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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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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
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THE 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
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Renderbuffer.h"
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GL: port label() / setLabel() away from std::string.
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.
5 years ago
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#ifndef MAGNUM_TARGET_WEBGL
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#include <Corrade/Containers/String.h>
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#endif
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#ifndef MAGNUM_TARGET_WEBGL
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#include "Magnum/GL/Implementation/DebugState.h"
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#endif
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#include "Magnum/GL/Implementation/FramebufferState.h"
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#include "Magnum/GL/Implementation/State.h"
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namespace Magnum { namespace GL {
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Int Renderbuffer::maxSize() {
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GLint& value = Context::current().state().framebuffer.maxRenderbufferSize;
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/* Get the value, if not already cached */
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if(value == 0)
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glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &value);
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return value;
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}
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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Int Renderbuffer::maxSamples() {
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#ifdef MAGNUM_TARGET_GLES2
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if(!Context::current().isExtensionSupported<Extensions::ANGLE::framebuffer_multisample>() && !Context::current().isExtensionSupported<Extensions::NV::framebuffer_multisample>())
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return 0;
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#endif
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GLint& value = Context::current().state().framebuffer.maxSamples;
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/* Get the value, if not already cached */
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if(value == 0) {
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#ifndef MAGNUM_TARGET_GLES2
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glGetIntegerv(GL_MAX_SAMPLES, &value);
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#else
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glGetIntegerv(GL_MAX_SAMPLES_NV, &value);
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#endif
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}
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return value;
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}
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#endif
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Renderbuffer::Renderbuffer(): _flags{ObjectFlag::DeleteOnDestruction} {
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Context::current().state().framebuffer.createRenderbufferImplementation(*this);
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}
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void Renderbuffer::createImplementationDefault(Renderbuffer& self) {
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glGenRenderbuffers(1, &self._id);
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}
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#ifndef MAGNUM_TARGET_GLES
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void Renderbuffer::createImplementationDSA(Renderbuffer& self) {
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glCreateRenderbuffers(1, &self._id);
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self._flags |= ObjectFlag::Created;
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}
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#endif
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Renderbuffer::~Renderbuffer() {
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/* Moved out, nothing to do */
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if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return;
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/* If bound, remove itself from state */
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GLuint& binding = Context::current().state().framebuffer.renderbufferBinding;
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if(binding == _id) binding = 0;
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glDeleteRenderbuffers(1, &_id);
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}
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inline void Renderbuffer::createIfNotAlready() {
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if(_flags & ObjectFlag::Created) return;
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/* glGen*() does not create the object, just reserves the name. Some
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commands (such as glObjectLabel()) operate with IDs directly and they
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require the object to be created. Binding the renderbuffer finally
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creates it. Also all EXT DSA functions implicitly create it. */
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bind();
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CORRADE_INTERNAL_ASSERT(_flags & ObjectFlag::Created);
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}
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#ifndef MAGNUM_TARGET_WEBGL
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GL: port label() / setLabel() away from std::string.
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.
5 years ago
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Containers::String Renderbuffer::label() {
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createIfNotAlready();
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return Context::current().state().debug.getLabelImplementation(GL_RENDERBUFFER, _id);
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}
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GL: port label() / setLabel() away from std::string.
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.
5 years ago
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Renderbuffer& Renderbuffer::setLabel(const Containers::StringView label) {
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createIfNotAlready();
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Context::current().state().debug.labelImplementation(GL_RENDERBUFFER, _id, label);
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return *this;
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}
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#endif
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void Renderbuffer::setStorage(const RenderbufferFormat internalFormat, const Vector2i& size) {
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Context::current().state().framebuffer.renderbufferStorageImplementation(*this, internalFormat, size);
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}
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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void Renderbuffer::setStorageMultisample(const Int samples, const RenderbufferFormat internalFormat, const Vector2i& size) {
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Context::current().state().framebuffer.renderbufferStorageMultisampleImplementation(*this, samples, internalFormat, size);
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}
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#endif
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void Renderbuffer::bind() {
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GLuint& binding = Context::current().state().framebuffer.renderbufferBinding;
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if(binding == _id) return;
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/* Binding the renderbuffer finally creates it */
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binding = _id;
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_flags |= ObjectFlag::Created;
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glBindRenderbuffer(GL_RENDERBUFFER, _id);
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}
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void Renderbuffer::storageImplementationDefault(Renderbuffer& self, RenderbufferFormat internalFormat, const Vector2i& size) {
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self.bind();
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glRenderbufferStorage(GL_RENDERBUFFER, GLenum(internalFormat), size.x(), size.y());
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}
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#ifndef MAGNUM_TARGET_GLES
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void Renderbuffer::storageImplementationDSA(Renderbuffer& self, const RenderbufferFormat internalFormat, const Vector2i& size) {
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glNamedRenderbufferStorage(self._id, GLenum(internalFormat), size.x(), size.y());
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}
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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void Renderbuffer::storageMultisampleImplementationDefault(Renderbuffer& self, const GLsizei samples, const RenderbufferFormat internalFormat, const Vector2i& size) {
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self.bind();
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GLenum(internalFormat), size.x(), size.y());
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}
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#elif !defined(MAGNUM_TARGET_WEBGL)
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void Renderbuffer::storageMultisampleImplementationANGLE(Renderbuffer& self, const GLsizei samples, const RenderbufferFormat internalFormat, const Vector2i& size) {
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self.bind();
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glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, samples, GLenum(internalFormat), size.x(), size.y());
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}
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void Renderbuffer::storageMultisampleImplementationNV(Renderbuffer& self, const GLsizei samples, const RenderbufferFormat internalFormat, const Vector2i& size) {
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self.bind();
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glRenderbufferStorageMultisampleNV(GL_RENDERBUFFER, samples, GLenum(internalFormat), size.x(), size.y());
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}
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void Renderbuffer::storageMultisampleImplementationDSA(Renderbuffer& self, const GLsizei samples, const RenderbufferFormat internalFormat, const Vector2i& size) {
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glNamedRenderbufferStorageMultisample(self._id, samples, GLenum(internalFormat), size.x(), size.y());
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}
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#endif
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}}
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