//// Created by Bradley Austin Davis on 2016/05/15// Copyright 2013-2016 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#ifndef hifi_gpu_gl_GLFramebuffer_h#define hifi_gpu_gl_GLFramebuffer_h #include "GLShared.h"#include "GLBackend.h" namespace gpu { namespace gl { class GLFramebuffer : public GLObject<Framebuffer> {public: template <typename GLFramebufferType> static GLFramebufferType* sync(GLBackend& backend, const Framebuffer& framebuffer) { GLFramebufferType* object = Backend::getGPUObject<GLFramebufferType>(framebuffer); bool needsUpate { false }; if (!object || framebuffer.getDepthStamp() != object->_depthStamp || framebuffer.getColorStamps() != object->_colorStamps) { needsUpate = true; } // If GPU object already created and in sync if (!needsUpate) { return object; } else if (framebuffer.isEmpty()) { // NO framebuffer definition yet so let's avoid thinking return nullptr; } // need to have a gpu object? if (!object) { // All is green, assign the gpuobject to the Framebuffer object = new GLFramebufferType(backend.shared_from_this(), framebuffer); Backend::setGPUObject(framebuffer, object); (void)CHECK_GL_ERROR(); } object->update(); return object; } template <typename GLFramebufferType> static GLuint getId(GLBackend& backend, const Framebuffer& framebuffer) { GLFramebufferType* fbo = sync<GLFramebufferType>(backend, framebuffer); if (fbo) { return fbo->_id; } else { return 0; } } const GLuint& _fbo { _id }; std::vector<GLenum> _colorBuffers; Stamp _depthStamp { 0 }; std::vector<Stamp> _colorStamps; protected: GLenum _status { GL_FRAMEBUFFER_COMPLETE }; virtual void update() = 0; bool checkStatus() const; GLFramebuffer(const std::weak_ptr<GLBackend>& backend, const Framebuffer& framebuffer, GLuint id) : GLObject(backend, framebuffer, id) {} ~GLFramebuffer(); }; } } #endif
//
// Created by Bradley Austin Davis on 2016/05/15
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_gl_GLFramebuffer_h
#define hifi_gpu_gl_GLFramebuffer_h
#include "GLShared.h"
#include "GLBackend.h"
namespace gpu { namespace gl {
class GLFramebuffer : public GLObject<Framebuffer> {
public:
template <typename GLFramebufferType>
static GLFramebufferType* sync(GLBackend& backend, const Framebuffer& framebuffer) {
GLFramebufferType* object = Backend::getGPUObject<GLFramebufferType>(framebuffer);
bool needsUpate { false };
if (!object ||
framebuffer.getDepthStamp() != object->_depthStamp ||
framebuffer.getColorStamps() != object->_colorStamps) {
needsUpate = true;
}
// If GPU object already created and in sync
if (!needsUpate) {
return object;
} else if (framebuffer.isEmpty()) {
// NO framebuffer definition yet so let's avoid thinking
return nullptr;
}
// need to have a gpu object?
if (!object) {
// All is green, assign the gpuobject to the Framebuffer
object = new GLFramebufferType(backend.shared_from_this(), framebuffer);
Backend::setGPUObject(framebuffer, object);
(void)CHECK_GL_ERROR();
}
object->update();
return object;
}
template <typename GLFramebufferType>
static GLuint getId(GLBackend& backend, const Framebuffer& framebuffer) {
GLFramebufferType* fbo = sync<GLFramebufferType>(backend, framebuffer);
if (fbo) {
return fbo->_id;
} else {
return 0;
}
}
const GLuint& _fbo { _id };
std::vector<GLenum> _colorBuffers;
Stamp _depthStamp { 0 };
std::vector<Stamp> _colorStamps;
protected:
GLenum _status { GL_FRAMEBUFFER_COMPLETE };
virtual void update() = 0;
bool checkStatus() const;
GLFramebuffer(const std::weak_ptr<GLBackend>& backend, const Framebuffer& framebuffer, GLuint id) : GLObject(backend, framebuffer, id) {}
~GLFramebuffer();
};
} }
#endif