Files
test2/source/blender/gpu/GPU_framebuffer.hh
Campbell Barton e8501d2f54 Cleanup: grammar corrections, minor improvements to wording
Also back-tick quote some code references in comments
to differentiate them from English text.
2025-08-06 00:20:39 +00:00

716 lines
27 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* A `GPUFramebuffer` is a wrapper for a frame-buffer object (FBO) from the underlying graphic API.
*
* A `GPUFramebuffer` is limited to one context and thus cannot be shared across different
* contexts. In the case this is needed, one must recreate the same `GPUFramebuffer` in each
* context.
*
* Note that actual FBO creation & config is deferred until `GPU_framebuffer_bind` or
* `GPU_framebuffer_check_valid` is called. This means the context the `GPUFramebuffer` is bound
* with is the one active when `GPU_framebuffer_bind` is called.
*
* When a `gpu::Texture` is attached to a `GPUFramebuffer` a reference is created.
* Deleting either does not require any unbinding.
*
* A `GPUOffScreen` is a convenience type that holds a `GPUFramebuffer` and its associated
* `gpu::Texture`s. It is useful for quick drawing surface configuration.
*/
#pragma once
#include "GPU_common_types.hh"
#include "GPU_texture.hh"
namespace blender::gpu {
class Texture;
}
enum eGPUFrameBufferBits {
GPU_COLOR_BIT = (1 << 0),
GPU_DEPTH_BIT = (1 << 1),
GPU_STENCIL_BIT = (1 << 2),
};
ENUM_OPERATORS(eGPUFrameBufferBits, GPU_STENCIL_BIT)
/* Guaranteed by the spec and is never greater than 16 on any hardware or implementation. */
constexpr static int GPU_MAX_VIEWPORTS = 16;
struct GPUAttachment {
blender::gpu::Texture *tex;
int layer, mip;
};
/** Opaque type hiding blender::gpu::FrameBuffer. */
struct GPUFrameBuffer;
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/**
* Create a #GPUFrameBuffer object. It is not configured and not bound to a specific context until
* `GPU_framebuffer_bind()` is called.
*/
GPUFrameBuffer *GPU_framebuffer_create(const char *name);
/**
* Returns the current context active framebuffer.
* Return nullptr if no context is active.
*/
GPUFrameBuffer *GPU_framebuffer_active_get();
/**
* Returns the default (back-left) frame-buffer. It will always exists even if it's just a dummy.
* Return nullptr if no context is active.
*/
GPUFrameBuffer *GPU_framebuffer_back_get();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Free
* \{ */
/**
* Create a #GPUFrameBuffer object. It is not configured and not bound to a specific context until
* `GPU_framebuffer_bind()` is called.
*/
void GPU_framebuffer_free(GPUFrameBuffer *fb);
#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
do { \
if (fb != nullptr) { \
GPU_framebuffer_free(fb); \
fb = nullptr; \
} \
} while (0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
enum eGPUBackBuffer {
/** Default framebuffer of a window. Always available. */
GPU_BACKBUFFER_LEFT = 0,
/** Right buffer of a window. Only available if window was created using stereo-view. */
GPU_BACKBUFFER_RIGHT,
};
/**
* Binds the active context's window frame-buffer.
* Note that `GPU_BACKBUFFER_RIGHT` is only available if the window was created using stereo-view.
*/
void GPU_backbuffer_bind(eGPUBackBuffer back_buffer_type);
/**
* Binds a #GPUFrameBuffer making it the active framebuffer for all geometry rendering.
*/
void GPU_framebuffer_bind(GPUFrameBuffer *fb);
/**
* Same as `GPU_framebuffer_bind` but do not enable the SRGB transform.
*/
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb);
/**
* Binds back the active context's default frame-buffer.
* Equivalent to `GPU_backbuffer_bind(GPU_BACKBUFFER_LEFT)`.
*/
void GPU_framebuffer_restore();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Advanced binding control
* \{ */
struct GPULoadStore {
eGPULoadOp load_action;
eGPUStoreOp store_action;
float clear_value[4];
};
/* Empty bind point. */
#define NULL_ATTACHMENT_COLOR \
{ \
0.0, 0.0, 0.0, 0.0 \
}
#define NULL_LOAD_STORE \
{ \
GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_DONT_CARE, NULL_ATTACHMENT_COLOR \
}
/**
* Load store config array (load_store_actions) matches attachment structure of
* GPU_framebuffer_config_array. This allows us to explicitly specify whether attachment data needs
* to be loaded and stored on a per-attachment basis. This enables a number of bandwidth
* optimizations:
* - No need to load contents if subsequent work is over-writing every pixel.
