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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 Vladimír Vondruš <mosra@centrum.cz>
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Copyright © 2022 Pablo Escobar <mail@rvrs.in>
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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 "Framebuffer.h"
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#include <Corrade/Containers/Array.h>
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#include <Corrade/Containers/Pair.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/Image.h"
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/CubeMapTexture.h"
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#include "Magnum/GL/DefaultFramebuffer.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Renderbuffer.h"
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#include "Magnum/GL/Texture.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include "Magnum/GL/BufferImage.h"
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#ifndef MAGNUM_TARGET_WEBGL
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#include "Magnum/GL/MultisampleTexture.h"
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#endif
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#include "Magnum/GL/TextureArray.h"
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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#include "Magnum/GL/CubeMapTextureArray.h"
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#endif
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#ifndef MAGNUM_TARGET_GLES
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#include "Magnum/GL/RectangleTexture.h"
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#endif
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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/State.h"
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#include "Magnum/GL/Implementation/FramebufferState.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include "Magnum/Math/Color.h"
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#endif
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namespace Magnum { namespace GL {
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const Framebuffer::DrawAttachment Framebuffer::DrawAttachment::None = Framebuffer::DrawAttachment(GL_NONE);
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const Framebuffer::BufferAttachment Framebuffer::BufferAttachment::Depth = Framebuffer::BufferAttachment(GL_DEPTH_ATTACHMENT);
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const Framebuffer::BufferAttachment Framebuffer::BufferAttachment::Stencil = Framebuffer::BufferAttachment(GL_STENCIL_ATTACHMENT);
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/** @todo where to get GL_DEPTH_STENCIL_ATTACHMENT for WebGL? */
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#ifndef MAGNUM_TARGET_GLES2
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const Framebuffer::BufferAttachment Framebuffer::BufferAttachment::DepthStencil = Framebuffer::BufferAttachment(GL_DEPTH_STENCIL_ATTACHMENT);
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#elif defined(MAGNUM_TARGET_WEBGL)
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const Framebuffer::BufferAttachment Framebuffer::BufferAttachment::DepthStencil = Framebuffer::BufferAttachment(0x821A);
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#endif
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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const Framebuffer::InvalidationAttachment Framebuffer::InvalidationAttachment::Depth = Framebuffer::InvalidationAttachment(GL_DEPTH_ATTACHMENT);
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const Framebuffer::InvalidationAttachment Framebuffer::InvalidationAttachment::Stencil = Framebuffer::InvalidationAttachment(GL_STENCIL_ATTACHMENT);
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#ifndef MAGNUM_TARGET_GLES2
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const Framebuffer::InvalidationAttachment Framebuffer::InvalidationAttachment::DepthStencil = Framebuffer::InvalidationAttachment(GL_DEPTH_STENCIL_ATTACHMENT);
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#endif
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#endif
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Int Framebuffer::maxColorAttachments() {
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#ifdef MAGNUM_TARGET_GLES2
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#ifndef MAGNUM_TARGET_WEBGL
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if(!Context::current().isExtensionSupported<Extensions::EXT::draw_buffers>() &&
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!Context::current().isExtensionSupported<Extensions::NV::fbo_color_attachments>())
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return 0;
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#else
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if(!Context::current().isExtensionSupported<Extensions::WEBGL::draw_buffers>())
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return 0;
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#endif
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#endif
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GLint& value = Context::current().state().framebuffer.maxColorAttachments;
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if(value == 0) {
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#ifndef MAGNUM_TARGET_GLES2
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &value);
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#else
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &value);
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#endif
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}
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return value;
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}
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Framebuffer::Framebuffer(const Range2Di& viewport): AbstractFramebuffer{0, viewport, ObjectFlag::DeleteOnDestruction} {
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CORRADE_INTERNAL_ASSERT(viewport != Implementation::FramebufferState::DisengagedViewport);
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(this->*Context::current().state().framebuffer.createImplementation)();
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CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding);
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}
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void Framebuffer::createImplementationDefault() {
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glGenFramebuffers(1, &_id);
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}
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#ifndef MAGNUM_TARGET_GLES
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void Framebuffer::createImplementationDSA() {
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glCreateFramebuffers(1, &_id);
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_flags |= ObjectFlag::Created;
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}
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#endif
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Framebuffer::~Framebuffer() {
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/* Moved out or not deleting on destruction, 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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Context& context = Context::current();
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Implementation::FramebufferState& state = context.state().framebuffer;
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if(state.readBinding == _id) state.readBinding = 0;
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/* For draw binding reset also viewport. Don't do that for windowless
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contexts to avoid potential race conditions with default framebuffer on
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another thread. */
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if(state.drawBinding == _id) {
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state.drawBinding = 0;
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if(!(context.configurationFlags() & Context::Configuration::Flag::Windowless)) {
