/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 Vladimír Vondruš 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 #include "Magnum/Context.h" #include "Magnum/DefaultFramebuffer.h" #include "Magnum/Extensions.h" #include "Magnum/Image.h" #include "Magnum/Renderbuffer.h" #include "Magnum/Texture.h" #ifndef MAGNUM_TARGET_GLES2 #include "Magnum/BufferImage.h" #include "Magnum/MultisampleTexture.h" #include "Magnum/TextureArray.h" #endif #ifndef MAGNUM_TARGET_GLES #include "Magnum/CubeMapTextureArray.h" #include "Magnum/RectangleTexture.h" #endif #include "Implementation/DebugState.h" #include "Implementation/State.h" #include "Implementation/FramebufferState.h" namespace Magnum { 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); #ifndef MAGNUM_TARGET_GLES2 const Framebuffer::BufferAttachment Framebuffer::BufferAttachment::DepthStencil = Framebuffer::BufferAttachment(GL_DEPTH_STENCIL_ATTACHMENT); #endif const Framebuffer::InvalidationAttachment Framebuffer::InvalidationAttachment::Depth = Framebuffer::InvalidationAttachment(GL_DEPTH_ATTACHMENT); const Framebuffer::InvalidationAttachment Framebuffer::InvalidationAttachment::Stencil = Framebuffer::InvalidationAttachment(GL_STENCIL_ATTACHMENT); Int Framebuffer::maxColorAttachments() { #ifdef MAGNUM_TARGET_GLES2 if(!Context::current()->isExtensionSupported()) return 0; #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_NV, &value); #endif } return value; } Framebuffer::Framebuffer(const Range2Di& viewport) { _viewport = viewport; (this->*Context::current()->state().framebuffer->createImplementation)(); CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding); } void Framebuffer::createImplementationDefault() { glGenFramebuffers(1, &_id); _created = false; } #ifndef MAGNUM_TARGET_GLES void Framebuffer::createImplementationDSA() { glCreateFramebuffers(1, &_id); _created = true; } #endif Framebuffer::~Framebuffer() { /* Moved out, nothing to do */ if(!_id) 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(FramebufferTarget::Draw); } glDeleteFramebuffers(1, &_id); } std::string Framebuffer::label() { createIfNotAlready(); return Context::current()->state().debug->getLabelImplementation(GL_FRAMEBUFFER, _id); } Framebuffer& Framebuffer::setLabelInternal(const Containers::ArrayReference label) { createIfNotAlready(); Context::current()->state().debug->labelImplementation(GL_FRAMEBUFFER, _id, label); return *this; } Framebuffer::Status Framebuffer::checkStatus(const FramebufferTarget target) { return Status((this->*Context::current()->state().framebuffer->checkStatusImplementation)(target)); } Framebuffer& Framebuffer::mapForDraw(std::initializer_list> 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"); auto _attachments = Containers::Array::zeroInitialized(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) { (this->*Context::current()->state().framebuffer->drawBufferImplementation)(GLenum(attachment)); return *this; } Framebuffer& Framebuffer::mapForRead(const ColorAttachment attachment) { (this->*Context::current()->state().framebuffer->readBufferImplementation)(GLenum(attachment)); return *this; } void Framebuffer::invalidate(std::initializer_list attachments) { /** @todo C++14: use VLA to avoid heap allocation */ Containers::Array _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 attachments, const Range2Di& rectangle) { /** @todo C++14: use VLA to avoid heap allocation */ Containers::Array _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 Framebuffer& Framebuffer::attachRenderbuffer(const BufferAttachment attachment, Renderbuffer& renderbuffer) { (this->*Context::current()->state().framebuffer->renderbufferImplementation)(attachment, renderbuffer); 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 #ifndef MAGNUM_TARGET_GLES2 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, CubeMapTexture::Coordinate coordinate, const Int level) { (this->*Context::current()->state().framebuffer->texture2DImplementation)(attachment, GLenum(coordinate), texture.id(), level); return *this; } Framebuffer& Framebuffer::attachTextureLayer(Framebuffer::BufferAttachment attachment, Texture3D& texture, Int level, Int layer) { (this->*Context::current()->state().framebuffer->textureLayerImplementation)(attachment, texture.id(), level, layer); return *this; } #ifndef MAGNUM_TARGET_GLES