Files
test/source/blender/gpu/intern/gpu_framebuffer.cc
Clément Foucault 9d0fe5573b GPU: FrameBuffer: Remove GPUFrameBuffer wrapper opaque type
This is the first step into merging DRW_gpu_wrapper.hh into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/146372
2025-09-16 17:50:48 +02:00

835 lines
25 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "GPU_capabilities.hh"
#include "GPU_texture.hh"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_texture_private.hh"
#include "gpu_framebuffer_private.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Constructor / Destructor
* \{ */
FrameBuffer::FrameBuffer(const char *name)
{
if (name) {
STRNCPY(name_, name);
}
else {
name_[0] = '\0';
}
/* Force config on first use. */
dirty_attachments_ = true;
dirty_state_ = true;
for (GPUAttachment &attachment : attachments_) {
attachment.tex = nullptr;
attachment.mip = -1;
attachment.layer = -1;
}
}
FrameBuffer::~FrameBuffer()
{
for (GPUAttachment &attachment : attachments_) {
if (attachment.tex != nullptr) {
reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
}
}
#ifndef GPU_NO_USE_PY_REFERENCES
if (this->py_ref) {
*this->py_ref = nullptr;
}
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attachments Management
* \{ */
void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment)
{
if (new_attachment.mip == -1) {
return; /* GPU_ATTACHMENT_LEAVE */
}
if (type >= GPU_FB_MAX_ATTACHMENT) {
fprintf(stderr,
"GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n",
type - GPU_FB_COLOR_ATTACHMENT0,
GPU_FB_MAX_COLOR_ATTACHMENT);
return;
}
if (new_attachment.tex) {
if (new_attachment.layer > 0) {
BLI_assert(GPU_texture_is_cube(new_attachment.tex) ||
GPU_texture_is_array(new_attachment.tex));
}
if (GPU_texture_has_stencil_format(new_attachment.tex)) {
BLI_assert(ELEM(type, GPU_FB_DEPTH_STENCIL_ATTACHMENT));
}
else if (GPU_texture_has_depth_format(new_attachment.tex)) {
BLI_assert(ELEM(type, GPU_FB_DEPTH_ATTACHMENT));
}
}
GPUAttachment &attachment = attachments_[type];
set_color_attachment_bit(type, new_attachment.tex != nullptr);
if (attachment.tex == new_attachment.tex && attachment.layer == new_attachment.layer &&
attachment.mip == new_attachment.mip)
{
return; /* Exact same texture already bound here. */
}
/* Unbind previous and bind new. */
/* TODO(fclem): cleanup the casts. */
if (attachment.tex) {
reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
}
/* Might be null if this is for unbinding. */
if (new_attachment.tex) {
reinterpret_cast<Texture *>(new_attachment.tex)->attach_to(this, type);
}
else {
/* GPU_ATTACHMENT_NONE */
}
attachment = new_attachment;
dirty_attachments_ = true;
}
void FrameBuffer::attachment_remove(GPUAttachmentType type)
{
attachments_[type] = GPU_ATTACHMENT_NONE;
dirty_attachments_ = true;
set_color_attachment_bit(type, false);
}
void FrameBuffer::subpass_transition(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states)
{
/* NOTE: Depth is not supported as input attachment because the Metal API doesn't support it and
* because depth is not compatible with the framebuffer fetch implementation. */
BLI_assert(depth_attachment_state != GPU_ATTACHMENT_READ);
if (!attachments_[GPU_FB_DEPTH_ATTACHMENT].tex &&
!attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex)
{
BLI_assert(depth_attachment_state == GPU_ATTACHMENT_IGNORE);
}
BLI_assert(color_attachment_states.size() <= GPU_FB_MAX_COLOR_ATTACHMENT);
for (int i : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
if (this->attachments_[type].tex) {
BLI_assert(i < color_attachment_states.size());
set_color_attachment_bit(type, color_attachment_states[i] == GPU_ATTACHMENT_WRITE);
}
else {
BLI_assert(i >= color_attachment_states.size() ||
color_attachment_states[i] == GPU_ATTACHMENT_IGNORE);
}
}
