Files
test2/source/blender/gpu/opengl/gl_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

619 lines
19 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_string.h"
#include "BKE_global.hh"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_state.hh"
#include "gl_texture.hh"
#include "gl_framebuffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name)
{
/* Just-In-Time init. See #GLFrameBuffer::init(). */
immutable_ = false;
fbo_id_ = 0;
}
GLFrameBuffer::GLFrameBuffer(
const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h)
: FrameBuffer(name)
{
context_ = ctx;
state_manager_ = static_cast<GLStateManager *>(ctx->state_manager);
immutable_ = true;
fbo_id_ = fbo;
gl_attachments_[0] = target;
set_color_attachment_bit(GPU_FB_COLOR_ATTACHMENT0, true);
/* Never update an internal frame-buffer. */
dirty_attachments_ = false;
width_ = w;
height_ = h;
srgb_ = false;
viewport_[0][0] = scissor_[0] = 0;
viewport_[0][1] = scissor_[1] = 0;
viewport_[0][2] = scissor_[2] = w;
viewport_[0][3] = scissor_[3] = h;
if (fbo_id_) {
debug::object_label(GL_FRAMEBUFFER, fbo_id_, name_);
}
}
GLFrameBuffer::~GLFrameBuffer()
{
if (context_ == nullptr) {
return;
}
/* Context might be partially freed. This happens when destroying the window frame-buffers. */
if (context_ == Context::get()) {
glDeleteFramebuffers(1, &fbo_id_);
}
else {
context_->fbo_free(fbo_id_);
}
/* Restore default frame-buffer if this frame-buffer was bound. */
if (context_->active_fb == this && context_->back_left != this) {
/* If this assert triggers it means the frame-buffer is being freed while in use by another
* context which, by the way, is TOTALLY UNSAFE! */
BLI_assert(context_ == Context::get());
GPU_framebuffer_restore();
}
}
void GLFrameBuffer::init()
{
context_ = GLContext::get();
state_manager_ = static_cast<GLStateManager *>(context_->state_manager);
glGenFramebuffers(1, &fbo_id_);
/* Binding before setting the label is needed on some drivers.
* This is not an issue since we call this function only before binding. */
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
debug::object_label(GL_FRAMEBUFFER, fbo_id_, name_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Config
* \{ */
bool GLFrameBuffer::check(char err_out[256])
{
this->bind(true);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
#define FORMAT_STATUS(X) \
case X: { \
err = #X; \
break; \
}
const char *err;
switch (status) {
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
FORMAT_STATUS(GL_FRAMEBUFFER_UNSUPPORTED);
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
FORMAT_STATUS(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
FORMAT_STATUS(GL_FRAMEBUFFER_UNDEFINED);
case GL_FRAMEBUFFER_COMPLETE:
return true;
default:
err = "unknown";
break;
}
#undef FORMAT_STATUS
const char *format = "gpu::FrameBuffer: %s status %s\n";
if (err_out) {
BLI_snprintf(err_out, 256, format, this->name_, err);
}
else {
fprintf(stderr, format, this->name_, err);
}
return false;
}
void GLFrameBuffer::update_attachments()
{
/* Default frame-buffers cannot have attachments. */
BLI_assert(immutable_ == false);
/* First color texture OR the depth texture if no color is attached.
