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#ifndef Magnum_GL_AbstractFramebuffer_h
#define Magnum_GL_AbstractFramebuffer_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class @ref Magnum::GL::AbstractFramebuffer, enum @ref Magnum::GL::FramebufferClear, @ref Magnum::GL::FramebufferBlit, @ref Magnum::GL::FramebufferBlitFilter, @ref Magnum::GL::FramebufferTarget, enum set @ref Magnum::GL::FramebufferClearMask
*/
#include <Corrade/Containers/EnumSet.h>
#include "Magnum/GL/GL.h"
#include "Magnum/GL/AbstractObject.h"
#include "Magnum/Math/Range.h"
namespace Magnum { namespace GL {
/**
@brief Mask for framebuffer clearing
@see @ref AbstractFramebuffer, @ref FramebufferClearMask
*/
enum class FramebufferClear: GLbitfield {
Color = GL_COLOR_BUFFER_BIT, /**< Color buffer */
Depth = GL_DEPTH_BUFFER_BIT, /**< Depth buffer */
Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil buffer */
};
/**
@brief Mask for clearing
@see @ref AbstractFramebuffer::clear()
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
typedef Containers::EnumSet<FramebufferClear,
GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT> FramebufferClearMask;
#else
typedef Containers::EnumSet<FramebufferClear> FramebufferClearMask;
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
@brief Mask for framebuffer blitting
@see @ref AbstractFramebuffer, @ref FramebufferBlitMask
@m_enum_values_as_keywords
@requires_gl30 Extension @gl_extension{ARB,framebuffer_object}
@requires_gles30 Extension @gl_extension{ANGLE,framebuffer_blit} or
@gl_extension{NV,framebuffer_blit} in OpenGL ES 2.0.
@requires_webgl20 Framebuffer blit is not available in WebGL 1.0.
*/
enum class FramebufferBlit: GLbitfield {
Color = GL_COLOR_BUFFER_BIT, /**< Color buffer */
Depth = GL_DEPTH_BUFFER_BIT, /**< Depth buffer */
Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil buffer */
};
/**
@brief Mask for framebuffer blitting
@see @ref AbstractFramebuffer::blit()
@requires_gl30 Extension @gl_extension{ARB,framebuffer_object}
@requires_gles30 Extension @gl_extension{ANGLE,framebuffer_blit} or
@gl_extension{NV,framebuffer_blit} in OpenGL ES 2.0.
@requires_webgl20 Framebuffer blit is not available in WebGL 1.0.
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
typedef Containers::EnumSet<FramebufferBlit,
GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT> FramebufferBlitMask;
#else
typedef Containers::EnumSet<FramebufferBlit> FramebufferBlitMask;
#endif
/**
@brief Framebuffer blit filtering
@see @ref AbstractFramebuffer::blit()
@m_enum_values_as_keywords
@requires_gl30 Extension @gl_extension{ARB,framebuffer_object}
@requires_gles30 Extension @gl_extension{ANGLE,framebuffer_blit} or
@gl_extension{NV,framebuffer_blit} in OpenGL ES 2.0.
@requires_webgl20 Framebuffer blit is not available in WebGL 1.0.
*/
enum class FramebufferBlitFilter: GLenum {
Nearest = GL_NEAREST, /**< Nearest neighbor filtering */
Linear = GL_LINEAR /**< Linear interpolation filtering */
};
#endif
/**
@brief Framebuffer target
@see @ref DefaultFramebuffer::checkStatus(), @ref Framebuffer::checkStatus()
@m_enum_values_as_keywords
@requires_gl30 Extension @gl_extension{ARB,framebuffer_object}
*/
enum class FramebufferTarget: GLenum {
/** Frambebuffer reading target */
#ifndef MAGNUM_TARGET_GLES2
Read = GL_READ_FRAMEBUFFER,
#elif !defined(MAGNUM_TARGET_WEBGL)
Read = GL_READ_FRAMEBUFFER_APPLE,
#else
Read,
#endif
/** Framebuffer drawing target */
#ifndef MAGNUM_TARGET_GLES2
Draw = GL_DRAW_FRAMEBUFFER,
#elif !defined(MAGNUM_TARGET_WEBGL)
Draw = GL_DRAW_FRAMEBUFFER_APPLE,
#else
Draw,
#endif
};
namespace Implementation { struct FramebufferState; }
/**
@brief Base for default and named framebuffers
See @ref DefaultFramebuffer and @ref Framebuffer for more information.