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/**
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* @todo Less ugly solution (need to call setViewportInternal() to
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* reset the viewport to size of default framebuffer)
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*/
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defaultFramebuffer.bind();
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}
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}
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glDeleteFramebuffers(1, &_id);
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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 Framebuffer::label() {
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createIfNotAlready();
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return Context::current().state().debug.getLabelImplementation(GL_FRAMEBUFFER, _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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Framebuffer& Framebuffer::setLabel(const Containers::StringView label) {
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createIfNotAlready();
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Context::current().state().debug.labelImplementation(GL_FRAMEBUFFER, _id, label);
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return *this;
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}
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#endif
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Framebuffer::Status Framebuffer::checkStatus(const FramebufferTarget target) {
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return Status((this->*Context::current().state().framebuffer.checkStatusImplementation)(target));
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}
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#ifndef MAGNUM_TARGET_GLES2
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Framebuffer& Framebuffer::clearColor(const Int attachment, const Color4& color) {
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(this->*Context::current().state().framebuffer.clearFImplementation)(GL_COLOR, attachment, color.data());
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return *this;
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}
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Framebuffer& Framebuffer::clearColor(const Int attachment, const Vector4i& color) {
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(this->*Context::current().state().framebuffer.clearIImplementation)(GL_COLOR, attachment, color.data());
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return *this;
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}
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Framebuffer& Framebuffer::clearColor(const Int attachment, const Vector4ui& color) {
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(this->*Context::current().state().framebuffer.clearUIImplementation)(GL_COLOR, attachment, color.data());
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return *this;
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}
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#endif
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Framebuffer& Framebuffer::mapForDraw(const Containers::ArrayView<const Containers::Pair<UnsignedInt, DrawAttachment>> attachments) {
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/* Max attachment location */
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std::size_t max = 0;
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for(const auto& attachment: attachments)
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if(attachment.first() > max) max = attachment.first();
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/* Create linear array from associative */
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/** @todo C++14: use VLA to avoid heap allocation */
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static_assert(GL_NONE == 0, "Expecting zero GL_NONE for zero-initialization");
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Containers::Array<GLenum> _attachments{ValueInit, max+1};
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for(const auto& attachment: attachments)
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_attachments[attachment.first()] = GLenum(attachment.second());
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(this->*Context::current().state().framebuffer.drawBuffersImplementation)(max+1, _attachments);
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return *this;
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}
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Framebuffer& Framebuffer::mapForDraw(std::initializer_list<Containers::Pair<UnsignedInt, DrawAttachment>> attachments) {
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return mapForDraw(Containers::arrayView(attachments));
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}
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Framebuffer& Framebuffer::mapForDraw(const DrawAttachment attachment) {
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#ifndef MAGNUM_TARGET_GLES
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(this->*Context::current().state().framebuffer.drawBufferImplementation)(GLenum(attachment));
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#else
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(this->*Context::current().state().framebuffer.drawBuffersImplementation)(1, reinterpret_cast<const GLenum*>(&attachment));
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#endif
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return *this;
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}
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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Framebuffer& Framebuffer::mapForRead(const ColorAttachment attachment) {
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(this->*Context::current().state().framebuffer.readBufferImplementation)(GLenum(attachment));
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return *this;
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}
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void Framebuffer::invalidate(const Containers::ArrayView<const InvalidationAttachment> attachments) {
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/** @todo C++14: use VLA to avoid heap allocation */
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Containers::Array<GLenum> _attachments(attachments.size());
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for(std::size_t i = 0; i != attachments.size(); ++i)
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_attachments[i] = GLenum(*(attachments.begin()+i));
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(this->*Context::current().state().framebuffer.invalidateImplementation)(attachments.size(), _attachments);
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}
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void Framebuffer::invalidate(const std::initializer_list<InvalidationAttachment> attachments) {
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invalidate(Containers::arrayView(attachments));
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}
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#ifndef MAGNUM_TARGET_GLES2
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void Framebuffer::invalidate(const Containers::ArrayView<const InvalidationAttachment> attachments, const Range2Di& rectangle) {
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/** @todo C++14: use VLA to avoid heap allocation */
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Containers::Array<GLenum> _attachments(attachments.size());
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for(std::size_t i = 0; i != attachments.size(); ++i)
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_attachments[i] = GLenum(*(attachments.begin()+i));
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(this->*Context::current().state().framebuffer.invalidateSubImplementation)(attachments.size(), _attachments, rectangle);
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}