* - No need to store attachments whose contents are not used beyond this pass e.g. depth buffer.
* - State can be customized at bind-time rather than applying to the frame-buffer object as a
* whole.
*
* NOTE: Using GPU_framebuffer_clear_* functions in conjunction with a custom load-store
* configuration is invalid. Instead, utilize GPU_LOADACTION_CLEAR and provide a clear color as
* the third parameter in `GPULoadStore action`.
*
* For Color attachments: `{GPU_LOADACTION_CLEAR, GPU_STOREACTION_STORE, {Rf, Gf, Bf, Af}}`
* For Depth attachments: `{GPU_LOADACTION_CLEAR, GPU_STOREACTION_STORE, {Df}}`
*
* Example:
* \code{.c}
* GPU_framebuffer_bind_loadstore(&fb, {
* {GPU_LOADACTION_LOAD, GPU_STOREACTION_DONT_CARE} // must be depth buffer
* {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE}, // Color attachment 0
* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE}, // Color attachment 1
* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE} // Color attachment 2
* })
* \endcode
*/
void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *fb,
const GPULoadStore *load_store_actions,
uint load_store_actions_len);
#define GPU_framebuffer_bind_ex(_fb, ...) \
{ \
GPULoadStore actions[] = __VA_ARGS__; \
GPU_framebuffer_bind_loadstore(_fb, actions, (sizeof(actions) / sizeof(GPULoadStore))); \
}
/**
* Sub-pass config array matches attachment structure of `GPU_framebuffer_config_array`.
* This allows to explicitly specify attachment state within the next sub-pass.
* This enables a number of bandwidth optimizations specially on Tile Based Deferred Renderers
* where the attachments can be kept into tile memory and used in place for later sub-passes.
*
* IMPORTANT: When using this, the framebuffer initial state is undefined. A sub-pass transition
* need to be issued before any draw-call.
*
* Example:
* \code{.c}
* GPU_framebuffer_bind_loadstore(&fb, {
* GPU_ATTACHMENT_WRITE, // must be depth buffer
* GPU_ATTACHMENT_READ, // Color attachment 0
* GPU_ATTACHMENT_IGNORE, // Color attachment 1
* GPU_ATTACHMENT_WRITE} // Color attachment 2
* })
* \endcode
*
* \note Excess attachments will have no effect as long as they are GPU_ATTACHMENT_IGNORE.
*/
void GPU_framebuffer_subpass_transition_array(GPUFrameBuffer *fb,
const GPUAttachmentState *attachment_states,
uint attachment_len);
#define GPU_framebuffer_subpass_transition(_fb, ...) \
{ \
GPUAttachmentState actions[] = __VA_ARGS__; \
GPU_framebuffer_subpass_transition_array( \
_fb, actions, (sizeof(actions) / sizeof(GPUAttachmentState))); \
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attachments
* \{ */
/**
* How to use #GPU_framebuffer_ensure_config().
*
* Example:
* \code{.c}
* GPU_framebuffer_ensure_config(&fb, {
* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
* GPU_ATTACHMENT_TEXTURE(tex1),
* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
* })
* \endcode
*
* \note Unspecified attachments (i.e: those beyond the last
* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
*
* \note Make sure that the dimensions of your textures matches
* otherwise you will have an invalid framebuffer error.
*/
#define GPU_framebuffer_ensure_config(_fb, ...) \
do { \
if (*(_fb) == nullptr) { \
*(_fb) = GPU_framebuffer_create(#_fb); \
} \
GPUAttachment config[] = __VA_ARGS__; \
GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
} while (0)
/**
* First #GPUAttachment in *config is always the depth/depth_stencil buffer.
* Following #GPUAttachments are color buffers.
* Setting #GPUAttachment.mip to -1 will leave the texture in this slot.
* Setting #GPUAttachment.tex to nullptr will detach the texture in this slot.
