GPUFramebuffer: Make GPUFrameBuffer an opaque type

This is in preparation of the Framebuffer GL backend.

This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.

This is part of T68990.
This commit is contained in:
Clément Foucault 2020-08-25 23:27:40 +02:00
parent ed7dbaa5a7
commit 6e901fd8fc
6 changed files with 200 additions and 179 deletions

View File

@ -134,6 +134,7 @@ set(SRC
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h

View File

@ -46,7 +46,11 @@ typedef enum eGPUBackBuffer {
GPU_BACKBUFFER_LEFT,
} eGPUBackBuffer;
typedef struct GPUFrameBuffer GPUFrameBuffer;
/** Opaque pointer hiding blender::gpu::FrameBuffer. */
typedef struct GPUFrameBuffer {
void *dummy;
} GPUFrameBuffer;
typedef struct GPUOffScreen GPUOffScreen;
/* GPU Framebuffer

View File

@ -185,40 +185,6 @@ void GPU_tex_free(GLuint tex_id)
static_cast<GLBackend *>(backend)->tex_free(tex_id);
}
/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
* which are not shared across contexts. So we need to keep track of
* ownership. */
void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->framebuffer_register(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->framebuffer_unregister(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_active_framebuffer_set(GPUContext *ctx, GPUFrameBuffer *fb)
{
ctx->current_fbo = fb;
}
GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx)
{
return ctx->current_fbo;
}
struct GPUMatrixState *gpu_context_active_matrix_state_get()
{
BLI_assert(active_ctx);

View File

@ -29,6 +29,7 @@
#include "GPU_context.h"
#include "gpu_framebuffer_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_state_private.hh"
@ -38,14 +39,13 @@
#include <unordered_set>
#include <vector>
struct GPUFrameBuffer;
struct GPUMatrixState;
struct GPUContext {
public:
/** State managment */
blender::gpu::Shader *shader = NULL;
GPUFrameBuffer *current_fbo = NULL;
blender::gpu::FrameBuffer *active_fb = NULL;
GPUMatrixState *matrix_state = NULL;
blender::gpu::GPUStateManager *state_manager = NULL;
@ -82,9 +82,6 @@ void GPU_tex_free(GLuint tex_id);
void GPU_vao_free(GLuint vao_id, GPUContext *ctx);
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx);
void gpu_context_add_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
void gpu_context_remove_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
void gpu_context_active_framebuffer_set(GPUContext *ctx, struct GPUFrameBuffer *fb);
struct GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx);