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void Framebuffer::invalidate(const std::initializer_list<InvalidationAttachment> attachments, const Range2Di& rectangle) {
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invalidate(Containers::arrayView(attachments), rectangle);
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}
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#endif
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#endif
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Framebuffer& Framebuffer::attachRenderbuffer(const BufferAttachment attachment, Renderbuffer& renderbuffer) {
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(this->*Context::current().state().framebuffer.renderbufferImplementation)(attachment, renderbuffer.id());
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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Framebuffer& Framebuffer::attachTexture(const BufferAttachment attachment, Texture1D& texture, const Int level) {
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(this->*Context::current().state().framebuffer.texture1DImplementation)(attachment, texture.id(), level);
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return *this;
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}
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#endif
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Framebuffer& Framebuffer::attachTexture(const BufferAttachment attachment, Texture2D& texture, const Int level) {
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(this->*Context::current().state().framebuffer.texture2DImplementation)(attachment, GL_TEXTURE_2D, texture.id(), level);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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Framebuffer& Framebuffer::attachTexture(const BufferAttachment attachment, RectangleTexture& texture) {
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(this->*Context::current().state().framebuffer.texture2DImplementation)(attachment, GL_TEXTURE_RECTANGLE, texture.id(), 0);
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return *this;
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}
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Framebuffer& Framebuffer::attachTexture(const BufferAttachment attachment, MultisampleTexture2D& texture) {
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(this->*Context::current().state().framebuffer.texture2DImplementation)(attachment, GL_TEXTURE_2D_MULTISAMPLE, texture.id(), 0);
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return *this;
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}
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#endif
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Framebuffer& Framebuffer::attachCubeMapTexture(const BufferAttachment attachment, CubeMapTexture& texture, CubeMapCoordinate coordinate, const Int level) {
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(this->*Context::current().state().framebuffer.textureCubeMapImplementation)(attachment, GLenum(coordinate), texture.id(), level);
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return *this;
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}
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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Framebuffer& Framebuffer::attachTextureLayer(const BufferAttachment attachment, Texture3D& texture, Int level, Int layer) {
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(this->*Context::current().state().framebuffer.textureLayerImplementation)(attachment, texture.id(), level, layer);
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return *this;
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}
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#endif
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#ifndef MAGNUM_TARGET_GLES
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Framebuffer& Framebuffer::attachTextureLayer(const BufferAttachment attachment, Texture1DArray& texture, Int level, Int layer) {
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(this->*Context::current().state().framebuffer.textureLayerImplementation)(attachment, texture.id(), level, layer);
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return *this;
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}
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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Framebuffer& Framebuffer::attachTextureLayer(const BufferAttachment attachment, Texture2DArray& texture, Int level, Int layer) {
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(this->*Context::current().state().framebuffer.textureLayerImplementation)(attachment, texture.id(), level, layer);
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return *this;
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}
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Framebuffer& Framebuffer::attachTextureLayer(const BufferAttachment attachment, CubeMapTextureArray& texture, Int level, Int layer) {
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(this->*Context::current().state().framebuffer.textureLayerImplementation)(attachment, texture.id(), level, layer);
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return *this;
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}
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Framebuffer& Framebuffer::attachTextureLayer(const BufferAttachment attachment, MultisampleTexture2DArray& texture, Int layer) {
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(this->*Context::current().state().framebuffer.textureLayerImplementation)(attachment, texture.id(), 0, layer);
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return *this;
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}
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, Texture3D& texture, const Int level) {
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(this->*Context::current().state().framebuffer.textureImplementation)(attachment, texture.id(), level);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, Texture1DArray& texture, const Int level) {
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(this->*Context::current().state().framebuffer.textureImplementation)(attachment, texture.id(), level);
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return *this;
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}
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#endif
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, Texture2DArray& texture, const Int level) {
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(this->*Context::current().state().framebuffer.textureImplementation)(attachment, texture.id(), level);
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return *this;
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}
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, CubeMapTexture& texture, const Int level) {
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(this->*Context::current().state().framebuffer.textureImplementation)(attachment, texture.id(), level);
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return *this;
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}
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, CubeMapTextureArray& texture, const Int level) {
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(this->*Context::current().state().framebuffer.layeredTextureCubeMapArrayImplementation)(attachment, texture.id(), level);
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return *this;
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}
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Framebuffer& Framebuffer::attachLayeredTexture(const BufferAttachment attachment, MultisampleTexture2DArray& texture) {
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(this->*Context::current().state().framebuffer.textureImplementation)(attachment, texture.id(), 0);
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return *this;
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}
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#endif
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Framebuffer& Framebuffer::detach(const BufferAttachment attachment) {
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(this->*Context::current().state().framebuffer.renderbufferImplementation)(attachment, 0);