* Used to determine frame-buffer color-space and dimensions. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
/* NOTE: Inverse iteration to get the first color texture. */
for (GPUAttachmentType type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; --type) {
GPUAttachment &attach = attachments_[type];
GLenum gl_attachment = to_gl(type);
if (type >= GPU_FB_COLOR_ATTACHMENT0) {
gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
first_attachment = (attach.tex) ? type : first_attachment;
}
else if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
/* Only use depth texture to get information if there is no color attachment. */
first_attachment = (attach.tex) ? type : first_attachment;
}
if (attach.tex == nullptr) {
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, 0, 0);
continue;
}
GLuint gl_tex = static_cast<GLTexture *>(attach.tex)->tex_id_;
if (attach.layer > -1 && GPU_texture_is_cube(attach.tex) && !GPU_texture_is_array(attach.tex))
{
/* Could be avoided if ARB_direct_state_access is required. In this case
* #glFramebufferTextureLayer would bind the correct face. */
GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer;
glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip);
}
else if (attach.layer > -1) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer);
}
else {
/* The whole texture level is attached. The frame-buffer is potentially layered. */
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip);
}
/* We found one depth buffer type. Stop here, otherwise we would
* override it by setting GPU_FB_DEPTH_ATTACHMENT */
if (type == GPU_FB_DEPTH_STENCIL_ATTACHMENT) {
break;
}
}
if (GLContext::unused_fb_slot_workaround) {
/* Fill normally un-occupied slots to avoid rendering artifacts on some hardware. */
GLuint gl_tex = 0;
/* NOTE: Inverse iteration to get the first color texture. */
for (int i = ARRAY_SIZE(gl_attachments_) - 1; i >= 0; --i) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
GPUAttachment &attach = attachments_[type];
if (attach.tex != nullptr) {
gl_tex = static_cast<GLTexture *>(attach.tex)->tex_id_;
}
else if (gl_tex != 0) {
GLenum gl_attachment = to_gl(type);
gl_attachments_[i] = gl_attachment;
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, 0);
}
}
}
if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attach = attachments_[first_attachment];
int size[3];
GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
this->size_set(size[0], size[1]);
srgb_ = (GPU_texture_format(attach.tex) == TextureFormat::SRGBA_8_8_8_8);
}
else {
/* Empty frame-buffer. */
glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, width_);
glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, height_);
}
dirty_attachments_ = false;
glDrawBuffers(ARRAY_SIZE(gl_attachments_), gl_attachments_);
if (G.debug & G_DEBUG_GPU) {
BLI_assert(this->check(nullptr));
}
}
void GLFrameBuffer::subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states)
{
GPU_depth_mask(depth_attachment_state == GPU_ATTACHMENT_WRITE);
bool any_read = false;
for (auto attachment : color_attachment_states.index_range()) {
if (attachment == GPU_ATTACHMENT_READ) {
any_read = true;
break;
}
}
if (GLContext::framebuffer_fetch_support) {
if (any_read) {
glFramebufferFetchBarrierEXT();
}
}
else if (GLContext::texture_barrier_support) {
if (any_read) {
glTextureBarrier();
}
GLenum attachments[GPU_FB_MAX_COLOR_ATTACHMENT] = {GL_NONE};
for (int i : color_attachment_states.index_range()) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
gpu::Texture *attach_tex = this->attachments_[type].tex;
if (color_attachment_states[i] == GPU_ATTACHMENT_READ) {
tmp_detached_[type] = this->attachments_[type]; /* Bypass feedback loop check. */
GPU_texture_bind_ex(attach_tex, GPUSamplerState::default_sampler(), i);
}
else {
tmp_detached_[type] = GPU_ATTACHMENT_NONE;
}
bool attach_write = color_attachment_states[i] == GPU_ATTACHMENT_WRITE;
attachments[i] = (attach_tex && attach_write) ? to_gl(type) : GL_NONE;
}
/* We have to use `glDrawBuffers` instead of `glColorMaski` because the later is overwritten
* by the `GLStateManager`. */
/* WATCH(fclem): This modifies the frame-buffer state without setting `dirty_attachments_`. */
glDrawBuffers(ARRAY_SIZE(attachments), attachments);
}
else {
/* The only way to have correct visibility without extensions and ensure defined behavior, is
* to unbind the textures and update the frame-buffer. This is a slow operation but that's all
* we can do to emulate the sub-pass input. */
/* TODO(@fclem): Could avoid the frame-buffer reconfiguration by creating multiple
* frame-buffers internally. */
for (int i : color_attachment_states.index_range()) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
if (color_attachment_states[i] == GPU_ATTACHMENT_WRITE) {
if (tmp_detached_[type].tex != nullptr) {
/* Re-attach previous read attachments. */
this->attachment_set(type, tmp_detached_[type]);
tmp_detached_[type] = GPU_ATTACHMENT_NONE;
}
}
else if (color_attachment_states[i] == GPU_ATTACHMENT_READ) {
tmp_detached_[type] = this->attachments_[type];
tmp_detached_[type].tex->detach_from(this);
GPU_texture_bind_ex(tmp_detached_[type].tex, GPUSamplerState::default_sampler(), i);
}
}
if (dirty_attachments_) {
this->update_attachments();
}
}
}
void GLFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore ls)
{
BLI_assert(context_->active_fb == this);
/* TODO(fclem): Add support for other ops. */
if (ls.load_action == GPULoadOp::GPU_LOADACTION_CLEAR) {
if (tmp_detached_[type].tex != nullptr) {
/* #GPULoadStore is used to define the frame-buffer before it is used for rendering.