@section GL-AbstractFramebuffer-performance-optimization Performance optimizations and security
The engine tracks currently bound framebuffer and current viewport to avoid
unnecessary calls to @fn_gl_keyword{BindFramebuffer} and @fn_gl{Viewport} when
switching framebuffers. Framebuffer limits and implementation-defined values
(such as @ref maxViewportSize()) are cached, so repeated queries don't result
11 years ago
in repeated @fn_gl{Get} calls. See also @ref Context::resetState() and
@ref Context::State::Framebuffers.
Pixel storage mode defined by @ref PixelStorage is applied either right before
doing image download via @ref read() using @fn_gl{PixelStore} with
@def_gl{PACK_*}. The engine tracks currently used pixel pack parameters to
avoid unnecessary calls to @fn_gl{PixelStore}. See also @ref Context::resetState()
and @ref Context::State::PixelStorage.
If extension @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
available, @ref blit(), @ref clearDepth(), @ref clearStencil() and
@ref clearDepthStencil() functions use DSA to avoid unnecessary call to
@fn_gl{BindFramebuffer}. See their documentation for more information.
If @gl_extension{ARB,robustness} is available, @ref read() operations are
protected from buffer overflow.
*/
class MAGNUM_GL_EXPORT AbstractFramebuffer {
friend Implementation::FramebufferState;
public:
/** @todo `GL_IMPLEMENTATION_COLOR_READ_FORMAT`, `GL_IMPLEMENTATION_COLOR_READ_TYPE`, seems to be depending on currently bound FB (aargh) (@gl_extension{ARB,ES2_compatibility}). */
/**
* @brief Max supported viewport size
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls.
* @see @ref setViewport(), @fn_gl{Get} with
* @def_gl_keyword{MAX_VIEWPORT_DIMS}
*/
static Vector2i maxViewportSize();
/**
* @brief Max supported draw buffer count
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls. If neither @gl_extension{EXT,draw_buffers} nor
* @gl_extension{NV,draw_buffers} is available in OpenGL ES 2.0 and
* @webgl_extension{WEBGL,draw_buffers} is not available in WebGL 1.0,
* returns `0`.
* @see @ref DefaultFramebuffer::mapForDraw(), @ref Framebuffer::mapForDraw(),
* @fn_gl{Get} with @def_gl_keyword{MAX_DRAW_BUFFERS}
*/
static Int maxDrawBuffers();
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Max supported dual-source draw buffer count
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls. If extension @gl_extension{ARB,blend_func_extended} (part
12 years ago
* of OpenGL 3.3) is not available, returns `0`.
* @see @ref DefaultFramebuffer::mapForDraw(), @ref Framebuffer::mapForDraw(),
* @fn_gl{Get} with @def_gl_keyword{MAX_DUAL_SOURCE_DRAW_BUFFERS}
* @requires_gl Multiple blending inputs are not available in
* OpenGL ES or WebGL.
*/
static Int maxDualSourceDrawBuffers();
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @brief Copy block of pixels
* @param source Source framebuffer
* @param destination Destination framebuffer
* @param sourceRectangle Source rectangle
* @param destinationRectangle Destination rectangle
* @param mask Which buffers to perform blit operation on
* @param filter Interpolation filter
*
* See @ref DefaultFramebuffer::mapForRead(), @ref Framebuffer::mapForRead(),
* @ref DefaultFramebuffer::mapForDraw() and @ref Framebuffer::mapForDraw()
* for specifying particular buffers for blitting operation. If
* @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
* available, @p source framebuffer is bound to @ref FramebufferTarget::Read
* and @p destination framebuffer to @ref FramebufferTarget::Draw
* before the operation (if not already).
* @see @fn_gl2_keyword{BlitNamedFramebuffer,BlitFramebuffer}, eventually
* @fn_gl_keyword{BlitFramebuffer}
* @requires_gles30 Extension @gl_extension{ANGLE,framebuffer_blit} or
* @gl_extension{NV,framebuffer_blit} in OpenGL ES 2.0.
* @requires_webgl20 Framebuffer blit is not available in WebGL 1.0.
*/
static void blit(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
/**
* @brief Copy block of pixels
*
* Convenience alternative to the above function when source rectangle
* is the same as destination rectangle. As the image is copied
* pixel-by-pixel, no interpolation is needed and thus
* @ref FramebufferBlitFilter::Nearest filtering is used by default.
