This repository has been archived on 2023-10-09.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/intern/gpu_framebuffer.c
2017-04-12 20:19:55 +10:00

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