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////  GL41BackendTexture.cpp//  libraries/gpu/src/gpu////  Created by Sam Gateau on 1/19/2015.//  Copyright 2014 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//#include "GL41Backend.h" #include <QtGui/QImage> #include <gpu/gl/GLFramebuffer.h>#include <gpu/gl/GLTexture.h> namespace gpu { namespace gl41 {  class GL41Framebuffer : public gl::GLFramebuffer {    using Parent = gl::GLFramebuffer;    static GLuint allocate() {        GLuint result;        glGenFramebuffers(1, &result);        return result;    }public:    void update() override {        GLint currentFBO = -1;        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &currentFBO);        glBindFramebuffer(GL_FRAMEBUFFER, _fbo);        gl::GLTexture* gltexture = nullptr;        TexturePointer surface;        if (_gpuObject.getColorStamps() != _colorStamps) {            if (_gpuObject.hasColor()) {                _colorBuffers.clear();                static const GLenum colorAttachments[] = {                    GL_COLOR_ATTACHMENT0,                    GL_COLOR_ATTACHMENT1,                    GL_COLOR_ATTACHMENT2,                    GL_COLOR_ATTACHMENT3,                    GL_COLOR_ATTACHMENT4,                    GL_COLOR_ATTACHMENT5,                    GL_COLOR_ATTACHMENT6,                    GL_COLOR_ATTACHMENT7,                    GL_COLOR_ATTACHMENT8,                    GL_COLOR_ATTACHMENT9,                    GL_COLOR_ATTACHMENT10,                    GL_COLOR_ATTACHMENT11,                    GL_COLOR_ATTACHMENT12,                    GL_COLOR_ATTACHMENT13,                    GL_COLOR_ATTACHMENT14,                    GL_COLOR_ATTACHMENT15 };                 int unit = 0;                auto backend = _backend.lock();                for (auto& b : _gpuObject.getRenderBuffers()) {                    surface = b._texture;                    if (surface) {                        Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());                        gltexture = backend->syncGPUObject(surface);                     } else {                        gltexture = nullptr;                    }                     if (gltexture) {                        if (gltexture->_target == GL_TEXTURE_2D) {                            glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);                        } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) {                            glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D_MULTISAMPLE, gltexture->_texture, 0);                        } else {                            glFramebufferTextureLayer(GL_FRAMEBUFFER, colorAttachments[unit], gltexture->_texture, 0,                                                      b._subresource);                        }                        _colorBuffers.push_back(colorAttachments[unit]);                    } else {                        glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, 0, 0);                    }                    unit++;                }            }            _colorStamps = _gpuObject.getColorStamps();        }         GLenum attachement = GL_DEPTH_STENCIL_ATTACHMENT;        if (!_gpuObject.hasStencil()) {            attachement = GL_DEPTH_ATTACHMENT;        } else if (!_gpuObject.hasDepth()) {            attachement = GL_STENCIL_ATTACHMENT;        }         if (_gpuObject.getDepthStamp() != _depthStamp) {            auto backend = _backend.lock();            auto surface = _gpuObject.getDepthStencilBuffer();            if (_gpuObject.hasDepthStencil() && surface) {                Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());                gltexture = backend->syncGPUObject(surface);            }             if (gltexture) {                if (gltexture->_target == GL_TEXTURE_2D) {                    glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, gltexture->_texture, 0);                } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) {                    glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D_MULTISAMPLE, gltexture->_texture, 0);                } else {                    glFramebufferTextureLayer(GL_FRAMEBUFFER, attachement, gltexture->_texture, 0,                                              _gpuObject.getDepthStencilBufferSubresource());                }            } else {                glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, 0, 0);            }            _depthStamp = _gpuObject.getDepthStamp();        }          // Last but not least, define where we draw        if (!_colorBuffers.empty()) {            glDrawBuffers((GLsizei)_colorBuffers.size(), _colorBuffers.data());        } else {            glDrawBuffer(GL_NONE);        }         // Now check for completness        _status = glCheckFramebufferStatus(GL_FRAMEBUFFER);         // restore the current framebuffer        if (currentFBO != -1) {            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);        }         checkStatus();    }  public:    GL41Framebuffer(const std::weak_ptr<gl::GLBackend>& backend, const gpu::Framebuffer& framebuffer)        : Parent(backend, framebuffer, allocate()) { }}; gl::GLFramebuffer* GL41Backend::syncGPUObject(const Framebuffer& framebuffer) {    return GL41Framebuffer::sync<GL41Framebuffer>(*this, framebuffer);} GLuint GL41Backend::getFramebufferID(const FramebufferPointer& framebuffer) {    return framebuffer ? GL41Framebuffer::getId<GL41Framebuffer>(*this, *framebuffer) : 0;} void GL41Backend::do_blit(const Batch& batch, size_t paramOffset) {    auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);    Vec4i srcvp;    for (auto i = 0; i < 4; ++i) {        srcvp[i] = batch._params[paramOffset + 1 + i]._int;    }     auto dstframebuffer = batch._framebuffers.get(batch._params[paramOffset + 5]._uint);    Vec4i dstvp;    for (auto i = 0; i < 4; ++i) {        dstvp[i] = batch._params[paramOffset + 6 + i]._int;    }     // Assign dest framebuffer if not bound already    auto newDrawFBO = getFramebufferID(dstframebuffer);    if (_output._drawFBO != newDrawFBO) {        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newDrawFBO);    }     // always bind the read fbo    glBindFramebuffer(GL_READ_FRAMEBUFFER, getFramebufferID(srcframebuffer));     // Blit!    glBlitFramebuffer(srcvp.x, srcvp.y, srcvp.z, srcvp.w,         dstvp.x, dstvp.y, dstvp.z, dstvp.w,        GL_COLOR_BUFFER_BIT, GL_LINEAR);     // Always clean the read fbo to 0    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);     // Restore draw fbo if changed    if (_output._drawFBO != newDrawFBO) {        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _output._drawFBO);    }     (void) CHECK_GL_ERROR();}  } }