*/
static void blit(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& rectangle, FramebufferBlitMask mask) {
blit(source, destination, rectangle, rectangle, mask, FramebufferBlitFilter::Nearest);
}
#endif
/**
* @brief Bind framebuffer for drawing
*
* Binds the framebuffer for drawing and updates viewport to saved
* dimensions.
* @see @ref setViewport(), @ref DefaultFramebuffer::mapForRead(),
* @ref Framebuffer::mapForRead(), @ref DefaultFramebuffer::mapForDraw(),
* @ref Framebuffer::mapForDraw(), @fn_gl_keyword{BindFramebuffer},
* @fn_gl{Viewport}
*/
void bind();
/** @brief Viewport rectangle */
Range2Di viewport() const { return _viewport; }
/**
* @brief Implementation-specific color read format
*
* The result is not cached in any way. If
* @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
* available, the framebuffer is bound to some target before the
* operation (if not already).
* @see @ref implementationColorReadType(),
* @fn_gl{GetNamedFramebufferParameter} with
* @def_gl_keyword{IMPLEMENTATION_COLOR_READ_FORMAT},
* eventually @fn_gl{BindFramebuffer} and either
* @fn_gl{GetFramebufferParameter} or @fn_gl{Get} with
* @def_gl{IMPLEMENTATION_COLOR_READ_FORMAT}
*/
PixelFormat implementationColorReadFormat();
/**
* @brief Implementation-specific color read type
*
* The result is not cached in any way. If
* @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
* available, the framebuffer is bound to some target before the
* operation (if not already).
* @see @ref implementationColorReadFormat(),
* @fn_gl{GetNamedFramebufferParameter} with
* @def_gl_keyword{IMPLEMENTATION_COLOR_READ_TYPE}, eventually
* @fn_gl{BindFramebuffer} and either
* @fn_gl{GetFramebufferParameter} or @fn_gl{Get} with
* @def_gl{IMPLEMENTATION_COLOR_READ_TYPE}
*/
PixelType implementationColorReadType();
/**
* @brief Set viewport
* @return Reference to self (for method chaining)
*
* Saves the viewport to be used at later time in @ref bind(). If the
* framebuffer is currently bound, updates the viewport to given
* rectangle. Initial value in @ref DefaultFramebuffer is set to cover
* whole window, in @ref Framebuffer the initial value is specified in
* constructor.
* @see @ref maxViewportSize(), @fn_gl_keyword{Viewport}
*/
AbstractFramebuffer& setViewport(const Range2Di& rectangle);
/**
* @brief Clear specified buffers in framebuffer
* @param mask Which buffers to clear
* @return Reference to self (for method chaining)
*
* To improve performance you can also use
* @ref DefaultFramebuffer::invalidate() / @ref Framebuffer::invalidate()
* instead of clearing given buffer if you will not use it anymore or
* fully overwrite it later.
* @see @ref Renderer::setClearColor(), @ref Renderer::setClearDepth(),
* @ref Renderer::setClearStencil(), @fn_gl{BindFramebuffer},
* @fn_gl_keyword{Clear}
* @deprecated_gl Prefer to use @ref Framebuffer::clearColor() "*Framebuffer::clearColor()"
* / @ref clearDepth() / @ref clearDepthStencil() instead of
* @ref Renderer::setClearColor() / @ref Renderer::setClearDepth()
* / @ref Renderer::setClearStencil() and @ref clear() as it leads
* to less state changes.
*/
AbstractFramebuffer& clear(FramebufferClearMask mask);
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Clear depth buffer to specified value
* @param depth Value to clear with
* @return Reference to self (for method chaining)
*
* @see @ref clear(), @fn_gl_keyword{ClearNamedFramebuffer}, eventually
* @fn_gl{BindFramebuffer}, then @fn_gl_keyword{ClearBuffer}
* @requires_gl30 Direct framebuffer clearing is not available in
* OpenGL 2.1.
* @requires_gles30 Direct framebuffer clearing is not available in
* OpenGL ES 2.0 or WebGL 1.0.
*/
AbstractFramebuffer& clearDepth(Float depth);
/**
* @brief Clear stencil buffer to specified value
* @param stencil Value to clear with
* @return Reference to self (for method chaining)
*
* @see @ref clear(), @fn_gl_keyword{ClearNamedFramebuffer}, eventually
* @fn_gl{BindFramebuffer}, then @fn_gl_keyword{ClearBuffer}
* @requires_gl30 Direct framebuffer clearing is not available in
* OpenGL 2.1.
