gpu_framebuffer_private.hh"
namespace blender::gpu {
class GLStateManager;
/**
* Implementation of FrameBuffer object using OpenGL.
*/
class GLFrameBuffer : public FrameBuffer {
/* For debugging purpose. */
friend class GLTexture;
private:
/** OpenGL handle. */
GLuint fbo_id_ = 0;
/** Context the handle is from. Framebuffers are not shared accros contexts. */
GLContext *context_ = NULL;
/** State Manager of the same contexts. */
GLStateManager *state_manager_ = NULL;
/** Copy of the GL state. Contains ONLY color attachments enums for slot binding. */
GLenum gl_attachments_[GPU_FB_MAX_COLOR_ATTACHMENT];
/** Internal framebuffers are immutable. */
bool immutable_;
/** True is the framebuffer has its first color target using the GPU_SRGB8_A8 format. */
bool srgb_;
/** True is the framebuffer has been bound using the GL_FRAMEBUFFER_SRGB feature. */
bool enabled_srgb_ = false;
public:
/**
* Create a conventional framebuffer to attach texture to.
*/
GLFrameBuffer(const char *name);
/**
* Special frame-buffer encapsulating internal window frame-buffer.
* (i.e.: #GL_FRONT_LEFT, #GL_BACK_RIGHT, ...)
* \param ctx: Context the handle is from.
* \param target: The internal GL name (i.e: #GL_BACK_LEFT).
* \param fbo: The (optional) already created object for some implementation. Default is 0.
* \param w: Buffer width.
* \param h: Buffer height.
*/
GLFrameBuffer(const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h);
~GLFrameBuffer();
void bind(bool enabled_srgb) override;
bool check(char err_out[256]) override;
void clear(eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil) override;
void clear_multi(const float (*clear_cols)[4]) override;
void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) override;
void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) override;
void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) override;
void apply_state(void);
private:
void init(void);
void update_attachments(void);
void update_drawbuffers(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GLFrameBuffer");
};
/* -------------------------------------------------------------------- */
/** \name Enums Conversion
* \{ */
static inline GLenum to_gl(const GPUAttachmentType type)
{
#define ATTACHMENT(X) \
case GPU_FB_##X: { \
return GL_##X; \
} \
((void)0)
switch (type) {
ATTACHMENT(DEPTH_ATTACHMENT);
ATTACHMENT(DEPTH_STENCIL_ATTACHMENT);
ATTACHMENT(COLOR_ATTACHMENT0);
ATTACHMENT(COLOR_ATTACHMENT1);
ATTACHMENT(COLOR_ATTACHMENT2);
ATTACHMENT(COLOR_ATTACHMENT3);
ATTACHMENT(COLOR_ATTACHMENT4);
ATTACHMENT(COLOR_ATTACHMENT5);
default:
BLI_assert(0);
return GL_COLOR_ATTACHMENT0;
}
#undef ATTACHMENT
}
static inline GLbitfield to_gl(const eGPUFrameBufferBits 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;
}
/** \} */
} // namespace blender::gpu