GPU: support default framebuffer with ID not equal to 0

This commit is contained in:
Tomoaki Kawada 2019-06-01 17:54:07 +02:00 committed by Brecht Van Lommel
parent 2a5dc454f6
commit 62fe7e9a9d
16 changed files with 61 additions and 19 deletions

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@ -721,6 +721,11 @@ extern GHOST_TSuccess GHOST_ActivateOpenGLContext(GHOST_ContextHandle contexthan
*/
extern GHOST_TSuccess GHOST_ReleaseOpenGLContext(GHOST_ContextHandle contexthandle);
/**
* Get the OpenGL framebuffer handle that serves as a default framebuffer.
*/
extern unsigned int GHOST_GetDefaultOpenGLFramebuffer(GHOST_WindowHandle windwHandle);
/**
* Set which tablet API to use. Only affects Windows, other platforms have a single API.
* \param systemhandle The handle to the system

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@ -217,6 +217,12 @@ class GHOST_IWindow {
*/
virtual GHOST_TSuccess activateDrawingContext() = 0;
/**
* Gets the OpenGL framebuffer associated with the window's contents.
* \return The name of an OpenGL framebuffer object.
*/
virtual unsigned int getDefaultFramebuffer() = 0;
/**
* Invalidates the contents of this window.
* \return Indication of success.

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@ -633,6 +633,13 @@ GHOST_TSuccess GHOST_ReleaseOpenGLContext(GHOST_ContextHandle contexthandle)
return context->releaseDrawingContext();
}
unsigned int GHOST_GetDefaultOpenGLFramebuffer(GHOST_WindowHandle windowhandle)
{
GHOST_IWindow *window = (GHOST_IWindow *)windowhandle;
return window->getDefaultFramebuffer();
}
GHOST_TSuccess GHOST_InvalidateWindow(GHOST_WindowHandle windowhandle)
{
GHOST_IWindow *window = (GHOST_IWindow *)windowhandle;

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@ -119,6 +119,15 @@ class GHOST_Context : public GHOST_IContext {
return m_stereoVisual;
}
/**
* Gets the OpenGL framebuffer associated with the OpenGL context
* \return The ID of an OpenGL framebuffer object.
*/
virtual unsigned int getDefaultFramebuffer()
{
return 0;
}
protected:
void initContextGLEW();

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@ -109,6 +109,11 @@ GHOST_TSuccess GHOST_Window::getSwapInterval(int &intervalOut)
return m_context->getSwapInterval(intervalOut);
}
unsigned int GHOST_Window::getDefaultFramebuffer()
{
return (m_context) ? m_context->getDefaultFramebuffer() : 0;
}
GHOST_TSuccess GHOST_Window::activateDrawingContext()
{
return m_context->activateDrawingContext();

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@ -261,6 +261,12 @@ class GHOST_Window : public GHOST_IWindow {
*/
GHOST_TSuccess updateDrawingContext();
/**
* Gets the OpenGL framebuffer associated with the window's contents.
* \return The ID of an OpenGL framebuffer object.
*/
virtual unsigned int getDefaultFramebuffer();
/**
* Returns the window user data.
* \return The window user data.

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@ -409,7 +409,7 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
if (lbake->gl_context) {
DRW_opengl_render_context_enable(lbake->gl_context);
if (lbake->gpu_context == NULL) {
lbake->gpu_context = GPU_context_create();
lbake->gpu_context = GPU_context_create(0);
}
DRW_gawain_render_context_enable(lbake->gpu_context);
}

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@ -3158,7 +3158,7 @@ void DRW_opengl_context_create(void)
DST.gl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.gl_context);
/* Be sure to create gawain.context too. */
DST.gpu_context = GPU_context_create();
DST.gpu_context = GPU_context_create(0);
if (!G.background) {
immActivate();
}

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@ -36,7 +36,7 @@ extern "C" {
typedef struct GPUContext GPUContext;
GPUContext *GPU_context_create(void);
GPUContext *GPU_context_create(GLuint default_framebuffer);
void GPU_context_discard(GPUContext *);
void GPU_context_active_set(GPUContext *);

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@ -64,6 +64,7 @@ static std::mutex orphans_mutex;
struct GPUContext {
GLuint default_vao;
GLuint default_framebuffer;
GPUFrameBuffer *current_fbo;
std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
#ifdef DEBUG
@ -137,11 +138,12 @@ static void orphans_clear(GPUContext *ctx)
orphans_mutex.unlock();
}
GPUContext *GPU_context_create(void)
GPUContext *GPU_context_create(GLuint default_framebuffer)
{
/* BLI_assert(thread_is_main()); */
GPUContext *ctx = new GPUContext;
glGenVertexArrays(1, &ctx->default_vao);
ctx->default_framebuffer = default_framebuffer;
GPU_context_active_set(ctx);
return ctx;
}
@ -201,6 +203,14 @@ GLuint GPU_vao_default(void)
return active_ctx->default_vao;
}
GLuint GPU_framebuffer_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
BLI_assert(pthread_equal(
pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
return active_ctx->default_framebuffer;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;

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@ -35,6 +35,7 @@ extern "C" {
struct GPUFrameBuffer;
GLuint GPU_vao_default(void);
GLuint GPU_framebuffer_default(void);
/* These require a gl ctx bound. */
GLuint GPU_buf_alloc(void);

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@ -244,15 +244,6 @@ void gpu_extensions_init(void)
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
#ifndef NDEBUG
GLint ret;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGetFramebufferAttachmentParameteriv(
GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &ret);
/* We expect FRONT_LEFT to be the default buffer. */
BLI_assert(ret == GL_FRAMEBUFFER_DEFAULT);
#endif
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
const char *vendor = (const char *)glGetString(GL_VENDOR);

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@ -539,7 +539,7 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
void GPU_framebuffer_restore(void)
{
if (GPU_framebuffer_active_get() != NULL) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
gpu_framebuffer_current_set(NULL);
}
}
@ -718,7 +718,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
gpu_framebuffer_current_set(prev_fb);
}
else {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
gpu_framebuffer_current_set(NULL);
}
}
@ -909,7 +909,7 @@ void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
gpu_print_framebuffer_error(status, NULL);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, GPU_framebuffer_default());
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)

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@ -1116,7 +1116,7 @@ void *RE_gl_context_get(Render *re)
void *RE_gpu_context_get(Render *re)
{
if (re->gpu_context == NULL) {
re->gpu_context = GPU_context_create();
re->gpu_context = GPU_context_create(0);
}
return re->gpu_context;
}

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@ -1287,7 +1287,8 @@ static char *wm_main_playanim_intern(int argc, const char **argv)
// GHOST_ActivateWindowDrawingContext(g_WS.ghost_window);
/* initialize OpenGL immediate mode */
g_WS.gpu_context = GPU_context_create();
GLuint default_fb = GHOST_GetDefaultOpenGLFramebuffer(g_WS.ghost_window);
g_WS.gpu_context = GPU_context_create(default_fb);
GPU_init();
immActivate();

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@ -581,7 +581,8 @@ static void wm_window_ghostwindow_add(wmWindowManager *wm, const char *title, wm
if (ghostwin) {
GHOST_RectangleHandle bounds;
win->gpuctx = GPU_context_create();
GLuint default_fb = GHOST_GetDefaultOpenGLFramebuffer(ghostwin);
win->gpuctx = GPU_context_create(default_fb);
/* needed so we can detect the graphics card below */
GPU_init();