subpass_transition_impl(depth_attachment_state, color_attachment_states);
}
void FrameBuffer::load_store_config_array(const GPULoadStore *load_store_actions, uint actions_len)
{
/* Follows attachment structure of GPU_framebuffer_config_array/GPU_framebuffer_ensure_config */
const GPULoadStore &depth_action = load_store_actions[0];
Span<GPULoadStore> color_attachment_actions(load_store_actions + 1, actions_len - 1);
BLI_assert(color_attachment_actions.size() <= GPU_FB_MAX_COLOR_ATTACHMENT);
if (!attachments_[GPU_FB_DEPTH_ATTACHMENT].tex &&
!attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex)
{
BLI_assert(depth_action.load_action == GPU_LOADACTION_DONT_CARE &&
depth_action.store_action == GPU_STOREACTION_DONT_CARE);
}
if (this->attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex) {
this->attachment_set_loadstore_op(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_action);
}
if (this->attachments_[GPU_FB_DEPTH_ATTACHMENT].tex) {
this->attachment_set_loadstore_op(GPU_FB_DEPTH_ATTACHMENT, depth_action);
}
for (int i : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
if (this->attachments_[type].tex) {
BLI_assert(i < color_attachment_actions.size());
this->attachment_set_loadstore_op(type, color_attachment_actions[i]);
}
else {
BLI_assert(i >= color_attachment_actions.size() ||
(color_attachment_actions[i].load_action == GPU_LOADACTION_DONT_CARE &&
color_attachment_actions[i].store_action == GPU_STOREACTION_DONT_CARE));
}
}
}
uint FrameBuffer::get_bits_per_pixel()
{
uint total_bits = 0;
for (GPUAttachment &attachment : attachments_) {
Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
if (tex != nullptr) {
int bits = to_bytesize(tex->format_get()) * to_component_len(tex->format_get());
total_bits += bits;
}
}
return total_bits;
}
/** \} */
} // namespace blender::gpu
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
using namespace blender;
using namespace blender::gpu;
gpu::FrameBuffer *GPU_framebuffer_create(const char *name)
{
/* We generate the FB object later at first use in order to
* create the frame-buffer in the right opengl context. */
return GPUBackend::get()->framebuffer_alloc(name);
}
void GPU_framebuffer_free(gpu::FrameBuffer *fb)
{
delete fb;
}
const char *GPU_framebuffer_get_name(gpu::FrameBuffer *fb)
{
return fb->name_get();
}
/* ---------- Binding ----------- */
void GPU_framebuffer_bind(gpu::FrameBuffer *fb)
{
const bool enable_srgb = true;
/* Disable custom loadstore and bind. */
fb->set_use_explicit_loadstore(false);
fb->bind(enable_srgb);
}
void GPU_framebuffer_bind_loadstore(gpu::FrameBuffer *fb,
const GPULoadStore *load_store_actions,
uint actions_len)
{
const bool enable_srgb = true;
/* Bind with explicit loadstore state */
fb->set_use_explicit_loadstore(true);
fb->bind(enable_srgb);
/* Update load store */
fb->load_store_config_array(load_store_actions, actions_len);
}
void GPU_framebuffer_subpass_transition_array(gpu::FrameBuffer *fb,
const GPUAttachmentState *attachment_states,
uint attachment_len)
{
fb->subpass_transition(attachment_states[0],
Span<GPUAttachmentState>(attachment_states + 1, attachment_len - 1));
}
void GPU_framebuffer_bind_no_srgb(gpu::FrameBuffer *fb)
{
const bool enable_srgb = false;
fb->bind(enable_srgb);
}
void GPU_backbuffer_bind(GPUBackBuffer back_buffer_type)
{
Context *ctx = Context::get();
if (back_buffer_type == GPU_BACKBUFFER_LEFT) {
ctx->back_left->bind(false);
}
else {
ctx->back_right->bind(false);
}
}
void GPU_framebuffer_restore()
{
Context::get()->back_left->bind(false);
}
gpu::FrameBuffer *GPU_framebuffer_active_get()
{
Context *ctx = Context::get();
return ctx ? ctx->active_fb : nullptr;
}
gpu::FrameBuffer *GPU_framebuffer_back_get()
{
Context *ctx = Context::get();
return ctx ? ctx->back_left : nullptr;
}