* @requires_gles30 Direct framebuffer clearing is not available in
* OpenGL ES 2.0 or WebGL 1.0.
*/
AbstractFramebuffer& clearStencil(Int stencil);
/**
* @brief Clear depth and stencil buffer to specified value
* @param depth Depth value to clear with
* @param stencil Stencil value to clear with
* @return Reference to self (for method chaining)
*
* @see @ref clear(), @fn_gl_keyword{ClearNamedFramebuffer}, eventually
* @fn_gl{BindFramebuffer}, then @fn_gl_keyword{ClearBuffer}
* @requires_gl30 Direct framebuffer clearing is not available in
* OpenGL 2.1.
* @requires_gles30 Direct framebuffer clearing is not available in
* OpenGL ES 2.0 or WebGL 1.0.
*/
AbstractFramebuffer& clearDepthStencil(Float depth, Int stencil);
#endif
/**
* @brief Read block of pixels from framebuffer to image
* @param rectangle Framebuffer rectangle to read
* @param image Image where to put the data
*
* Image parameters like format and type of pixel data are taken from
* given image. The storage is not reallocated if it is large enough to
* contain the new data. On OpenGL ES 2.0 and WebGL 1.0, if
* @ref PixelStorage::skip() is set, the functionality is emulated by
* adjusting the data pointer.
*
* If @gl_extension{ARB,robustness} is available, the operation is
* protected from buffer overflow.
* @see @fn_gl{BindFramebuffer}, then @fn_gl{PixelStore} and
* @fn_gl_keyword{ReadPixels} or
* @fn_gl_extension_keyword{ReadnPixels,ARB,robustness}
* @requires_gles30 Extension @gl_extension{EXT,unpack_subimage}/
* @gl_extension{NV,pack_subimage} in OpenGL ES 2.0 if
* @ref PixelStorage::rowLength() is set to a non-zero value.
* @requires_webgl20 Non-zero @ref PixelStorage::rowLength() is not
* supported in WebGL 1.0.
*/
void read(const Range2Di& rectangle, Image2D& image);
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp AbstractFramebuffer-read1
*/
Image2D read(const Range2Di& rectangle, Image2D&& image);
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Read block of pixels from framebuffer to buffer image
* @param rectangle Framebuffer rectangle to read
* @param image Buffer image where to put the data
* @param usage Buffer usage
*
* See @ref read(const Range2Di&, Image2D&) for more information. The
* storage is not reallocated if it is large enough to contain the new
* data, which means that @p usage might get ignored.
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
* @todo Make it more flexible (usable with
* @gl_extension{ARB,buffer_storage}, avoiding relocations...)
*/
void read(const Range2Di& rectangle, BufferImage2D& image, BufferUsage usage);
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp AbstractFramebuffer-read2
*/
BufferImage2D read(const Range2Di& rectangle, BufferImage2D&& image, BufferUsage usage);
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to 1D texture image
* @param rectangle Framebuffer rectangle to copy. Height must
* be `1`.
* @param texture Texture where to put the data
* @param level Texture mip level
* @param internalFormat Texture internal format
*
* On platforms that support it prefer to use @ref Texture1D::setStorage()
* and @ref copySubImage() instead, as it avoids unnecessary
* reallocations and has better performance characteristics. This call
* also has no equivalent in @gl_extension{ARB,direct_state_access}, thus
* the texture needs to be bound to some texture unit before the
* operation.
* @see @ref Texture1D::maxSize(), @fn_gl{BindFramebuffer}, then
* @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexImage1D}
* @requires_gl 1D textures are not available in OpenGL ES or WebGL.
* @deprecated_gl Prefer to use @ref Texture1D::setStorage() and
* @ref copySubImage() instead.
*/
void copyImage(const Range2Di& rectangle, Texture1D& texture, Int level, TextureFormat internalFormat);
#endif
/**
* @brief Copy block of pixels from framebuffer to 2D texture image
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param internalFormat Texture internal format
*
* On platforms that support it prefer to use @ref Texture2D::setStorage()
* and @ref copySubImage() instead, as it avoids unnecessary
* reallocations and has better performance characteristics. This call
* also has no equivalent in @gl_extension{ARB,direct_state_access}, thus
* the texture needs to be bound to some texture unit before the
* operation.