Framebuffer& Framebuffer::attachTextureLayer(Framebuffer::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 Framebuffer& Framebuffer::attachTextureLayer(Framebuffer::BufferAttachment attachment, Texture2DArray& texture, Int level, Int layer) { (this->*Context::current()->state().framebuffer->textureLayerImplementation)(attachment, texture.id(), level, layer); return *this; } #endif #ifndef MAGNUM_TARGET_GLES Framebuffer& Framebuffer::attachTextureLayer(Framebuffer::BufferAttachment attachment, CubeMapTextureArray& texture, Int level, Int layer) { (this->*Context::current()->state().framebuffer->textureLayerImplementation)(attachment, texture.id(), level, layer); return *this; } Framebuffer& Framebuffer::attachTextureLayer(Framebuffer::BufferAttachment attachment, MultisampleTexture2DArray& texture, Int layer) { (this->*Context::current()->state().framebuffer->textureLayerImplementation)(attachment, texture.id(), 0, layer); return *this; } #endif #ifdef MAGNUM_BUILD_DEPRECATED Framebuffer& Framebuffer::attachTexture2D(BufferAttachment attachment, Texture2D& texture, Int mipLevel) { #ifdef __GNUC__ #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wdeprecated-declarations" #endif (this->*Context::current()->state().framebuffer->texture2DImplementation)(attachment, GLenum(texture.target()), texture.id(), mipLevel); #ifdef __GNUC__ #pragma GCC diagnostic pop #endif return *this; } #endif void Framebuffer::renderbufferImplementationDefault(BufferAttachment attachment, Renderbuffer& renderbuffer) { glFramebufferRenderbuffer(GLenum(bindInternal()), GLenum(attachment), GL_RENDERBUFFER, renderbuffer.id()); } #ifndef MAGNUM_TARGET_GLES void Framebuffer::renderbufferImplementationDSA(const BufferAttachment attachment, Renderbuffer& renderbuffer) { glNamedFramebufferRenderbuffer(_id, GLenum(attachment), GL_RENDERBUFFER, renderbuffer.id()); } void Framebuffer::renderbufferImplementationDSAEXT(BufferAttachment attachment, Renderbuffer& renderbuffer) { _created = true; glNamedFramebufferRenderbufferEXT(_id, GLenum(attachment), GL_RENDERBUFFER, renderbuffer.id()); } void Framebuffer::texture1DImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint mipLevel) { glFramebufferTexture1D(GLenum(bindInternal()), GLenum(attachment), GL_TEXTURE_1D, textureId, mipLevel); } void Framebuffer::texture1DImplementationDSA(const BufferAttachment attachment, const GLuint textureId, const GLint mipLevel) { glNamedFramebufferTexture(_id, GLenum(attachment), textureId, mipLevel); } void Framebuffer::texture1DImplementationDSAEXT(BufferAttachment attachment, GLuint textureId, GLint mipLevel) { _created = true; glNamedFramebufferTexture1DEXT(_id, 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::texture2DImplementationDSAEXT(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint mipLevel) { _created = true; glNamedFramebufferTexture2DEXT(_id, GLenum(attachment), textureTarget, textureId, mipLevel); } #endif void Framebuffer::textureLayerImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint mipLevel, GLint layer) { #ifndef MAGNUM_TARGET_GLES2 glFramebufferTextureLayer(GLenum(bindInternal()), GLenum(attachment), textureId, mipLevel, layer); #elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_NACL) glFramebufferTexture3DOES(GLenum(bindInternal()), GLenum(attachment), GL_TEXTURE_3D_OES, textureId, mipLevel, layer); #else static_cast(attachment); static_cast(textureId); static_cast(mipLevel); static_cast(layer); CORRADE_ASSERT_UNREACHABLE(); #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); } void Framebuffer::textureLayerImplementationDSAEXT(BufferAttachment attachment, GLuint textureId, GLint mipLevel, GLint layer) { _created = true; glNamedFramebufferTextureLayerEXT(_id, GLenum(attachment), textureId, mipLevel, layer); } #endif #ifndef DOXYGEN_GENERATING_OUTPUT Debug operator<<(Debug debug, const Framebuffer::Status value) { switch(value) { #define _c(value) case Framebuffer::Status::value: return debug << "Framebuffer::Status::" #value; _c(Complete) _c(IncompleteAttachment) _c(IncompleteMissingAttachment) #ifndef MAGNUM_TARGET_GLES _c(IncompleteDrawBuffer) _c(IncompleteReadBuffer) #endif _c(Unsupported) _c(IncompleteMultisample) #ifndef MAGNUM_TARGET_GLES _c(IncompleteLayerTargets) #endif #undef _c } return debug << "Framebuffer::Status::(invalid)"; } #endif }