*/
void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len);
/** Empty bind point. */
#define GPU_ATTACHMENT_NONE \
{ \
nullptr, -1, 0, \
}
/** Leave currently bound texture in this slot. DEPRECATED: Specify all textures for clarity. */
#define GPU_ATTACHMENT_LEAVE \
{ \
nullptr, -1, -1, \
}
/** Bind the first mip level of a texture (all layers). */
#define GPU_ATTACHMENT_TEXTURE(_texture) \
{ \
_texture, -1, 0, \
}
/** Bind the \a _mip level of a texture (all layers). */
#define GPU_ATTACHMENT_TEXTURE_MIP(_texture, _mip) \
{ \
_texture, -1, _mip, \
}
/** Bind the \a _layer layer of the first mip level of a texture. */
#define GPU_ATTACHMENT_TEXTURE_LAYER(_texture, _layer) \
{ \
_texture, _layer, 0, \
}
/** Bind the \a _layer layer of the \a _mip level of a texture. */
#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_texture, _layer, _mip) \
{ \
_texture, _layer, _mip, \
}
/** NOTE: The cube-face variants are equivalent to the layer ones but give better semantic. */
/** Bind the first mip level of a cube-map \a _face texture. */
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_texture, _face) \
{ \
_texture, _face, 0, \
}
/** Bind the \a _mip level of a cube-map \a _face texture. */
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_texture, _face, _mip) \
{ \
_texture, _face, _mip, \
}
/**
* Attach an entire texture mip level to a #GPUFrameBuffer.
* Changes will only take effect next time `GPU_framebuffer_bind()` is called.
* \a slot is the color texture slot to bind this texture to. Must be 0 if it is the depth texture.
* \a mip is the mip level of this texture to attach to the framebuffer.
* DEPRECATED: Prefer using multiple #GPUFrameBuffer with different configurations with
* `GPU_framebuffer_config_array()`.
*/
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb,
blender::gpu::Texture *texture,
int slot,
int mip);
/**
* Attach a single layer of an array texture mip level to a #GPUFrameBuffer.
* Changes will only take effect next time `GPU_framebuffer_bind()` is called.
* \a slot is the color texture slot to bind this texture to. Must be 0 if it is the depth texture.
* \a layer is the layer of this array texture to attach to the framebuffer.
* \a mip is the mip level of this texture to attach to the framebuffer.
* DEPRECATED: Prefer using multiple #GPUFrameBuffer with different configurations with
* `GPU_framebuffer_config_array()`.
*/
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, blender::gpu::Texture *texture, int slot, int layer, int mip);
/**
* Attach a single cube-face of an cube-map texture mip level to a #GPUFrameBuffer.
* Changes will only take effect next time `GPU_framebuffer_bind()` is called.
* \a slot is the color texture slot to bind this texture to. Must be 0 if it is the depth texture.
* \a face is the cube-face of this cube-map texture to attach to the framebuffer.
* \a mip is the mip level of this texture to attach to the framebuffer.
* DEPRECATED: Prefer using multiple #GPUFrameBuffer with different configurations with
* `GPU_framebuffer_config_array()`.
*/
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, blender::gpu::Texture *texture, int slot, int face, int mip);
/**
* Detach a texture from a #GPUFrameBuffer. The texture must be attached.
* Changes will only take effect next time `GPU_framebuffer_bind()` is called.
* DEPRECATED: Prefer using multiple #GPUFrameBuffer with different configurations with
* `GPU_framebuffer_config_array()`.
*/
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, blender::gpu::Texture *texture);
/**
* Checks a framebuffer current configuration for errors.
* Checks for texture size mismatch, incompatible attachment, incomplete textures etc...
* \note This binds the framebuffer to the active context.
* \a err_out is an error output buffer.
* \return false if the framebuffer is invalid.
*/
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Empty frame-buffer
*
* An empty frame-buffer is a frame-buffer with no attachments. This allow to rasterize geometry
* without creating any dummy attachments and write some computation results using other means
* (SSBOs, Images).
* \{ */
/**
* Default size is used if the frame-buffer contains no attachments.
* It needs to be re-specified each time an attachment is added.
*/
void GPU_framebuffer_default_size(GPUFrameBuffer *fb, int width, int height);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal state
* \{ */
/**
* Set the viewport offset and size.
* These are reset to the original dimensions explicitly (using `GPU_framebuffer_viewport_reset()`)
* or when binding the frame-buffer after modifying its attachments.
*
* \note Viewport and scissor size is stored per frame-buffer.
* \note Setting a singular viewport will only change the state of the first viewport.
* \note Must be called after first bind.
*/
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int width, int height);
/**
* Similar to `GPU_framebuffer_viewport_set()` but specify the bounds of all 16 viewports.
* By default geometry renders only to the first viewport. That can be changed by setting
* `gpu_ViewportIndex` in the vertex.
*
* \note Viewport and scissor size is stored per frame-buffer.
* \note Must be called after first bind.
*/
void GPU_framebuffer_multi_viewports_set(GPUFrameBuffer *gpu_fb,
const int viewport_rects[GPU_MAX_VIEWPORTS][4]);
/**
* Return the viewport offset and size in a int quadruple: (x, y, width, height).
