638 lines
16 KiB
C
638 lines
16 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "GPU_debug.h"
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#include "GPU_glew.h"
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#include "GPU_framebuffer.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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static struct GPUFrameBufferGlobal {
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GLuint currentfb;
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} GG = {0};
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/* Number of maximum output slots.
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* We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
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#define GPU_FB_MAX_SLOTS 4
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struct GPUFrameBuffer {
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GLuint object;
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GPUTexture *colortex[GPU_FB_MAX_SLOTS];
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GPUTexture *depthtex;
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};
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static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
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{
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const char *err = "unknown";
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switch (status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_INVALID_OPERATION:
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err = "Invalid operation";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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err = "Incomplete attachment";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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err = "Unsupported framebuffer format";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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err = "Missing attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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err = "Attached images must have same dimensions";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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err = "Attached images must have same format";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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err = "Missing draw buffer";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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err = "Missing read buffer";
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break;
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}
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if (err_out) {
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BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
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(int)status, err);
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}
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else {
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fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
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(int)status, err);
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}
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}
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/* GPUFrameBuffer */
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GPUFrameBuffer *GPU_framebuffer_create(void)
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{
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GPUFrameBuffer *fb;
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if (!(GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object ||
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(GLEW_EXT_framebuffer_object && GLEW_EXT_framebuffer_blit)))
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{
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return NULL;
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}
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fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
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glGenFramebuffersEXT(1, &fb->object);
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if (!fb->object) {
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fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
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(int)glGetError());
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GPU_framebuffer_free(fb);
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return NULL;
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}
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/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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glReadBuffer(GL_NONE);
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glDrawBuffer(GL_NONE);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return fb;
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}
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int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256])
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{
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GLenum attachment;
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GLenum error;
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if (slot >= GPU_FB_MAX_SLOTS) {
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fprintf(stderr,
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"Attaching to index %d framebuffer slot unsupported. "
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"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
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return 0;
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}
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if ((G.debug & G_DEBUG)) {
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if (GPU_texture_bound_number(tex) != -1) {
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fprintf(stderr,
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"Feedback loop warning!: "
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"Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n");
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}
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}
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if (GPU_texture_depth(tex))
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attachment = GL_DEPTH_ATTACHMENT_EXT;
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else
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attachment = GL_COLOR_ATTACHMENT0_EXT + slot;
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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GG.currentfb = fb->object;
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/* Clean glError buffer. */
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while (glGetError() != GL_NO_ERROR) {}
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
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GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0);
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error = glGetError();
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if (error == GL_INVALID_OPERATION) {
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GPU_framebuffer_restore();
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gpu_print_framebuffer_error(error, err_out);
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return 0;
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}
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if (GPU_texture_depth(tex))
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fb->depthtex = tex;
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else
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fb->colortex[slot] = tex;
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GPU_texture_framebuffer_set(tex, fb, slot);
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return 1;
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}
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void GPU_framebuffer_texture_detach(GPUTexture *tex)
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{
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GLenum attachment;
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GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
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int fb_attachment = GPU_texture_framebuffer_attachment(tex);
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if (!fb)
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return;
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if (GG.currentfb != fb->object) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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GG.currentfb = fb->object;
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}
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if (GPU_texture_depth(tex)) {
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fb->depthtex = NULL;
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attachment = GL_DEPTH_ATTACHMENT_EXT;
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}
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else {
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BLI_assert(fb->colortex[fb_attachment] == tex);
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fb->colortex[fb_attachment] = NULL;
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attachment = GL_COLOR_ATTACHMENT0_EXT + fb_attachment;
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}
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, GPU_texture_target(tex), 0, 0);
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GPU_texture_framebuffer_set(tex, NULL, -1);
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}
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void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
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{
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GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
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int fb_attachment = GPU_texture_framebuffer_attachment(tex);
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if (!fb) {
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fprintf(stderr, "Error, texture not bound to framebuffer!\n");
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return;
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}
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/* push attributes */
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glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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/* bind framebuffer */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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if (GPU_texture_depth(tex)) {
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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else {
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
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}
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if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
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glEnable(GL_MULTISAMPLE);
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}
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/* push matrices and set default viewport and matrix */
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glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
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GG.currentfb = fb->object;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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}
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void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
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{
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int numslots = 0, i;
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GLenum attachments[4];
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if (!fb->colortex[slot]) {
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fprintf(stderr, "Error, framebuffer slot empty!\n");
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return;
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}
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for (i = 0; i < 4; i++) {
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if (fb->colortex[i]) {
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attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
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numslots++;
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}
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}
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/* push attributes */
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glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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/* bind framebuffer */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffers(numslots, attachments);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
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/* push matrices and set default viewport and matrix */
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glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
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GG.currentfb = fb->object;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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}