bool GPU_framebuffer_bound(gpu::FrameBuffer *gpu_fb)
{
return (gpu_fb == GPU_framebuffer_active_get());
}
/* ---------- Attachment Management ----------- */
bool GPU_framebuffer_check_valid(gpu::FrameBuffer *gpu_fb, char err_out[256])
{
return gpu_fb->check(err_out);
}
static void gpu_framebuffer_texture_attach_ex(gpu::FrameBuffer *gpu_fb,
GPUAttachment attachment,
int slot)
{
Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
GPUAttachmentType type = tex->attachment_type(slot);
gpu_fb->attachment_set(type, attachment);
}
void GPU_framebuffer_texture_attach(gpu::FrameBuffer *fb,
blender::gpu::Texture *tex,
int slot,
int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
gpu_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_layer_attach(
gpu::FrameBuffer *fb, blender::gpu::Texture *tex, int slot, int layer, int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
gpu_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_cubeface_attach(
gpu::FrameBuffer *fb, blender::gpu::Texture *tex, int slot, int face, int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
gpu_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_detach(gpu::FrameBuffer *fb, blender::gpu::Texture *tex)
{
tex->detach_from(fb);
}
void GPU_framebuffer_config_array(gpu::FrameBuffer *fb,
const GPUAttachment *config,
int config_len)
{
const GPUAttachment &depth_attachment = config[0];
Span<GPUAttachment> color_attachments(config + 1, config_len - 1);
if (depth_attachment.mip == -1) {
/* GPU_ATTACHMENT_LEAVE */
}
else if (depth_attachment.tex == nullptr) {
/* GPU_ATTACHMENT_NONE: Need to clear both targets. */
fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment);
fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment);
}
else {
GPUAttachmentType type = GPU_texture_has_stencil_format(depth_attachment.tex) ?
GPU_FB_DEPTH_STENCIL_ATTACHMENT :
GPU_FB_DEPTH_ATTACHMENT;
fb->attachment_set(type, depth_attachment);
}
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
for (const GPUAttachment &attachment : color_attachments) {
fb->attachment_set(type, attachment);
++type;
}
}
void GPU_framebuffer_default_size(gpu::FrameBuffer *gpu_fb, int width, int height)
{
gpu_fb->default_size_set(width, height);
}
/* ---------- Viewport & Scissor Region ----------- */
void GPU_framebuffer_viewport_set(gpu::FrameBuffer *gpu_fb, int x, int y, int width, int height)
{
int viewport_rect[4] = {x, y, width, height};
gpu_fb->viewport_set(viewport_rect);
}
void GPU_framebuffer_multi_viewports_set(gpu::FrameBuffer *gpu_fb,
const int viewport_rects[GPU_MAX_VIEWPORTS][4])
{
gpu_fb->viewport_multi_set(viewport_rects);
}
void GPU_framebuffer_viewport_get(gpu::FrameBuffer *gpu_fb, int r_viewport[4])
{
gpu_fb->viewport_get(r_viewport);
}
void GPU_framebuffer_viewport_reset(gpu::FrameBuffer *gpu_fb)
{
gpu_fb->viewport_reset();
}
/* ---------- Frame-buffer Operations ----------- */
void GPU_framebuffer_clear(gpu::FrameBuffer *gpu_fb,
GPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
BLI_assert_msg(gpu_fb->get_use_explicit_loadstore() == false,
"Using GPU_framebuffer_clear_* functions in conjunction with custom load-store "
"state via GPU_framebuffer_bind_ex is invalid.");
gpu_fb->clear(buffers, clear_col, clear_depth, clear_stencil);
}
void GPU_framebuffer_clear_color(gpu::FrameBuffer *fb, const float clear_col[4])
{
GPU_framebuffer_clear(fb, GPU_COLOR_BIT, clear_col, 0.0f, 0x00);
}
void GPU_framebuffer_clear_depth(gpu::FrameBuffer *fb, float clear_depth)
{
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, nullptr, clear_depth, 0x00);
}
void GPU_framebuffer_clear_color_depth(gpu::FrameBuffer *fb,
const float clear_col[4],
float clear_depth)
{
GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, clear_col, clear_depth, 0x00);
}