* \note Viewport and scissor size is stored per frame-buffer.
*/
void GPU_framebuffer_viewport_get(GPUFrameBuffer *fb, int r_viewport[4]);
/**
* Reset a frame-buffer viewport bounds to its attachment(s) size.
* \note Viewport and scissor size is stored per frame-buffer.
*/
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *fb);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clearing
* \{ */
/**
* Clear the frame-buffer attachments.
* \a buffers controls the types of attachments to clear. Setting GPU_COLOR_BIT will clear *all*
* the color attachment.
* Each attachment gets cleared to the value of its type:
* - color attachments gets cleared to \a clear_col .
* - depth attachment gets cleared to \a clear_depth .
* - stencil attachment gets cleared to \a clear_stencil .
*
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear(GPUFrameBuffer *fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
unsigned int clear_stencil);
/**
* Clear all color attachment textures with the value \a clear_col .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_color(GPUFrameBuffer *fb, const float clear_col[4]);
/**
* Clear the depth attachment texture with the value \a clear_depth .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_depth(GPUFrameBuffer *fb, float clear_depth);
/**
* Clear the stencil attachment with the value \a clear_stencil .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_stencil(GPUFrameBuffer *fb, uint clear_stencil);
/**
* Clear all color attachment textures with the value \a clear_col and the depth attachment texture
* with the value \a clear_depth .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_color_depth(GPUFrameBuffer *fb,
const float clear_col[4],
float clear_depth);
/**
* Clear the depth attachment texture with the value \a clear_depth and the stencil attachment with
* the value \a clear_stencil .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_depth_stencil(GPUFrameBuffer *fb,
float clear_depth,
uint clear_stencil);
/**
* Clear the depth attachment texture with the value \a clear_depth , the stencil attachment with
* the value \a clear_stencil and all the color attachments with the value \a clear_col .
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_clear_color_depth_stencil(GPUFrameBuffer *fb,
const float clear_col[4],
float clear_depth,
uint clear_stencil);
/**
* Clear each color attachment texture attached to this frame-buffer with a different color.
* IMPORTANT: The size of `clear_colors` must match the number of color attachments.
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
*/
void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_colors)[4]);
/**
* Clear all color attachment textures of the active frame-buffer with the given red, green, blue,
* alpha values.
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
*/
void GPU_clear_color(float red, float green, float blue, float alpha);
/**
* Clear the depth attachment texture of the active frame-buffer with the given depth value.
* \note `GPU_write_mask`, and stencil test do not affect this command.
* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
*/
void GPU_clear_depth(float depth);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debugging introspection API.
* \{ */
const char *GPU_framebuffer_get_name(GPUFrameBuffer *fb);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Python API & meta-data
*
* These are not intrinsic properties of a frame-buffer but they are stored inside the
* gpu::FrameBuffer structure for tracking purpose.
* \{ */
/**
* Reference of a pointer that needs to be cleaned when deallocating the frame-buffer.
* Points to #BPyGPUFrameBuffer.fb
*/
#ifndef GPU_NO_USE_PY_REFERENCES
void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *fb);
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *fb, void **py_ref);
#endif
/**
* Keep a stack of bound frame-buffer to allow scoped binding of frame-buffer in python.
* This is also used by #GPUOffScreen to save/restore the current frame-buffers.
* \note This isn't thread safe.
*/
/* TODO(fclem): This has nothing to do with the GPU module and should be move to the pyGPU module.
*/
void GPU_framebuffer_push(GPUFrameBuffer *fb);
GPUFrameBuffer *GPU_framebuffer_pop();
uint GPU_framebuffer_stack_level_get();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Deprecated
* \{ */
/**
* Return true if \a framebuffer is the active framebuffer of the active context.
* \note return false if no context is active.
* \note this is undefined behavior if \a framebuffer is `nullptr`.
* DEPRECATED: Kept only because of Python GPU API. */
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
/**
* Read a region of the framebuffer depth attachment and copy it to \a r_data .
* The pixel data will be converted to \a data_format but it needs to be compatible with the
* attachment type. DEPRECATED: Prefer using `GPU_texture_read()`.
*/
void GPU_framebuffer_read_depth(GPUFrameBuffer *fb,
int x,
int y,
int width,
int height,
eGPUDataFormat data_format,
void *r_data);
/**
* Read a region of a framebuffer color attachment and copy it to \a r_data .
* The pixel data will be converted to \a data_format but it needs to be compatible with the
* attachment type. DEPRECATED: Prefer using `GPU_texture_read()`.