View File

@ -29,51 +29,15 @@
#include "GPU_batch.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_context_private.hh"
#include "gpu_private.h"
typedef enum {
GPU_FB_DEPTH_ATTACHMENT = 0,
GPU_FB_DEPTH_STENCIL_ATTACHMENT,
GPU_FB_COLOR_ATTACHMENT0,
GPU_FB_COLOR_ATTACHMENT1,
GPU_FB_COLOR_ATTACHMENT2,
GPU_FB_COLOR_ATTACHMENT3,
GPU_FB_COLOR_ATTACHMENT4,
GPU_FB_COLOR_ATTACHMENT5,
/* Number of maximum output slots.
* We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
* the maximum number of COLOR attachments specified by glDrawBuffers. */
GPU_FB_MAX_ATTACHEMENT,
} GPUAttachmentType;
#include "gpu_framebuffer_private.hh"
#define FOREACH_ATTACHMENT_RANGE(att, _start, _end) \
for (GPUAttachmentType att = static_cast<GPUAttachmentType>(_start); att < _end; \
att = static_cast<GPUAttachmentType>(att + 1))
#define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0)
#define GPU_FB_DIRTY_DRAWBUFFER (1 << 15)
#define GPU_FB_ATTACHEMENT_IS_DIRTY(flag, type) ((flag & (1 << type)) != 0)
#define GPU_FB_ATTACHEMENT_SET_DIRTY(flag, type) (flag |= (1 << type))
struct GPUFrameBuffer {
GPUContext *ctx;
GLuint object;
GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
uint16_t dirty_flag;
int width, height;
bool multisample;
/* TODO Check that we always use the right context when binding
* (FBOs are not shared across ogl contexts). */
// void *ctx;
};
using namespace blender::gpu;
static GLenum convert_attachment_type_to_gl(GPUAttachmentType type)
{
@ -122,20 +86,6 @@ static GLenum convert_buffer_bits_to_gl(eGPUFrameBufferBits bits)
return mask;
}
static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
{
if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
}
return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
}
static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot)
{
return fb->attachments[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
}
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
@ -186,19 +136,7 @@ void gpu_framebuffer_module_exit(void)
GPUFrameBuffer *GPU_framebuffer_active_get(void)
{
GPUContext *ctx = GPU_context_active_get();
if (ctx) {
return gpu_context_active_framebuffer_get(ctx);
}
return 0;
}
static void gpu_framebuffer_current_set(GPUFrameBuffer *fb)
{
GPUContext *ctx = GPU_context_active_get();
if (ctx) {
gpu_context_active_framebuffer_set(ctx, fb);
}
return reinterpret_cast<GPUFrameBuffer *>(ctx ? ctx->active_fb : NULL);
}
/* GPUFrameBuffer */
@ -207,42 +145,46 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
{
/* We generate the FB object later at first use in order to
* create the framebuffer in the right opengl context. */
return (GPUFrameBuffer *)MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
return (GPUFrameBuffer *)new FrameBuffer();
}
static void gpu_framebuffer_init(GPUFrameBuffer *fb)
static void gpu_framebuffer_init(FrameBuffer *fb)
{
fb->object = GPU_fbo_alloc();
fb->ctx = GPU_context_active_get();
gpu_context_add_framebuffer(fb->ctx, fb);
/* Not really needed for now. */
// gpu_context_add_framebuffer(fb->ctx, fb);
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
void GPU_framebuffer_free(GPUFrameBuffer *gpu_fb)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
for (int i_type = 0; i_type < GPU_FB_MAX_ATTACHEMENT; i_type++) {
GPUAttachmentType type = static_cast<GPUAttachmentType>(i_type);
if (fb->attachments[type].tex != NULL) {
GPU_framebuffer_texture_detach(fb, fb->attachments[type].tex);
GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[type].tex);
}
}
if (fb->object != 0) {
/* This restores the framebuffer if it was bound */
GPU_fbo_free(fb->object, fb->ctx);
gpu_context_remove_framebuffer(fb->ctx, fb);
/* Not really needed for now. */
// gpu_context_remove_framebuffer(fb->ctx, fb);
}
if (GPU_framebuffer_active_get() == fb) {
gpu_framebuffer_current_set(NULL);
/* TODO(fclem) check if bound in its associated context context. */
if (GPU_framebuffer_active_get() == gpu_fb) {
GPU_context_active_get()->active_fb = NULL;
}
MEM_freeN(fb);
delete fb;
}
/* ---------- Attach ----------- */
static void gpu_framebuffer_texture_attach_ex(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
FrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
{
if (slot >= GPU_FB_MAX_COLOR_ATTACHMENT) {
fprintf(stderr,
@ -253,6 +195,7 @@ static void gpu_framebuffer_texture_attach_ex(
return;
}
GPUFrameBuffer *gpufb = reinterpret_cast<GPUFrameBuffer *>(fb);
GPUAttachmentType type = attachment_type_from_tex(tex, slot);
GPUAttachment *attachment = &fb->attachments[type];
@ -260,11 +203,11 @@ static void gpu_framebuffer_texture_attach_ex(
return; /* Exact same texture already bound here. */
}
if (attachment->tex != NULL) {
GPU_framebuffer_texture_detach(fb, attachment->tex);
GPU_framebuffer_texture_detach(gpufb, attachment->tex);
}
if (attachment->tex == NULL) {
GPU_texture_attach_framebuffer(tex, fb, type);
GPU_texture_attach_framebuffer(tex, gpufb, type);
}
attachment->tex = tex;
@ -273,30 +216,34 @@ static void gpu_framebuffer_texture_attach_ex(
GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
}
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
void GPU_framebuffer_texture_attach(GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int mip)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
gpu_framebuffer_texture_attach_ex(fb, tex, slot, -1, mip);
}
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int layer, int mip)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* NOTE: We could support 1D ARRAY texture. */
BLI_assert(GPU_texture_target(tex) == GL_TEXTURE_2D_ARRAY);
gpu_framebuffer_texture_attach_ex(fb, tex, slot, layer, mip);
}
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
GPUFrameBuffer *gpu_fb, GPUTexture *tex, int slot, int face, int mip)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
BLI_assert(GPU_texture_cube(tex));
gpu_framebuffer_texture_attach_ex(fb, tex, slot, face, mip);
}
/* ---------- Detach ----------- */
void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, GPUTexture *tex, int type)