void GPU_framebuffer_clear_stencil(gpu::FrameBuffer *fb, uint clear_stencil)
{
GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, nullptr, 0.0f, clear_stencil);
}
void GPU_framebuffer_clear_depth_stencil(gpu::FrameBuffer *fb,
float clear_depth,
uint clear_stencil)
{
GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, nullptr, clear_depth, clear_stencil);
}
void GPU_framebuffer_clear_color_depth_stencil(gpu::FrameBuffer *fb,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
GPU_framebuffer_clear(
fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, clear_col, clear_depth, clear_stencil);
}
void GPU_framebuffer_multi_clear(gpu::FrameBuffer *fb, const float (*clear_colors)[4])
{
BLI_assert_msg(fb->get_use_explicit_loadstore() == false,
"Using GPU_framebuffer_clear_* functions in conjunction with custom load-store "
"state via GPU_framebuffer_bind_ex is invalid.");
fb->clear_multi(clear_colors);
}
void GPU_clear_color(float red, float green, float blue, float alpha)
{
BLI_assert_msg(Context::get()->active_fb->get_use_explicit_loadstore() == false,
"Using GPU_framebuffer_clear_* functions in conjunction with custom load-store "
"state via GPU_framebuffer_bind_ex is invalid.");
float clear_col[4] = {red, green, blue, alpha};
Context::get()->active_fb->clear(GPU_COLOR_BIT, clear_col, 0.0f, 0x0);
}
void GPU_clear_depth(float depth)
{
BLI_assert_msg(Context::get()->active_fb->get_use_explicit_loadstore() == false,
"Using GPU_framebuffer_clear_* functions in conjunction with custom load-store "
"state via GPU_framebuffer_bind_ex is invalid.");
float clear_col[4] = {0};
Context::get()->active_fb->clear(GPU_DEPTH_BIT, clear_col, depth, 0x0);
}
void GPU_framebuffer_read_depth(
gpu::FrameBuffer *fb, int x, int y, int w, int h, eGPUDataFormat format, void *data)
{
int rect[4] = {x, y, w, h};
fb->read(GPU_DEPTH_BIT, format, rect, 1, 1, data);
}
void GPU_framebuffer_read_color(gpu::FrameBuffer *fb,
int x,
int y,
int w,
int h,
int channels,
int slot,
eGPUDataFormat format,
void *data)
{
int rect[4] = {x, y, w, h};
fb->read(GPU_COLOR_BIT, format, rect, channels, slot, data);
}
void GPU_frontbuffer_read_color(
int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data)
{
int rect[4] = {x, y, w, h};
Context::get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data);
}
/* TODO(fclem): port as texture operation. */
void GPU_framebuffer_blit(gpu::FrameBuffer *fb_read,
int read_slot,
gpu::FrameBuffer *fb_write,
int write_slot,
GPUFrameBufferBits blit_buffers)
{
BLI_assert(blit_buffers != 0);
FrameBuffer *prev_fb = Context::get()->active_fb;
#ifndef NDEBUG
blender::gpu::Texture *read_tex, *write_tex;
if (blit_buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
read_tex = fb_read->depth_tex();
write_tex = fb_write->depth_tex();
}
else {
read_tex = fb_read->color_tex(read_slot);
write_tex = fb_write->color_tex(write_slot);
}
if (blit_buffers & GPU_DEPTH_BIT) {
BLI_assert(GPU_texture_has_depth_format(read_tex) && GPU_texture_has_depth_format(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
if (blit_buffers & GPU_STENCIL_BIT) {
BLI_assert(GPU_texture_has_stencil_format(read_tex) &&
GPU_texture_has_stencil_format(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
#endif
fb_read->blit_to(blit_buffers, read_slot, fb_write, write_slot, 0, 0);
/* FIXME(@fclem): sRGB is not saved. */
prev_fb->bind(true);
}
#ifndef GPU_NO_USE_PY_REFERENCES
void **GPU_framebuffer_py_reference_get(gpu::FrameBuffer *fb)
{
return fb->py_ref;
}
void GPU_framebuffer_py_reference_set(gpu::FrameBuffer *fb, void **py_ref)
{
BLI_assert(py_ref == nullptr || fb->py_ref == nullptr);
fb->py_ref = py_ref;
}
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-Buffer Stack
*
* Keeps track of frame-buffer binding operation to restore previously bound frame-buffers.
