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354 lines
9.7 KiB
354 lines
9.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// TOGL CODE LICENSE |
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// |
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// Copyright 2011-2014 Valve Corporation |
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// All Rights Reserved. |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files (the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions: |
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// |
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// The above copyright notice and this permission notice shall be included in |
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// all copies or substantial portions of the Software. |
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// |
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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// |
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// cglmfbo.cpp |
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// |
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//=============================================================================== |
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#include "togles/rendermechanism.h" |
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// memdbgon -must- be the last include file in a .cpp file. |
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#include "tier0/memdbgon.h" |
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CGLMFBO::CGLMFBO( GLMContext *ctx ) |
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{ |
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m_ctx = ctx; |
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m_ctx->CheckCurrent(); |
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gGL->glGenFramebuffers( 1, &m_name ); |
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memset( m_attach, 0, sizeof( m_attach ) ); |
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} |
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CGLMFBO::~CGLMFBO( ) |
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{ |
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m_ctx->CheckCurrent(); |
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// detach all known attached textures first... necessary ? |
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for( int index = 0; index < kAttCount; index++) |
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{ |
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if (m_attach[ index ].m_tex) |
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{ |
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TexDetach( (EGLMFBOAttachment)index ); |
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} |
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} |
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gGL->glDeleteFramebuffers( 1, &m_name ); |
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m_name = 0; |
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m_ctx = NULL; |
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} |
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// the tex attach path should also select a specific slice of the texture... |
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// and we need a way to make renderbuffers.. |
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static GLenum EncodeAttachmentFBO( EGLMFBOAttachment index ) |
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{ |
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if (index < kAttDepth) |
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{ |
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return GL_COLOR_ATTACHMENT0 + (int) index; |
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} |
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else |
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{ |
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switch( index ) |
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{ |
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case kAttDepth: |
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return GL_DEPTH_ATTACHMENT; |
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break; |
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case kAttStencil: |
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return GL_STENCIL_ATTACHMENT; |
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break; |
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case kAttDepthStencil: |
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return GL_DEPTH_STENCIL_ATTACHMENT; |
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break; |
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default: |
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GLMStop(); // bad news |
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break; |
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} |
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} |
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GLMStop(); // bad news |
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// shouldn't get here |
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return GL_COLOR_ATTACHMENT0; |
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} |
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void CGLMFBO::TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint ) |
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{ |
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// force our parent context to be current |
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m_ctx->MakeCurrent(); |
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// bind to context (will cause FBO object creation on first use) |
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m_ctx->BindFBOToCtx( this, fboBindPoint ); |
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// it's either a plain 2D, a 2D face of a cube map, or a slice of a 3D. |
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CGLMTex *tex = params->m_tex; |
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// always detach what is currently there, if anything |
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this->TexDetach( attachIndex, fboBindPoint ); |
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if (!tex) |
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{ |
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// andif they pass NULL to us, then we are done. |
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return; |
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} |
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GLMTexLayout *layout = tex->m_layout; |
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GLenum target = tex->m_layout->m_key.m_texGLTarget; |
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GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex ); |
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switch( target ) |
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{ |
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case GL_TEXTURE_2D: |
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{ |
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// we will attach the underlying RBO on a multisampled tex, iff the tex has one, **and** we're not being asked to attach it to the read buffer. |
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// if we get a req to attach an MSAA tex to the read buffer, chances are it's BlitTex calling, andit has already resolved the tex, so in those |
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// cases you really do want to attach the texture and not the RBO to the FBO in question. |
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bool useRBO = false; // initial state |
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if (layout->m_key.m_texFlags & kGLMTexMultisampled) |
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{ |
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// it is an MSAA tex |
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if (fboBindPoint == GL_READ_FRAMEBUFFER) |
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{ |
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// I think you just want to read a resolved tex. |
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// But I will check that it is resolved first.. |
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Assert( tex->IsRBODirty() == false ); |
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} |
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else |
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{ |
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// you want to draw into it. You get the RBO bound instead of the tex. |
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useRBO = true; |
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} |
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} |
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if (useRBO) |
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{ |
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// MSAA path - attach the RBO, not the texture, and mark the RBO dirty |
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT) |
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{ |
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// you have to attach it both places... |
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object |
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// bind the RBO to the GL_RENDERBUFFER target |
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gGL->glBindRenderbuffer( GL_RENDERBUFFER, tex->m_rboName ); |
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// attach the GL_RENDERBUFFER target to the depth and stencil attach points |
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gGL->glFramebufferRenderbuffer( fboBindPoint, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, tex->m_rboName); |
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gGL->glFramebufferRenderbuffer( fboBindPoint, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, tex->m_rboName); |
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// no need to leave the RBO hanging on |
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gGL->glBindRenderbuffer( GL_RENDERBUFFER, 0 ); |
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} |
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else |
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{ |
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// color attachment (likely 0) |
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gGL->glBindRenderbuffer( GL_RENDERBUFFER, tex->m_rboName ); |
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gGL->glFramebufferRenderbuffer( fboBindPoint, attachIndexGL, GL_RENDERBUFFER, tex->m_rboName); |
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gGL->glBindRenderbuffer( GL_RENDERBUFFER, 0 ); |
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} |
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tex->ForceRBODirty(); |
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} |
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else |
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{ |
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// regular path - attaching a texture2d |