void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *gpu_fb, GPUTexture *tex, int type)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
GPUAttachment *attachment = &fb->attachments[type];
if (attachment->tex != tex) {
@ -312,10 +259,10 @@ void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, GPUTexture *tex, in
GPU_FB_ATTACHEMENT_SET_DIRTY(fb->dirty_flag, type);
}
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
void GPU_framebuffer_texture_detach(GPUFrameBuffer *gpu_fb, GPUTexture *tex)
{
GPUAttachmentType type = (GPUAttachmentType)GPU_texture_detach_framebuffer(tex, fb);
GPU_framebuffer_texture_detach_slot(fb, tex, type);
GPUAttachmentType type = (GPUAttachmentType)GPU_texture_detach_framebuffer(tex, gpu_fb);
GPU_framebuffer_texture_detach_slot(gpu_fb, tex, type);
}
/* ---------- Config (Attach & Detach) ----------- */
@ -326,8 +273,11 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
* Setting GPUAttachment.mip to -1 will leave the texture in this slot.
* Setting GPUAttachment.tex to NULL will detach the texture in this slot.
*/
void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len)
void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
const GPUAttachment *config,
int config_len)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
if (config[0].tex) {
BLI_assert(GPU_texture_depth(config[0].tex));
gpu_framebuffer_texture_attach_ex(fb, config[0].tex, 0, config[0].layer, config[0].mip);
@ -336,10 +286,10 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi
/* Leave texture attached */
}
else if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex != NULL) {
GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex);
GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex);
}
else if (fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex != NULL) {
GPU_framebuffer_texture_detach(fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
GPU_framebuffer_texture_detach(gpu_fb, fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex);
}
int slot = 0;
@ -349,9 +299,9 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi
gpu_framebuffer_texture_attach_ex(fb, config[i].tex, slot, config[i].layer, config[i].mip);
}
else if (config[i].mip != -1) {
GPUTexture *tex = framebuffer_get_color_tex(fb, slot);
GPUTexture *tex = fb->color_tex(slot);
if (tex != NULL) {
GPU_framebuffer_texture_detach(fb, tex);
GPU_framebuffer_texture_detach(gpu_fb, tex);
}
}
}
@ -389,12 +339,12 @@ static void gpu_framebuffer_attachment_detach(GPUAttachment *UNUSED(attachment),
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
}
static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
static void gpu_framebuffer_update_attachments(FrameBuffer *fb)
{
GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
int numslots = 0;
BLI_assert(GPU_framebuffer_active_get() == fb);
BLI_assert(GPU_context_active_get()->active_fb == fb);
/* Update attachments */
FOREACH_ATTACHMENT_RANGE(type, 0, GPU_FB_MAX_ATTACHEMENT)
@ -440,12 +390,12 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
* If there is an empty color slot between the color slots,
* all textures after this slot are apparently skipped/discarded.
*/
static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuffer *fb)
static void gpu_framebuffer_update_attachments_and_fill_empty_slots(FrameBuffer *fb)
{
GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
int dummy_tex = 0;
BLI_assert(GPU_framebuffer_active_get() == fb);
BLI_assert(GPU_context_active_get()->active_fb == fb);
/* Update attachments */
for (int i_type = GPU_FB_MAX_ATTACHEMENT - 1; i_type >= 0; --i_type) {
@ -500,10 +450,10 @@ static struct {
uint top;
} FrameBufferStack = {{0}};
static void gpuPushFrameBuffer(GPUFrameBuffer *fbo)
static void gpuPushFrameBuffer(GPUFrameBuffer *fb)
{
BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
FrameBufferStack.framebuffers[FrameBufferStack.top] = fbo;
FrameBufferStack.framebuffers[FrameBufferStack.top] = fb;
FrameBufferStack.top++;
}
@ -516,13 +466,15 @@ static GPUFrameBuffer *gpuPopFrameBuffer(void)
#undef FRAMEBUFFER_STACK_DEPTH
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
if (fb->object == 0) {
gpu_framebuffer_init(fb);
}
if (GPU_framebuffer_active_get() != fb) {
if (GPU_framebuffer_active_get() != gpu_fb) {
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glEnable(GL_FRAMEBUFFER_SRGB);
@ -532,7 +484,7 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
GPU_shader_set_framebuffer_srgb_target(is_srgb_target);
}
gpu_framebuffer_current_set(fb);
GPU_context_active_get()->active_fb = fb;
if (fb->dirty_flag != 0) {
if (GPU_unused_fb_slot_workaround()) {
@ -556,9 +508,11 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
}
/* Workaround for binding a srgb framebuffer without doing the srgb transform. */
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb)
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
{
GPU_framebuffer_bind(fb);
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
GPU_framebuffer_bind(gpu_fb);
glDisable(GL_FRAMEBUFFER_SRGB);
@ -571,21 +525,22 @@ void GPU_framebuffer_restore(void)
{
if (GPU_framebuffer_active_get() != NULL) {
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
gpu_framebuffer_current_set(NULL);
GPU_context_active_get()->active_fb = NULL;
glDisable(GL_FRAMEBUFFER_SRGB);
GPU_shader_set_framebuffer_srgb_target(false);
}
}
bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
bool GPU_framebuffer_bound(GPUFrameBuffer *gpu_fb)
{
return (fb == GPU_framebuffer_active_get()) && (fb->object != 0);
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
return (gpu_fb == GPU_framebuffer_active_get()) && (fb->object != 0);
}
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
{
if (!GPU_framebuffer_bound(fb)) {
GPU_framebuffer_bind(fb);
if (!GPU_framebuffer_bound(gpu_fb)) {
GPU_framebuffer_bind(gpu_fb);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@ -607,20 +562,20 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
((void)0)