* \{ */
#define FRAMEBUFFER_STACK_DEPTH 16
static struct {
gpu::FrameBuffer *framebuffers[FRAMEBUFFER_STACK_DEPTH];
uint top;
} FrameBufferStack = {{nullptr}};
void GPU_framebuffer_push(gpu::FrameBuffer *fb)
{
BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
FrameBufferStack.framebuffers[FrameBufferStack.top] = fb;
FrameBufferStack.top++;
}
gpu::FrameBuffer *GPU_framebuffer_pop()
{
BLI_assert(FrameBufferStack.top > 0);
FrameBufferStack.top--;
return FrameBufferStack.framebuffers[FrameBufferStack.top];
}
uint GPU_framebuffer_stack_level_get()
{
return FrameBufferStack.top;
}
#undef FRAMEBUFFER_STACK_DEPTH
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUOffScreen
*
* Container that holds a frame-buffer and its textures.
* Might be bound to multiple contexts.
* \{ */
struct GPUOffScreen {
constexpr static int MAX_CTX_FB_LEN = 3;
struct {
Context *ctx;
gpu::FrameBuffer *fb;
} framebuffers[MAX_CTX_FB_LEN];
blender::gpu::Texture *color;
blender::gpu::Texture *depth;
};
/**
* Returns the correct frame-buffer for the current context.
*/
static gpu::FrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs)
{
Context *ctx = Context::get();
BLI_assert(ctx);
for (auto &framebuffer : ofs->framebuffers) {
if (framebuffer.fb == nullptr) {
framebuffer.ctx = ctx;
GPU_framebuffer_ensure_config(&framebuffer.fb,
{
GPU_ATTACHMENT_TEXTURE(ofs->depth),
GPU_ATTACHMENT_TEXTURE(ofs->color),
});
}
if (framebuffer.ctx == ctx) {
return framebuffer.fb;
}
}
/* List is full, this should never happen or
* it might just slow things down if it happens
* regularly. In this case we just empty the list
* and start over. This is most likely never going
* to happen under normal usage. */
BLI_assert(0);
printf(
"Warning: GPUOffscreen used in more than 3 GPUContext. "
"This may create performance drop.\n");
for (auto &framebuffer : ofs->framebuffers) {
GPU_framebuffer_free(framebuffer.fb);
framebuffer.fb = nullptr;
}
return gpu_offscreen_fb_get(ofs);
}
GPUOffScreen *GPU_offscreen_create(int width,
int height,
bool with_depth_buffer,
blender::gpu::TextureFormat format,
eGPUTextureUsage usage,
bool clear,
char err_out[256])
{
GPUOffScreen *ofs = MEM_callocN<GPUOffScreen>(__func__);
/* Sometimes areas can have 0 height or width and this will
* create a 1D texture which we don't want. */
height = max_ii(1, height);
width = max_ii(1, width);
/* Always add GPU_TEXTURE_USAGE_ATTACHMENT for convenience. */
usage |= GPU_TEXTURE_USAGE_ATTACHMENT;
ofs->color = GPU_texture_create_2d("ofs_color", width, height, 1, format, usage, nullptr);
if (with_depth_buffer) {
/* Format view flag is needed by Workbench Volumes to read the stencil view. */
eGPUTextureUsage depth_usage = usage | GPU_TEXTURE_USAGE_FORMAT_VIEW;
ofs->depth = GPU_texture_create_2d("ofs_depth",
width,
height,
1,
blender::gpu::TextureFormat::SFLOAT_32_DEPTH_UINT_8,
depth_usage,
nullptr);
}
if ((with_depth_buffer && !ofs->depth) || !ofs->color) {
const char error[] = "blender::gpu::Texture: Texture allocation failed.";
if (err_out) {
BLI_strncpy(err_out, error, 256);