* @see @ref Texture2D::maxSize(), @fn_gl{BindFramebuffer}, then
* @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexImage2D}
* @deprecated_gl Prefer to use @ref Texture2D::setStorage() and
* @ref copySubImage() instead.
*/
void copyImage(const Range2Di& rectangle, Texture2D& texture, Int level, TextureFormat internalFormat);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to rectangle texture
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param internalFormat Texture internal format
*
* On platforms that support it prefer to use @ref RectangleTexture::setStorage()
* and @ref copySubImage() instead, as it avoids unnecessary
* reallocations and has better performance characteristics. This call
* also has no equivalent in @gl_extension{ARB,direct_state_access}, thus
* the texture needs to be bound to some texture unit before the
* operation.
* @see @ref Texture2D::maxSize(), @fn_gl{BindFramebuffer}, then
* @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexImage2D}
* @requires_gl31 Extension @gl_extension{ARB,texture_rectangle}
* @requires_gl Rectangle textures are not available in OpenGL ES and
* WebGL.
* @deprecated_gl Prefer to use @ref RectangleTexture::setStorage() and
* @ref copySubImage() instead.
*/
void copyImage(const Range2Di& rectangle, RectangleTexture& texture, TextureFormat internalFormat);
#endif
/**
* @brief Copy block of pixels from framebuffer to cube map texture image
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param coordinate Cube map coordinate
* @param internalFormat Texture internal format
*
* On platforms that support it prefer to use @ref CubeMapTexture::setStorage()
* and @ref copySubImage() instead, as it avoids unnecessary
* reallocations and has better performance characteristics. This call
* also has no equivalent in @gl_extension{ARB,direct_state_access}, thus
* the texture needs to be bound to some texture unit before the
* operation.
* @see @ref Texture2D::maxSize(), @fn_gl{BindFramebuffer}, then
* @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexImage2D}
* @deprecated_gl Prefer to use @ref CubeMapTexture::setStorage() and
* @ref copySubImage() instead.
*/
void copyImage(const Range2Di& rectangle, CubeMapTexture& texture, CubeMapCoordinate coordinate, Int level, TextureFormat internalFormat);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to 1D texture array image
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param internalFormat Texture internal format
*
* On platforms that support it prefer to use @ref Texture2D::setStorage()
* and @ref copySubImage() instead, as it avoids unnecessary
* reallocations and has better performance characteristics. This call
* also has no equivalent in @gl_extension{ARB,direct_state_access}, thus
* the texture needs to be bound to some texture unit before the
* operation.
* @see @ref Texture2D::maxSize(), @fn_gl{BindFramebuffer}, then
* @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexImage2D}
* @requires_gl 1D array textures are not available in OpenGL ES or
* WebGL, only 2D ones.
* @deprecated_gl Prefer to use @ref Texture1DArray::setStorage() and
* @ref copySubImage() instead.
*/
void copyImage(const Range2Di& rectangle, Texture1DArray& texture, Int level, TextureFormat internalFormat);
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to 1D texture subimage
* @param rectangle Framebuffer rectangle to copy. Height must
* be `1`.
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref Texture1D::setStorage(), @fn_gl{BindFramebuffer}, then
* @fn_gl2_keyword{CopyTextureSubImage1D,CopyTexSubImage1D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage1D}
* @requires_gl 1D textures are not available in OpenGL ES or WebGL.
*/
void copySubImage(const Range2Di& rectangle, Texture1D& texture, Int level, Int offset);
#endif
/**
* @brief Copy block of pixels from framebuffer to 2D texture subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref Texture2D::setStorage(), @fn_gl{BindFramebuffer}, then
* @fn_gl2_keyword{CopyTextureSubImage2D,CopyTexSubImage2D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{CopyTexSubImage2D}
*/
void copySubImage(const Range2Di& rectangle, Texture2D& texture, Int level, const Vector2i& offset);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to rectangle texture subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref RectangleTexture::setStorage(), @fn_gl{BindFramebuffer},
* then @fn_gl2_keyword{CopyTextureSubImage2D,CopyTexSubImage2D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage2D}
* @requires_gl Rectangle textures are not available in OpenGL ES and
* WebGL.