* Binding back unattached attachment makes its state undefined. This is described by the
* documentation and the user-land code should specify a sub-pass at the start of the drawing
* to explicitly set attachment state. */
if (GLContext::framebuffer_fetch_support) {
/* NOOP. */
}
else if (GLContext::texture_barrier_support) {
/* Reset default attachment state. */
for (int i : IndexRange(ARRAY_SIZE(tmp_detached_))) {
tmp_detached_[i] = GPU_ATTACHMENT_NONE;
}
glDrawBuffers(ARRAY_SIZE(gl_attachments_), gl_attachments_);
}
else {
tmp_detached_[type] = GPU_ATTACHMENT_NONE;
this->attachment_set(type, tmp_detached_[type]);
this->update_attachments();
}
}
clear_attachment(type, GPU_DATA_FLOAT, ls.clear_value);
}
}
void GLFrameBuffer::apply_state()
{
if (dirty_state_ == false) {
return;
}
if (multi_viewport_ == false) {
glViewport(UNPACK4(viewport_[0]));
}
else {
/* Great API you have there! You have to convert to float values for setting int viewport
* values. **Audible Facepalm** */
float viewports_f[GPU_MAX_VIEWPORTS][4];
for (int i = 0; i < GPU_MAX_VIEWPORTS; i++) {
for (int j = 0; j < 4; j++) {
viewports_f[i][j] = viewport_[i][j];
}
}
glViewportArrayv(0, GPU_MAX_VIEWPORTS, viewports_f[0]);
}
glScissor(UNPACK4(scissor_));
if (scissor_test_) {
glEnable(GL_SCISSOR_TEST);
}
else {
glDisable(GL_SCISSOR_TEST);
}
dirty_state_ = false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GLFrameBuffer::bind(bool enabled_srgb)
{
if (!immutable_ && fbo_id_ == 0) {
this->init();
}
if (context_ != GLContext::get()) {
BLI_assert_msg(0, "Trying to use the same frame-buffer in multiple context");
return;
}
if (context_->active_fb != this) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
/* Internal frame-buffers have only one color output and needs to be set every time. */
if (immutable_ && fbo_id_ == 0) {
glDrawBuffer(gl_attachments_[0]);
}
}
if (!GLContext::texture_barrier_support && !GLContext::framebuffer_fetch_support) {
for (int index : IndexRange(GPU_FB_MAX_ATTACHMENT)) {
tmp_detached_[index] = GPU_ATTACHMENT_NONE;
}
}
if (dirty_attachments_) {
this->update_attachments();
this->viewport_reset();
this->scissor_reset();
}
if (context_->active_fb != this || enabled_srgb_ != enabled_srgb) {
enabled_srgb_ = enabled_srgb;
if (enabled_srgb && srgb_) {
glEnable(GL_FRAMEBUFFER_SRGB);
}
else {
glDisable(GL_FRAMEBUFFER_SRGB);
}
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
}
if (context_->active_fb != this) {
context_->active_fb = this;
state_manager_->active_fb = this;
dirty_state_ = true;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Operations.
* \{ */
void GLFrameBuffer::clear(GPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
BLI_assert(GLContext::get() == context_);
BLI_assert(context_->active_fb == this);
/* Save and restore the state. */
GPUWriteMask write_mask = GPU_write_mask_get();
uint stencil_mask = GPU_stencil_mask_get();
GPUStencilTest stencil_test = GPU_stencil_test_get();
if (buffers & GPU_COLOR_BIT) {
GPU_color_mask(true, true, true, true);
glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
}
if (buffers & GPU_DEPTH_BIT) {
GPU_depth_mask(true);
glClearDepth(clear_depth);
}
if (buffers & GPU_STENCIL_BIT) {
GPU_stencil_write_mask_set(0xFFu);
GPU_stencil_test(GPU_STENCIL_ALWAYS);
glClearStencil(clear_stencil);
}
context_->state_manager->apply_state();
GLbitfield mask = to_gl(buffers);
glClear(mask);
if (buffers & (GPU_COLOR_BIT | GPU_DEPTH_BIT)) {
GPU_write_mask(write_mask);
}
if (buffers & GPU_STENCIL_BIT) {
GPU_stencil_write_mask_set(stencil_mask);
GPU_stencil_test(stencil_test);
}
}
void GLFrameBuffer::clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value)
{
BLI_assert(GLContext::get() == context_);
BLI_assert(context_->active_fb == this);
/* Save and restore the state. */
GPUWriteMask write_mask = GPU_write_mask_get();
GPU_color_mask(true, true, true, true);
bool depth_mask = GPU_depth_mask_get();
GPU_depth_mask(true);
context_->state_manager->apply_state();