/* Needs to be done after binding. */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h)
void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int w, int h)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
GPU_viewport(x, y, w, h);
}
void GPU_framebuffer_clear(GPUFrameBuffer *fb,
void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
/* Save and restore the state. */
eGPUWriteMask write_mask = GPU_write_mask_get();
@ -656,9 +611,11 @@ void GPU_framebuffer_clear(GPUFrameBuffer *fb,
}
/* Clear all textures bound to this framebuffer with a different color. */
void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4])
void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4])
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* Save and restore the state. */
eGPUWriteMask write_mask = GPU_write_mask_get();
@ -675,9 +632,9 @@ void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4
GPU_write_mask(write_mask);
}
void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data)
void GPU_framebuffer_read_depth(GPUFrameBuffer *gpu_fb, int x, int y, int w, int h, float *data)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
GLenum type = GL_DEPTH_COMPONENT;
glReadBuffer(GL_COLOR_ATTACHMENT0); /* This is OK! */
@ -735,7 +692,7 @@ static void gpu_framebuffer_read_color_ex(
glReadPixels(x, y, w, h, type, gl_format, data);
}
void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
void GPU_framebuffer_read_color(GPUFrameBuffer *gpu_fb,
int x,
int y,
int w,
@ -745,40 +702,40 @@ void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
eGPUDataFormat format,
void *data)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
CHECK_FRAMEBUFFER_IS_BOUND(gpu_fb);
gpu_framebuffer_read_color_ex(
x, y, w, h, channels, GL_COLOR_ATTACHMENT0 + slot, format, (float *)data);
}
/* read_slot and write_slot are only used for color buffers. */
void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
int read_slot,
GPUFrameBuffer *fb_write,
GPUFrameBuffer *gpufb_write,
int write_slot,
eGPUFrameBufferBits blit_buffers)
{
FrameBuffer *fb_read = reinterpret_cast<FrameBuffer *>(gpufb_read);
FrameBuffer *fb_write = reinterpret_cast<FrameBuffer *>(gpufb_write);
BLI_assert(blit_buffers != 0);
GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
FrameBuffer *prev_fb = GPU_context_active_get()->active_fb;
/* Framebuffers must be up to date. This simplify this function. */
if (fb_read->dirty_flag != 0 || fb_read->object == 0) {
GPU_framebuffer_bind(fb_read);
GPU_framebuffer_bind(gpufb_read);
}
if (fb_write->dirty_flag != 0 || fb_write->object == 0) {
GPU_framebuffer_bind(fb_write);
GPU_framebuffer_bind(gpufb_write);
}
const bool do_color = (blit_buffers & GPU_COLOR_BIT);
const bool do_depth = (blit_buffers & GPU_DEPTH_BIT);
const bool do_stencil = (blit_buffers & GPU_STENCIL_BIT);
GPUTexture *read_tex = ((do_depth || do_stencil) ?
framebuffer_get_depth_tex(fb_read) :
framebuffer_get_color_tex(fb_read, read_slot));
GPUTexture *write_tex = ((do_depth || do_stencil) ?
framebuffer_get_depth_tex(fb_write) :
framebuffer_get_color_tex(fb_write, read_slot));
GPUTexture *read_tex = ((do_depth || do_stencil) ? fb_read->depth_tex() :
fb_read->color_tex(read_slot));
GPUTexture *write_tex = ((do_depth || do_stencil) ? fb_write->depth_tex() :
fb_write->color_tex(read_slot));
if (do_depth) {
BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
@ -821,15 +778,15 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
/* Restore previous framebuffer */
if (fb_write == prev_fb) {
GPU_framebuffer_bind(fb_write); /* To update drawbuffers */
GPU_framebuffer_bind(gpufb_write); /* To update drawbuffers */
}
else if (prev_fb) {
glBindFramebuffer(GL_FRAMEBUFFER, prev_fb->object);
gpu_framebuffer_current_set(prev_fb);
GPU_context_active_get()->active_fb = prev_fb;
}
else {
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
gpu_framebuffer_current_set(NULL);
GPU_context_active_get()->active_fb = NULL;
}
}
@ -838,19 +795,21 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
* input. This function only takes care of the correct texture handling. It execute the callback
* for each texture level.
*/
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
int max_lvl,
void (*callback)(void *userData, int level),
void *userData)
{
GPUContext *ctx = GPU_context_active_get();
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
/* Framebuffer must be up to date and bound. This simplify this function. */
if (GPU_framebuffer_active_get() != fb || fb->dirty_flag != 0 || fb->object == 0) {
GPU_framebuffer_bind(fb);
if (ctx->active_fb != fb || fb->dirty_flag != 0 || fb->object == 0) {
GPU_framebuffer_bind(gpu_fb);
}
/* HACK: We make the framebuffer appear not bound in order to
* not trigger any error in GPU_texture_bind(). */
GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
gpu_framebuffer_current_set(NULL);
FrameBuffer *prev_fb = ctx->active_fb;
ctx->active_fb = NULL;
int levels = floor(log2(max_ii(fb->width, fb->height)));
max_lvl = min_ii(max_lvl, levels);
@ -908,7 +867,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
}
}
gpu_framebuffer_current_set(prev_fb);
ctx->active_fb = prev_fb;
}
/* GPUOffScreen */
@ -1033,7 +992,7 @@ void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
GPU_viewport_size_get_i(ofs->saved_viewport);
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
gpuPushFrameBuffer(fb);
gpuPushFrameBuffer(reinterpret_cast<GPUFrameBuffer *>(fb));
}
GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
GPU_framebuffer_bind(ofs_fb);
@ -1067,7 +1026,7 @@ void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
GPU_context_active_get()->state_manager->apply_state();
GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
FrameBuffer *ofs_fb = reinterpret_cast<FrameBuffer *>(gpu_offscreen_fb_get(ofs));
glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs_fb->object);
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
@ -1157,4 +1116,4 @@ void GPU_backbuffer_bind(eGPUBackBuffer buffer)
else if (buffer == GPU_BACKBUFFER_RIGHT) {
glDrawBuffer(GL_BACK_RIGHT);
}
}
}