*/
void copySubImage(const Range2Di& rectangle, RectangleTexture& texture, const Vector2i& offset);
#endif
/**
* @brief Copy block of pixels from framebuffer to cube map texture subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* Z coordinate of the offset is equivalent to number of texture face,
* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z). If
* @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
* available, the texture is bound before the operation (if not
* already).
* @see @ref CubeMapTexture::setStorage(), @fn_gl{BindFramebuffer},
* then @fn_gl2_keyword{CopyTextureSubImage3D,CopyTexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage2D}
*/
void copySubImage(const Range2Di& rectangle, CubeMapTexture& texture, Int level, const Vector3i& offset);
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @brief Copy block of pixels from framebuffer to 3D texture subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref Texture3D::setStorage(), @fn_gl{BindFramebuffer}, then
* @fn_gl2_keyword{CopyTextureSubImage3D,CopyTexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage3D}
* @requires_gles30 Extension @gl_extension{OES,texture_3D} in OpenGL
* ES 2.0.
* @requires_webgl20 Only 2D textures are available in WebGL 1.0.
*/
void copySubImage(const Range2Di& rectangle, Texture3D& texture, Int level, const Vector3i& offset);
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from framebuffer to 1D texture array subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref Texture1DArray::setStorage(), @fn_gl{BindFramebuffer},
* then @fn_gl2_keyword{CopyTextureSubImage2D,CopyTexSubImage2D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage2D}
* @requires_gl 1D array textures are not available in OpenGL ES or
* WebGL, only 2D ones.
*/
void copySubImage(const Range2Di& rectangle, Texture1DArray& texture, Int level, const Vector2i& offset);
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Copy block of pixels from framebuffer to 2D texture array subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
* @see @ref Texture2DArray::setStorage(), @fn_gl{BindFramebuffer},
* then @fn_gl2_keyword{CopyTextureSubImage3D,CopyTexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage3D}
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
* @requires_gles30 Array textures are not available in OpenGL ES 2.0.
* @requires_webgl20 Array textures are not available in WebGL 1.0.
*/
void copySubImage(const Range2Di& rectangle, Texture2DArray& texture, Int level, const Vector3i& offset);
#endif
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @brief Copy block of pixels from framebuffer to cube map texture array subimage
* @param rectangle Framebuffer rectangle to copy
* @param texture Texture where to put the data
* @param level Texture mip level
* @param offset Offset inside the texture
*
* Z coordinate of the offset is equivalent to layer * 6 + number of
* texture face, i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y,
* +Z, -Z). If @gl_extension{ARB,direct_state_access} (part of OpenGL
* 4.5) is not available, the texture is bound before the operation (if
* not already).
* @see @ref CubeMapTextureArray::setStorage(), @fn_gl{BindFramebuffer},
* then @fn_gl2_keyword{CopyTextureSubImage3D,CopyTexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CopyTexSubImage3D}
* @requires_gl40 Extension @gl_extension{ARB,texture_cube_map_array}
* @requires_gles30 Not defined in OpenGL ES 2.0.
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
* @gl_extension{EXT,texture_cube_map_array}
* @requires_gles Cube map texture arrays are not available in WebGL.
*/
void copySubImage(const Range2Di& rectangle, CubeMapTextureArray& texture, Int level, const Vector3i& offset);
#endif
#ifdef DOXYGEN_GENERATING_OUTPUT
private:
#else
protected:
#endif
/* Used by the (constexpr) DefaultFramebuffer constructor and both
the NoCreate and normal constructor of Framebuffer */
constexpr explicit AbstractFramebuffer(GLuint id, const Range2Di& viewport, ObjectFlags flags) noexcept: _id{id}, _viewport{viewport}, _flags{flags} {}
~AbstractFramebuffer() = default;