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return *this;
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}
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void Framebuffer::renderbufferImplementationDefault(const BufferAttachment attachment, const GLuint renderbufferId) {
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glFramebufferRenderbuffer(GLenum(bindInternal()), GLenum(attachment), GL_RENDERBUFFER, renderbufferId);
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}
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#ifndef MAGNUM_TARGET_GLES
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void Framebuffer::renderbufferImplementationDSA(const BufferAttachment attachment, const GLuint renderbufferId) {
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glNamedFramebufferRenderbuffer(_id, GLenum(attachment), GL_RENDERBUFFER, renderbufferId);
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}
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void Framebuffer::texture1DImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint mipLevel) {
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glFramebufferTexture1D(GLenum(bindInternal()), GLenum(attachment), GL_TEXTURE_1D, textureId, mipLevel);
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}
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#endif
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void Framebuffer::texture2DImplementationDefault(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint mipLevel) {
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glFramebufferTexture2D(GLenum(bindInternal()), GLenum(attachment), textureTarget, textureId, mipLevel);
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}
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#ifndef MAGNUM_TARGET_GLES
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void Framebuffer::texture2DImplementationDSA(const BufferAttachment attachment, GLenum, const GLuint textureId, const GLint mipLevel) {
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glNamedFramebufferTexture(_id, GLenum(attachment), textureId, mipLevel);
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}
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void Framebuffer::textureCubeMapImplementationDSA(const BufferAttachment attachment, const GLenum textureTarget, const GLuint textureId, const GLint mipLevel) {
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glNamedFramebufferTextureLayer(_id, GLenum(attachment), textureId, mipLevel, textureTarget - GL_TEXTURE_CUBE_MAP_POSITIVE_X);
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}
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#endif
|
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#if !defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2)
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|
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void Framebuffer::textureImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint mipLevel) {
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|
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glFramebufferTexture(GLenum(bindInternal()), GLenum(attachment), textureId, mipLevel);
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}
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#ifdef MAGNUM_TARGET_GLES
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void Framebuffer::textureImplementationEXT(BufferAttachment attachment, GLuint textureId, GLint mipLevel) {
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|
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glFramebufferTextureEXT(GLenum(bindInternal()), GLenum(attachment), textureId, mipLevel);
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}
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#endif
|
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#endif
|
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#ifndef MAGNUM_TARGET_GLES
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void Framebuffer::textureImplementationDSA(const BufferAttachment attachment, const GLuint textureId, const GLint mipLevel) {
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glNamedFramebufferTexture(_id, GLenum(attachment), textureId, mipLevel);
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}
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#endif
|
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
|
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|
|
void Framebuffer::textureLayerImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint mipLevel, GLint layer) {
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|
#ifndef MAGNUM_TARGET_GLES2
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|
|
glFramebufferTextureLayer(GLenum(bindInternal()), GLenum(attachment), textureId, mipLevel, layer);
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#else
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|
|
glFramebufferTexture3DOES(GLenum(bindInternal()), GLenum(attachment), GL_TEXTURE_3D_OES, textureId, mipLevel, layer);
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#endif
|
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}
|
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|
#endif
|
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|
|
#ifndef MAGNUM_TARGET_GLES
|
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|
|
void Framebuffer::textureLayerImplementationDSA(const BufferAttachment attachment, const GLuint textureId, const GLint mipLevel, const GLint layer) {
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|
|
glNamedFramebufferTextureLayer(_id, GLenum(attachment), textureId, mipLevel, layer);
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|
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}
|
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|
#endif
|
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|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
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|
|
Debug& operator<<(Debug& debug, const Framebuffer::Status value) {
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|
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|
|
debug << "GL::Framebuffer::Status" << Debug::nospace;
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|
|
switch(value) {
|
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|
|
/* LCOV_EXCL_START */
|
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|
|
#define _c(value) case Framebuffer::Status::value: return debug << "::" #value;
|
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|
|
_c(Complete)
|
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|
|
_c(IncompleteAttachment)
|
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|
|
_c(IncompleteMissingAttachment)
|
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|
|
#ifdef MAGNUM_TARGET_GLES2
|
|
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|
|
_c(IncompleteDimensions)
|
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|
|
#endif
|
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|
|
#ifndef MAGNUM_TARGET_GLES
|
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|
|
_c(IncompleteDrawBuffer)
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|
|
_c(IncompleteReadBuffer)
|
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|
|
#endif
|
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|
|
_c(Unsupported)
|
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|
|
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
|
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|
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_c(IncompleteMultisample)
|
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|
|
#endif
|
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|
#ifndef MAGNUM_TARGET_GLES
|
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|
|
_c(IncompleteLayerTargets)
|
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|
|
#endif
|
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|
|
#undef _c
|
|
|
|
|
/* LCOV_EXCL_STOP */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(GLenum(value)) << Debug::nospace << ")";
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|
|
}
|
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|
#endif
|
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|
}}
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