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