AbstractFramebuffer(const AbstractFramebuffer&) = delete;
AbstractFramebuffer(AbstractFramebuffer&& other) noexcept: _id{other._id}, _viewport{other._viewport}, _flags{other._flags} {
other._id = 0;
other._viewport = {};
}
AbstractFramebuffer& operator=(const AbstractFramebuffer&) = delete;
AbstractFramebuffer& operator=(AbstractFramebuffer&& other) noexcept {
using std::swap;
swap(_id, other._id);
swap(_viewport, other._viewport);
swap(_flags, other._flags);
return *this;
}
void MAGNUM_GL_LOCAL createIfNotAlready();
void MAGNUM_GL_LOCAL bindInternal(FramebufferTarget target);
FramebufferTarget MAGNUM_GL_LOCAL bindInternal();
void MAGNUM_GL_LOCAL setViewportInternal();
GLuint _id;
Range2Di _viewport;
ObjectFlags _flags;
private:
#ifndef MAGNUM_TARGET_GLES2
static void MAGNUM_GL_LOCAL blitImplementationDefault(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
#ifndef MAGNUM_TARGET_GLES
static void MAGNUM_GL_LOCAL blitImplementationDSA(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
#endif
#elif !defined(MAGNUM_TARGET_WEBGL)
static void MAGNUM_GL_LOCAL blitImplementationANGLE(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
static void MAGNUM_GL_LOCAL blitImplementationNV(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
#endif
void MAGNUM_GL_LOCAL bindImplementationDefault(FramebufferTarget target);
FramebufferTarget MAGNUM_GL_LOCAL bindImplementationDefault();
#ifdef MAGNUM_TARGET_GLES2
void MAGNUM_GL_LOCAL bindImplementationSingle(FramebufferTarget);
FramebufferTarget MAGNUM_GL_LOCAL bindImplementationSingle();
#endif
GLenum MAGNUM_GL_LOCAL implementationColorReadFormatTypeImplementationDefault(GLenum what);
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
GLenum MAGNUM_GL_LOCAL implementationColorReadFormatTypeImplementationES31(GLenum what);
#endif
#ifndef MAGNUM_TARGET_GLES
GLenum MAGNUM_GL_LOCAL implementationColorReadFormatTypeImplementationES31DSA(GLenum what);
GLenum MAGNUM_GL_LOCAL implementationColorReadFormatTypeImplementationES31DSAMesa(GLenum what);
#endif
GLenum MAGNUM_GL_LOCAL checkStatusImplementationDefault(FramebufferTarget target);
#ifdef MAGNUM_TARGET_GLES2
GLenum MAGNUM_GL_LOCAL checkStatusImplementationSingle(FramebufferTarget);
#endif
#ifndef MAGNUM_TARGET_GLES
GLenum MAGNUM_GL_LOCAL checkStatusImplementationDSA(FramebufferTarget target);
#endif
#ifndef MAGNUM_TARGET_GLES2
void MAGNUM_GL_LOCAL clearImplementationDefault(GLenum buffer, GLint drawbuffer, const GLint* value);
void MAGNUM_GL_LOCAL clearImplementationDefault(GLenum buffer, GLint drawbuffer, const GLuint* value);
void MAGNUM_GL_LOCAL clearImplementationDefault(GLenum buffer, GLint drawbuffer, const GLfloat* value);
void MAGNUM_GL_LOCAL clearImplementationDefault(GLenum buffer, GLfloat depth, GLint stencil);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL clearImplementationDSA(GLenum buffer, GLint drawbuffer, const GLint* value);
void MAGNUM_GL_LOCAL clearImplementationDSA(GLenum buffer, GLint drawbuffer, const GLuint* value);
void MAGNUM_GL_LOCAL clearImplementationDSA(GLenum buffer, GLint drawbuffer, const GLfloat* value);
void MAGNUM_GL_LOCAL clearImplementationDSA(GLenum buffer, GLfloat depth, GLint stencil);
#endif
#endif
#ifndef MAGNUM_TARGET_GLES2
void MAGNUM_GL_LOCAL drawBuffersImplementationDefault(GLsizei count, const GLenum* buffers);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL drawBuffersImplementationDSA(GLsizei count, const GLenum* buffers);
#endif
#else
void MAGNUM_GL_LOCAL drawBuffersImplementationEXT(GLsizei count, const GLenum* buffers);
#ifndef MAGNUM_TARGET_WEBGL
void MAGNUM_GL_LOCAL drawBuffersImplementationNV(GLsizei count, const GLenum* buffers);
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL drawBufferImplementationDefault(GLenum buffer);
void MAGNUM_GL_LOCAL drawBufferImplementationDSA(GLenum buffer);
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
void MAGNUM_GL_LOCAL readBufferImplementationDefault(GLenum buffer);
#endif
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL readBufferImplementationDSA(GLenum buffer);
#endif