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
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{
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/* restore matrix */
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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/* restore attributes */
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glPopAttrib();
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}
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void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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/* last bound prevails here, better allow explicit control here too */
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
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/* push matrices and set default viewport and matrix */
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glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
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GG.currentfb = fb->object;
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GG.currentfb = fb->object;
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}
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
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{
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return fb->object == GG.currentfb;
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}
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
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{
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GLenum status;
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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GG.currentfb = fb->object;
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/* Clean glError buffer. */
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while (glGetError() != GL_NO_ERROR) {}
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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GPU_framebuffer_restore();
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gpu_print_framebuffer_error(status, err_out);
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return false;
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}
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return true;
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}
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void GPU_framebuffer_free(GPUFrameBuffer *fb)
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{
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int i;
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if (fb->depthtex)
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GPU_framebuffer_texture_detach(fb->depthtex);
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for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
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if (fb->colortex[i]) {
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GPU_framebuffer_texture_detach(fb->colortex[i]);
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}
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}
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if (fb->object) {
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glDeleteFramebuffersEXT(1, &fb->object);
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if (GG.currentfb == fb->object) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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GG.currentfb = 0;
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}
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}
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MEM_freeN(fb);
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}
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void GPU_framebuffer_restore(void)
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{
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if (GG.currentfb != 0) {
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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GG.currentfb = 0;
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}
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}
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void GPU_framebuffer_blur(
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GPUFrameBuffer *fb, GPUTexture *tex,
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GPUFrameBuffer *blurfb, GPUTexture *blurtex)
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{
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const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
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const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
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GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
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int scale_uniform, texture_source_uniform;
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if (!blur_shader)
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return;
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scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
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texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
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/* Blurring horizontally */
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/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
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* pushing unnecessary matrices onto the OpenGL stack. */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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/* avoid warnings from texture binding */
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GG.currentfb = blurfb->object;
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GPU_shader_bind(blur_shader);
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GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
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GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
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glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));
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/* Preparing to draw quad */
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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GPU_texture_bind(tex, 0);
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/* Drawing quad */
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glBegin(GL_QUADS);
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glTexCoord2d(0, 0); glVertex2f(1, 1);
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glTexCoord2d(1, 0); glVertex2f(-1, 1);
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glTexCoord2d(1, 1); glVertex2f(-1, -1);
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glTexCoord2d(0, 1); glVertex2f(1, -1);
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glEnd();
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/* Blurring vertically */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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GG.currentfb = fb->object;
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glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
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GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
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GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
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GPU_texture_bind(blurtex, 0);
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glBegin(GL_QUADS);
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glTexCoord2d(0, 0); glVertex2f(1, 1);
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glTexCoord2d(1, 0); glVertex2f(-1, 1);
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glTexCoord2d(1, 1); glVertex2f(-1, -1);
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glTexCoord2d(0, 1); glVertex2f(1, -1);
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glEnd();
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GPU_shader_unbind();
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}
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/* GPUOffScreen */
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struct GPUOffScreen {
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GPUFrameBuffer *fb;
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GPUTexture *color;
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GPUTexture *depth;
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};
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256])
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{
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GPUOffScreen *ofs;
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ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
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ofs->fb = GPU_framebuffer_create();
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if (!ofs->fb) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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if (samples) {
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if (!GLEW_EXT_framebuffer_multisample ||
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!GLEW_ARB_texture_multisample ||
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/* Only needed for GPU_offscreen_read_pixels.
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* We could add an arg if we intend to use multi-sample
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* offscreen buffers w/o reading their pixels */
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!GLEW_EXT_framebuffer_blit ||
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/* This is required when blitting from a multi-sampled buffers,
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* even though we're not scaling. */
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!GLEW_EXT_framebuffer_multisample_blit_scaled)
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{
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samples = 0;
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}
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}
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ofs->depth = GPU_texture_create_depth_multisample(width, height, samples, err_out);
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if (!ofs->depth) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out);
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if (!ofs->color) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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/* check validity at the very end! */
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if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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GPU_framebuffer_restore();
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return ofs;
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}
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void GPU_offscreen_free(GPUOffScreen *ofs)
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{
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if (ofs->fb)
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GPU_framebuffer_free(ofs->fb);
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if (ofs->color)
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GPU_texture_free(ofs->color);
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if (ofs->depth)
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GPU_texture_free(ofs->depth);
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MEM_freeN(ofs);
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}
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
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{
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glDisable(GL_SCISSOR_TEST);
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if (save)
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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 */
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object);
|
|
glFramebufferTexture2DEXT(
|
|
GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment,
|
|
GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
|
|
status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
goto finally;
|
|
}
|
|
#endif
|
|
|
|
/* write into new single-sample buffer */
|
|
glGenFramebuffersEXT(1, &fbo_blit);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit);
|
|
glFramebufferTexture2DEXT(
|
|
GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_2D, tex_blit, 0);
|
|
status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
goto finally;
|
|
}
|
|
|
|
/* perform the copy */
|
|
glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
/* read the results */
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit);
|
|
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
|
|
|
|
#ifdef USE_FBO_CTX_SWITCH
|
|
/* restore the original frame-bufer */
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object);
|
|
#undef USE_FBO_CTX_SWITCH
|
|
#endif
|
|
|
|
|
|
finally:
|
|
/* cleanup */
|
|
if (tex_blit) {
|
|
glDeleteTextures(1, &tex_blit);
|
|
}
|
|
if (fbo_blit) {
|
|
glDeleteFramebuffersEXT(1, &fbo_blit);
|
|
}
|
|
|
|
GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels");
|
|
}
|
|
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);
|
|
}
|
|
|
|
int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
|
|
{
|
|
return GPU_texture_opengl_bindcode(ofs->color);
|
|
}
|
|
|