View File

@ -0,0 +1,94 @@
/*
* 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
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_framebuffer.h"
#include "glew-mx.h" /* For GLuint. To remove. */
struct GPUTexture;
typedef enum {
GPU_FB_DEPTH_ATTACHMENT = 0,
GPU_FB_DEPTH_STENCIL_ATTACHMENT,
GPU_FB_COLOR_ATTACHMENT0,
GPU_FB_COLOR_ATTACHMENT1,
GPU_FB_COLOR_ATTACHMENT2,
GPU_FB_COLOR_ATTACHMENT3,
GPU_FB_COLOR_ATTACHMENT4,
GPU_FB_COLOR_ATTACHMENT5,
/* Number of maximum output slots.
* We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
* the maximum number of COLOR attachments specified by glDrawBuffers. */
GPU_FB_MAX_ATTACHEMENT,
} GPUAttachmentType;
namespace blender {
namespace gpu {
#define FOREACH_ATTACHMENT_RANGE(att, _start, _end) \
for (GPUAttachmentType att = static_cast<GPUAttachmentType>(_start); att < _end; \
att = static_cast<GPUAttachmentType>(att + 1))
#define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0)
#define GPU_FB_DIRTY_DRAWBUFFER (1 << 15)
#define GPU_FB_ATTACHEMENT_IS_DIRTY(flag, type) ((flag & (1 << type)) != 0)
#define GPU_FB_ATTACHEMENT_SET_DIRTY(flag, type) (flag |= (1 << type))
class FrameBuffer {
public:
GPUContext *ctx;
GLuint object;
GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
uint16_t dirty_flag;
int width, height;
bool multisample;
/* TODO Check that we always use the right context when binding
* (FBOs are not shared across ogl contexts). */
// void *ctx;
public:
GPUTexture *depth_tex(void) const
{
if (attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
return attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
}
return attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
};
GPUTexture *color_tex(int slot) const
{
return attachments[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
};
MEM_CXX_CLASS_ALLOC_FUNCS("FrameBuffer")
};
} // namespace gpu
} // namespace blender