This just do a clear in place for the clear load op. At least it allows for same result accross backend as the other op types are only here for performance.
156 lines
4.4 KiB
C++
156 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "gpu_framebuffer_private.hh"
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namespace blender::gpu {
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class GLStateManager;
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/**
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* Implementation of FrameBuffer object using OpenGL.
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*/
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class GLFrameBuffer : public FrameBuffer {
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/* For debugging purpose. */
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friend class GLTexture;
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private:
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/** OpenGL handle. */
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GLuint fbo_id_ = 0;
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/** Context the handle is from. Frame-buffers are not shared across contexts. */
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GLContext *context_ = nullptr;
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/** State Manager of the same contexts. */
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GLStateManager *state_manager_ = nullptr;
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/** Copy of the GL state. Contains ONLY color attachments enums for slot binding. */
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GLenum gl_attachments_[GPU_FB_MAX_COLOR_ATTACHMENT] = {0};
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/** List of attachment that are associated with this frame-buffer but temporarily detached. */
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GPUAttachment tmp_detached_[GPU_FB_MAX_ATTACHMENT];
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/** Internal frame-buffers are immutable. */
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bool immutable_ = false;
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/** True is the frame-buffer has its first color target using the GPU_SRGB8_A8 format. */
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bool srgb_ = false;
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/** True is the frame-buffer has been bound using the GL_FRAMEBUFFER_SRGB feature. */
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bool enabled_srgb_ = false;
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public:
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/**
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* Create a conventional frame-buffer to attach texture to.
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*/
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GLFrameBuffer(const char *name);
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/**
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* Special frame-buffer encapsulating internal window frame-buffer.
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* (i.e.: #GL_FRONT_LEFT, #GL_BACK_RIGHT, ...)
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* \param ctx: Context the handle is from.
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* \param target: The internal GL name (i.e: #GL_BACK_LEFT).
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* \param fbo: The (optional) already created object for some implementation. Default is 0.
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* \param w: Buffer width.
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* \param h: Buffer height.
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*/
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GLFrameBuffer(const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h);
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~GLFrameBuffer();
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void bind(bool enabled_srgb) override;
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/**
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* This is a rather slow operation. Don't check in normal cases.
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*/
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bool check(char err_out[256]) override;
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void clear(eGPUFrameBufferBits buffers,
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const float clear_col[4],
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float clear_depth,
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uint clear_stencil) override;
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void clear_multi(const float (*clear_cols)[4]) override;
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void clear_attachment(GPUAttachmentType type,
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eGPUDataFormat data_format,
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const void *clear_value) override;
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/* Attachment load-stores are currently no-op's in OpenGL. */
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void attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore ls) override;
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void subpass_transition(const GPUAttachmentState depth_attachment_state,
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Span<GPUAttachmentState> color_attachment_states) override;
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void read(eGPUFrameBufferBits planes,
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eGPUDataFormat format,
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const int area[4],
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int channel_len,
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int slot,
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void *r_data) override;
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/**
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* Copy \a src at the give offset inside \a dst.
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*/
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void blit_to(eGPUFrameBufferBits planes,
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int src_slot,
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FrameBuffer *dst,
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int dst_slot,
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int dst_offset_x,
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int dst_offset_y) override;
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void apply_state();
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private:
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void init();
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void update_attachments();
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void update_drawbuffers();
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MEM_CXX_CLASS_ALLOC_FUNCS("GLFrameBuffer");
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};
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/* -------------------------------------------------------------------- */
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/** \name Enums Conversion
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* \{ */
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static inline GLenum to_gl(const GPUAttachmentType type)
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{
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#define ATTACHMENT(X) \
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case GPU_FB_##X: { \
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return GL_##X; \
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} \
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((void)0)
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switch (type) {
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ATTACHMENT(DEPTH_ATTACHMENT);
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ATTACHMENT(DEPTH_STENCIL_ATTACHMENT);
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ATTACHMENT(COLOR_ATTACHMENT0);
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ATTACHMENT(COLOR_ATTACHMENT1);
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ATTACHMENT(COLOR_ATTACHMENT2);
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ATTACHMENT(COLOR_ATTACHMENT3);
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ATTACHMENT(COLOR_ATTACHMENT4);
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ATTACHMENT(COLOR_ATTACHMENT5);
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ATTACHMENT(COLOR_ATTACHMENT6);
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ATTACHMENT(COLOR_ATTACHMENT7);
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default:
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BLI_assert(0);
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return GL_COLOR_ATTACHMENT0;
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}
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#undef ATTACHMENT
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}
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static inline GLbitfield to_gl(const eGPUFrameBufferBits bits)
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{
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GLbitfield mask = 0;
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mask |= (bits & GPU_DEPTH_BIT) ? GL_DEPTH_BUFFER_BIT : 0;
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mask |= (bits & GPU_STENCIL_BIT) ? GL_STENCIL_BUFFER_BIT : 0;
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mask |= (bits & GPU_COLOR_BIT) ? GL_COLOR_BUFFER_BIT : 0;
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return mask;
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}
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/** \} */
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} // namespace blender::gpu
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