if (type == GPU_FB_DEPTH_STENCIL_ATTACHMENT) {
BLI_assert(data_format == GPU_DATA_UINT_24_8_DEPRECATED);
float depth = ((*(uint32_t *)clear_value) & 0x00FFFFFFu) / float(0x00FFFFFFu);
int stencil = ((*(uint32_t *)clear_value) >> 24);
glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
}
else if (type == GPU_FB_DEPTH_ATTACHMENT) {
if (data_format == GPU_DATA_FLOAT) {
glClearBufferfv(GL_DEPTH, 0, (GLfloat *)clear_value);
}
else if (data_format == GPU_DATA_UINT) {
float depth = *(uint32_t *)clear_value / float(0xFFFFFFFFu);
glClearBufferfv(GL_DEPTH, 0, &depth);
}
else {
BLI_assert_msg(0, "Unhandled data format");
}
}
else {
int slot = type - GPU_FB_COLOR_ATTACHMENT0;
switch (data_format) {
case GPU_DATA_FLOAT:
glClearBufferfv(GL_COLOR, slot, (GLfloat *)clear_value);
break;
case GPU_DATA_UINT:
glClearBufferuiv(GL_COLOR, slot, (GLuint *)clear_value);
break;
case GPU_DATA_INT:
glClearBufferiv(GL_COLOR, slot, (GLint *)clear_value);
break;
default:
BLI_assert_msg(0, "Unhandled data format");
break;
}
}
GPU_write_mask(write_mask);
GPU_depth_mask(depth_mask);
}
void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
{
/* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for
* all attachments.
* TODO(fclem): fix this insecurity? */
int type = GPU_FB_COLOR_ATTACHMENT0;
for (int i = 0; type < GPU_FB_MAX_ATTACHMENT; i++, type++) {
if (attachments_[type].tex != nullptr) {
this->clear_attachment(GPU_FB_COLOR_ATTACHMENT0 + i, GPU_DATA_FLOAT, clear_cols[i]);
}
}
}
void GLFrameBuffer::read(GPUFrameBufferBits plane,
eGPUDataFormat data_format,
const int area[4],
int channel_len,
int slot,
void *r_data)
{
GLenum format, type, mode;
mode = gl_attachments_[slot];
type = to_gl(data_format);
switch (plane) {
case GPU_DEPTH_BIT:
format = GL_DEPTH_COMPONENT;
BLI_assert_msg(
this->attachments_[GPU_FB_DEPTH_ATTACHMENT].tex != nullptr ||
this->attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex != nullptr,
"GPUFramebuffer: Error: Trying to read depth without a depth buffer attached.");
break;
case GPU_COLOR_BIT:
BLI_assert_msg(
mode != GL_NONE,
"GPUFramebuffer: Error: Trying to read a color slot without valid attachment.");
format = channel_len_to_gl(channel_len);
/* TODO: needed for selection buffers to work properly, this should be handled better. */
if (format == GL_RED && type == GL_UNSIGNED_INT) {
format = GL_RED_INTEGER;
}
break;
case GPU_STENCIL_BIT:
fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported.");
return;
default:
fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one frame-buffer plane.");
return;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_id_);
glReadBuffer(mode);
glReadPixels(UNPACK4(area), format, type, r_data);
}
void GLFrameBuffer::blit_to(
GPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y)
{
GLFrameBuffer *src = this;
GLFrameBuffer *dst = static_cast<GLFrameBuffer *>(dst_);
/* Frame-buffers must be up to date. This simplify this function. */
if (src->dirty_attachments_) {
src->bind(true);
}
if (dst->dirty_attachments_) {
dst->bind(true);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, src->fbo_id_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->fbo_id_);
if (planes & GPU_COLOR_BIT) {
BLI_assert(src->immutable_ == false || src_slot == 0);
BLI_assert(dst->immutable_ == false || dst_slot == 0);
BLI_assert(src->gl_attachments_[src_slot] != GL_NONE);
BLI_assert(dst->gl_attachments_[dst_slot] != GL_NONE);
glReadBuffer(src->gl_attachments_[src_slot]);
glDrawBuffer(dst->gl_attachments_[dst_slot]);
}
context_->state_manager->apply_state();
int w = src->width_;
int h = src->height_;
GLbitfield mask = to_gl(planes);
glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, mask, GL_NEAREST);
if (!dst->immutable_) {
/* Restore the draw buffers. */
glDrawBuffers(ARRAY_SIZE(dst->gl_attachments_), dst->gl_attachments_);
}
/* Ensure previous buffer is restored. */
context_->active_fb = dst;
}
/** \} */
} // namespace blender::gpu