static void MAGNUM_GL_LOCAL readImplementationDefault(const Range2Di& rectangle, PixelFormat format, PixelType type, std::size_t dataSize, GLvoid* data);
#ifndef MAGNUM_TARGET_WEBGL
static void MAGNUM_GL_LOCAL readImplementationRobustness(const Range2Di& rectangle, PixelFormat format, PixelType type, std::size_t dataSize, GLvoid* data);
#endif
#ifndef MAGNUM_TARGET_GLES
static void MAGNUM_GL_LOCAL copySub1DImplementationDefault(const Range2Di& rectangle, AbstractTexture& texture, Int level, Int offset);
static void MAGNUM_GL_LOCAL copySub1DImplementationDSA(const Range2Di& rectangle, AbstractTexture& texture, Int level, Int offset);
#endif
static void MAGNUM_GL_LOCAL copySub2DImplementationDefault(const Range2Di& rectangle, AbstractTexture& texture, GLenum textureTarget, Int level, const Vector2i& offset);
#ifndef MAGNUM_TARGET_GLES
static void MAGNUM_GL_LOCAL copySub2DImplementationDSA(const Range2Di& rectangle, AbstractTexture& texture, GLenum textureTarget, Int level, const Vector2i& offset);
static void MAGNUM_GL_LOCAL copySubCubeMapImplementationDSA(const Range2Di& rectangle, AbstractTexture& texture, GLenum textureTarget, Int level, const Vector2i& offset);
#endif
#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
static void MAGNUM_GL_LOCAL copySub3DImplementationDefault(const Range2Di& rectangle, AbstractTexture& texture, Int level, const Vector3i& offset);
#endif
#ifndef MAGNUM_TARGET_GLES
static void MAGNUM_GL_LOCAL copySub3DImplementationDSA(const Range2Di& rectangle, AbstractTexture& texture, Int level, const Vector3i& offset);
#endif
void MAGNUM_GL_LOCAL invalidateImplementationNoOp(GLsizei, const GLenum*);
void MAGNUM_GL_LOCAL invalidateImplementationDefault(GLsizei count, const GLenum* attachments);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL invalidateImplementationDSA(GLsizei count, const GLenum* attachments);
#endif
#ifndef MAGNUM_TARGET_GLES2
void MAGNUM_GL_LOCAL invalidateImplementationNoOp(GLsizei, const GLenum*, const Range2Di&);
void MAGNUM_GL_LOCAL invalidateImplementationDefault(GLsizei count, const GLenum* attachments, const Range2Di& rectangle);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_GL_LOCAL invalidateImplementationDSA(GLsizei count, const GLenum* attachments, const Range2Di& rectangle);
#endif
#endif
};
CORRADE_ENUMSET_OPERATORS(FramebufferClearMask)
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
CORRADE_ENUMSET_OPERATORS(FramebufferBlitMask)
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
/* Note: needs to be prefixed with Magnum:: otherwise Doxygen can't find it */
/** @brief @copybrief GL::FramebufferClear
* @deprecated Use @ref GL::FramebufferClear instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferClear instead") Magnum::GL::FramebufferClear FramebufferClear;
/** @brief @copybrief GL::FramebufferClearMask
* @deprecated Use @ref GL::FramebufferClearMask instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferClearMask instead") Magnum::GL::FramebufferClearMask FramebufferClearMask;
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/** @brief @copybrief GL::FramebufferBlit
* @deprecated Use @ref GL::FramebufferBlit instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferBlit instead") Magnum::GL::FramebufferBlit FramebufferBlit;
/** @brief @copybrief GL::FramebufferBlitMask
* @deprecated Use @ref GL::FramebufferBlitMask instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferBlitMask instead") Magnum::GL::FramebufferBlitMask FramebufferBlitMask;
/** @brief @copybrief GL::FramebufferBlitFilter
* @deprecated Use @ref GL::FramebufferBlitFilter instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferBlitFilter instead") Magnum::GL::FramebufferBlitFilter FramebufferBlitFilter;
#endif
/** @brief @copybrief GL::FramebufferTarget
* @deprecated Use @ref GL::FramebufferTarget instead.
*/
typedef CORRADE_DEPRECATED("use GL::FramebufferTarget instead") Magnum::GL::FramebufferTarget FramebufferTarget;
/** @brief @copybrief GL::AbstractFramebuffer
* @deprecated Use @ref GL::AbstractFramebuffer instead.
*/
typedef CORRADE_DEPRECATED("use GL::AbstractFramebuffer instead") Magnum::GL::AbstractFramebuffer AbstractFramebuffer;
#endif
}
#endif