}
else {
fprintf(stderr, "%s", error);
}
GPU_offscreen_free(ofs);
return nullptr;
}
gpu::FrameBuffer *fb = gpu_offscreen_fb_get(ofs);
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(fb, err_out)) {
GPU_offscreen_free(ofs);
return nullptr;
}
if (clear) {
float const clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 0.0f;
GPU_framebuffer_bind(fb);
if (with_depth_buffer) {
GPU_framebuffer_clear_color_depth(fb, clear_color, clear_depth);
}
else {
GPU_framebuffer_clear_color(fb, clear_color);
}
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *offscreen)
{
for (auto &framebuffer : offscreen->framebuffers) {
if (framebuffer.fb) {
GPU_framebuffer_free(framebuffer.fb);
}
}
if (offscreen->color) {
GPU_texture_free(offscreen->color);
}
if (offscreen->depth) {
GPU_texture_free(offscreen->depth);
}
MEM_freeN(offscreen);
}
void GPU_offscreen_bind(GPUOffScreen *offscreen, bool save)
{
if (save) {
gpu::FrameBuffer *fb = GPU_framebuffer_active_get();
GPU_framebuffer_push(fb);
}
gpu_offscreen_fb_get(offscreen)->bind(false);
}
void GPU_offscreen_unbind(GPUOffScreen * /*offscreen*/, bool restore)
{
gpu::FrameBuffer *fb = nullptr;
if (restore) {
fb = GPU_framebuffer_pop();
}
if (fb) {
GPU_framebuffer_bind(fb);
}
else {
GPU_framebuffer_restore();
}
}
void GPU_offscreen_draw_to_screen(GPUOffScreen *offscreen, int x, int y)
{
Context *ctx = Context::get();
FrameBuffer *ofs_fb = gpu_offscreen_fb_get(offscreen);
ofs_fb->blit_to(GPU_COLOR_BIT, 0, ctx->active_fb, 0, x, y);
}
void GPU_offscreen_read_color_region(
GPUOffScreen *offscreen, eGPUDataFormat format, int x, int y, int w, int h, void *r_data)
{
BLI_assert(ELEM(format, GPU_DATA_UBYTE, GPU_DATA_FLOAT));
BLI_assert(x >= 0 && y >= 0 && w > 0 && h > 0);
BLI_assert(x + w <= GPU_texture_width(offscreen->color));
BLI_assert(y + h <= GPU_texture_height(offscreen->color));
gpu::FrameBuffer *ofs_fb = gpu_offscreen_fb_get(offscreen);
GPU_framebuffer_read_color(ofs_fb, x, y, w, h, 4, 0, format, r_data);
}
void GPU_offscreen_read_color(GPUOffScreen *offscreen, eGPUDataFormat format, void *r_data)
{
BLI_assert(ELEM(format, GPU_DATA_UBYTE, GPU_DATA_FLOAT));
const int w = GPU_texture_width(offscreen->color);
const int h = GPU_texture_height(offscreen->color);
GPU_offscreen_read_color_region(offscreen, format, 0, 0, w, h, r_data);
}
int GPU_offscreen_width(const GPUOffScreen *offscreen)
{
return GPU_texture_width(offscreen->color);
}
int GPU_offscreen_height(const GPUOffScreen *offscreen)
{
return GPU_texture_height(offscreen->color);
}
blender::gpu::Texture *GPU_offscreen_color_texture(const GPUOffScreen *offscreen)
{
return offscreen->color;
}
blender::gpu::TextureFormat GPU_offscreen_format(const GPUOffScreen *offscreen)
{
return GPU_texture_format(offscreen->color);
}
void GPU_offscreen_viewport_data_get(GPUOffScreen *offscreen,
gpu::FrameBuffer **r_fb,
blender::gpu::Texture **r_color,
blender::gpu::Texture **r_depth)
{
*r_fb = gpu_offscreen_fb_get(offscreen);
*r_color = offscreen->color;
*r_depth = offscreen->depth;
}
/** \} */