*/
void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
int x,
int y,
int width,
int height,
int channels,
int slot,
eGPUDataFormat data_format,
void *r_data);
/**
* Read the color of the window screen as it is currently displayed (so the previously rendered
* back-buffer).
* DEPRECATED: This isn't even working correctly on some implementation.
* TODO: Emulate this by doing some slow texture copy on the backend side or try to read the areas
* offscreen textures directly.
*/
void GPU_frontbuffer_read_color(
int x, int y, int width, int height, int channels, eGPUDataFormat data_format, void *r_data);
/**
* Copy the content of \a fb_read attachments to the \a fb_read attachments.
* The attachments types are chosen by \a blit_buffers .
* Only one color buffer can by copied at a time and its index is chosen by \a read_slot and \a
* write_slot.
* The source and destination frame-buffers dimensions have to match.
* DEPRECATED: Prefer using `GPU_texture_copy()`.
*/
void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
int read_slot,
GPUFrameBuffer *fb_write,
int write_slot,
eGPUFrameBufferBits blit_buffers);
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU OffScreen
*
* A `GPUOffScreen` is a convenience type that holds a `GPUFramebuffer` and its associated
* `blender::gpu::Texture`s. It is useful for quick drawing surface configuration.
* NOTE: They are still limited by the same single context limitation as #GPUFrameBuffer.
* \{ */
struct GPUOffScreen;
/**
* Create a #GPUOffScreen with attachment size of \a width by \a height pixels.
* If \a with_depth_buffer is true, a depth buffer attachment will also be created.
* \a format is the format of the color buffer.
* If \a clear is true, the color and depth buffer attachments will be cleared.
* If \a err_out is not `nullptr` it will be use to write any configuration error message..
* \note This function binds the framebuffer to the active context.
* \note `GPU_TEXTURE_USAGE_ATTACHMENT` is added to the usage parameter by default.
*/
GPUOffScreen *GPU_offscreen_create(int width,
int height,
bool with_depth_buffer,
blender::gpu::TextureFormat format,
eGPUTextureUsage usage,
bool clear,
char err_out[256]);
/**
* Free a #GPUOffScreen.
*/
void GPU_offscreen_free(GPUOffScreen *offscreen);
/**
* Unbind a #GPUOffScreen from a #GPUContext.
* If \a save is true, it will save the currently bound framebuffer into a stack.
*/
/* TODO(fclem): Remove the `save` parameter and always save/restore. */
void GPU_offscreen_bind(GPUOffScreen *offscreen, bool save);
/**
* Unbind a #GPUOffScreen from a #GPUContext.
* If \a restore is true, it will restore the previously bound framebuffer. If false, it will bind
* the window back-buffer.
*/
/* TODO(fclem): Remove the `save` parameter and always save/restore. */
void GPU_offscreen_unbind(GPUOffScreen *offscreen, bool restore);
/**
* Read the whole color texture of the #GPUOffScreen.
* The pixel data will be converted to \a data_format but it needs to be compatible with the
* attachment type.
* IMPORTANT: \a r_data must be big enough for all pixels in \a data_format.
*/
void GPU_offscreen_read_color(GPUOffScreen *offscreen, eGPUDataFormat data_format, void *r_data);
/**
* A version of #GPU_offscreen_read_color that reads into a region.
*/
void GPU_offscreen_read_color_region(
GPUOffScreen *offscreen, eGPUDataFormat data_format, int x, int y, int w, int h, void *r_data);
/**
* Blit the offscreen color texture to the active framebuffer at the `(x, y)` location.
*/
void GPU_offscreen_draw_to_screen(GPUOffScreen *offscreen, int x, int y);
/**
* Return the width of a #GPUOffScreen.
*/
int GPU_offscreen_width(const GPUOffScreen *offscreen);
/**
* Return the height of a #GPUOffScreen.
*/
int GPU_offscreen_height(const GPUOffScreen *offscreen);
/**
* Return the color texture of a #GPUOffScreen. Does not give ownership.
* \note only to be used by viewport code!
*/
blender::gpu::Texture *GPU_offscreen_color_texture(const GPUOffScreen *offscreen);
/**
* Return the texture format of a #GPUOffScreen.
*/
blender::gpu::TextureFormat GPU_offscreen_format(const GPUOffScreen *offscreen);
/**
* Return the internals of a #GPUOffScreen. Does not give ownership.
* \note only to be used by viewport code!
*/
void GPU_offscreen_viewport_data_get(GPUOffScreen *offscreen,
GPUFrameBuffer **r_fb,
blender::gpu::Texture **r_color,
blender::gpu::Texture **r_depth);
/** \} */