GPUFramebuffer: Refactor (part 1)

Move some DRWFramebuffer functions to GPUFramebuffer.
This commit is contained in:
Clément Foucault 2018-03-25 14:18:39 +02:00
parent e5ee1ed818
commit f937123116
2 changed files with 74 additions and 0 deletions

View File

@ -36,6 +36,12 @@
extern "C" {
#endif
typedef enum GPUFrameBufferBits{
GPU_COLOR_BIT = (1 << 0),
GPU_DEPTH_BIT = (1 << 1),
GPU_STENCIL_BIT = (1 << 2),
} GPUFrameBufferBits;
typedef struct GPUFrameBuffer GPUFrameBuffer;
typedef struct GPUOffScreen GPUOffScreen;
struct GPUTexture;
@ -67,8 +73,33 @@ unsigned int GPU_framebuffer_current_get(void);
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
/* Framebuffer operations */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
void GPU_framebuffer_restore(void);
void GPU_framebuffer_clear(
GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
const float clear_col[4], float clear_depth, unsigned int clear_stencil);
#define GPU_framebuffer_clear_color(fb, col) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
#define GPU_framebuffer_clear_depth(fb, depth) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
#define GPU_framebuffer_clear_stencil(fb, stencil) \
GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
void GPU_framebuffer_blit(
GPUFrameBuffer *fb_read, int read_slot,

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@ -53,6 +53,15 @@ struct GPUFrameBuffer {
GPUTexture *depthtex;
};
static GLenum convert_buffer_bits_to_gl(GPUFrameBufferBits 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;
}
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
@ -439,6 +448,40 @@ void GPU_framebuffer_restore(void)
}
}
#define CHECK_FRAMEBUFFER_IS_BOUND(_fb) \
BLI_assert(GPU_framebuffer_bound(_fb)); \
UNUSED_VARS_NDEBUG(_fb);
/* Needs to be done after binding. */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
glViewport(x, y, w, h);
}
void GPU_framebuffer_clear(
GPUFrameBuffer *fb, GPUFrameBufferBits buffers,
const float clear_col[4], float clear_depth, unsigned int clear_stencil)
{
CHECK_FRAMEBUFFER_IS_BOUND(fb);
if (buffers & GPU_COLOR_BIT) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
}
if (buffers & GPU_DEPTH_BIT) {
glDepthMask(GL_TRUE);
glClearDepth(clear_depth);
}
if (buffers & GPU_STENCIL_BIT) {
glStencilMask(clear_stencil);
}
GLbitfield mask = convert_buffer_bits_to_gl(buffers);
glClear(mask);
}
void GPU_framebuffer_blit(
GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write,
int write_slot, bool use_depth, bool use_stencil)