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT) |
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{ |
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// you have to attach it both places... |
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object |
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gGL->glFramebufferTexture2D( fboBindPoint, GL_DEPTH_ATTACHMENT, target, tex->m_texName, params->m_mip ); |
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gGL->glFramebufferTexture2D( fboBindPoint, GL_STENCIL_ATTACHMENT, target, tex->m_texName, params->m_mip ); |
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} |
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else |
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{ |
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gGL->glFramebufferTexture2D( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip ); |
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} |
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} |
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} |
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break; |
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case GL_TEXTURE_3D: |
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{ |
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// gGL->glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip, params->m_zslice ); |
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} |
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break; |
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case GL_TEXTURE_CUBE_MAP: |
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{ |
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// adjust target to steer to the proper face of the cube map |
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + params->m_face; |
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gGL->glFramebufferTexture2D( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip ); |
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} |
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break; |
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} |
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// log the attached tex |
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m_attach[ attachIndex ] = *params; |
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// indicate that the tex has been bound to an RT |
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tex->m_rtAttachCount++; |
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} |
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void CGLMFBO::TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint ) |
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{ |
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// force our parent context to be current |
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m_ctx->MakeCurrent(); |
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// bind to context (will cause FBO object creation on first use) |
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m_ctx->BindFBOToCtx( this, fboBindPoint ); |
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if (m_attach[ attachIndex ].m_tex) |
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{ |
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CGLMTex *tex = m_attach[ attachIndex ].m_tex; |
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GLMTexLayout *layout = tex->m_layout; |
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GLenum target = tex->m_layout->m_key.m_texGLTarget; |
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GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex ); |
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switch( target ) |
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{ |
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case GL_TEXTURE_2D: |
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{ |
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if (layout->m_key.m_texFlags & kGLMTexMultisampled) |
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{ |
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// MSAA path - detach the RBO, not the texture |
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// (is this the right time to resolve? probably better to wait until someone tries to sample the texture) |
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gGL->glBindRenderbuffer( GL_RENDERBUFFER, 0 ); |
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT) |
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{ |
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// detach the GL_RENDERBUFFER target at depth and stencil attach points |
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gGL->glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); |
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gGL->glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); |
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} |
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else |
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{ |
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// color attachment (likely 0) |
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gGL->glFramebufferRenderbuffer( GL_FRAMEBUFFER, attachIndexGL, GL_RENDERBUFFER, 0); |
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} |
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} |
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else |
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{ |
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// plain tex detach |
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT) |
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{ |
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// you have to detach it both places... |
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object |
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gGL->glFramebufferTexture2D( fboBindPoint, GL_DEPTH_ATTACHMENT, target, 0, 0 ); |
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gGL->glFramebufferTexture2D( fboBindPoint, GL_STENCIL_ATTACHMENT, target, 0, 0 ); |
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} |
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else |
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{ |
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gGL->glFramebufferTexture2D( fboBindPoint, attachIndexGL, target, 0, 0 ); |
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} |
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} |
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} |
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break; |
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case GL_TEXTURE_3D: |
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{ |
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// gGL->glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, target, 0, 0, 0 ); |
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} |
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break; |
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case GL_TEXTURE_CUBE_MAP: |
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{ |
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gGL->glFramebufferTexture2D( fboBindPoint, attachIndexGL, target, 0, 0 ); |
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} |
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break; |
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} |
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// un-log the attached tex |
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memset( &m_attach[ attachIndex ], 0, sizeof( m_attach[0] ) ); |
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// drop the RT attach count |
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tex->m_rtAttachCount--; |
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} |
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else |
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{ |
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//Debugger(); // odd, but not harmful - typ comes from D3D code passing NULL into SetRenderTarget |
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} |
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} |
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void CGLMFBO::TexScrub( CGLMTex *tex ) |
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{ |
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// see if it's attached anywhere |
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for( int attachIndex = 0; attachIndex < kAttCount; attachIndex++ ) |
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{ |
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if (m_attach[ attachIndex ].m_tex == tex) |
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{ |
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// blammo |
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TexDetach( (EGLMFBOAttachment)attachIndex, GL_DRAW_FRAMEBUFFER ); |
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} |
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} |
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} |
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bool CGLMFBO::IsReady( void ) |
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{ |
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bool result = false; |
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// ensure our parent context is current |
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m_ctx->CheckCurrent(); |
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// bind to context (will cause FBO object creation on first use) |
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m_ctx->BindFBOToCtx( this ); |
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GLenum status; |
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status = gGL->glCheckFramebufferStatus(GL_FRAMEBUFFER); |
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#if 0 |
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switch(status) |
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{ |
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case GL_FRAMEBUFFER_COMPLETE_EXT: |
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result = true; |
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break; |
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT: |
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result = false; |
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DebuggerBreak(); |
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/* choose different formats */ |
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break; |
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default: |
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result = false; |
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DebuggerBreak(); |
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/* programming error; will fail on all hardware */ |
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break; |
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} |
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#endif |
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return true; |
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}
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