//// GL45BackendTexture.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 "GL45Backend.h"#include <gpu/gl/GLFramebuffer.h>#include <gpu/gl/GLTexture.h> #include <QtGui/QImage> namespace gpu { namespace gl45 { class GL45Framebuffer : public gl::GLFramebuffer { using Parent = gl::GLFramebuffer; static GLuint allocate() { GLuint result; glCreateFramebuffers(1, &result); return result; }public: void update() override { 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) { glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0); } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) { glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0); } else { glNamedFramebufferTextureLayer(_id, colorAttachments[unit], gltexture->_texture, 0, b._subresource); } _colorBuffers.push_back(colorAttachments[unit]); } else { glNamedFramebufferTexture(_id, colorAttachments[unit], 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 surface = _gpuObject.getDepthStencilBuffer(); auto backend = _backend.lock(); if (_gpuObject.hasDepthStencil() && surface) { Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType()); gltexture = backend->syncGPUObject(surface); } if (gltexture) { if (gltexture->_target == GL_TEXTURE_2D) { glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0); } else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) { glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0); } else { glNamedFramebufferTextureLayer(_id, attachement, gltexture->_texture, 0, _gpuObject.getDepthStencilBufferSubresource()); } } else { glNamedFramebufferTexture(_id, attachement, 0, 0); } _depthStamp = _gpuObject.getDepthStamp(); } // Last but not least, define where we draw if (!_colorBuffers.empty()) { glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data()); } else { glNamedFramebufferDrawBuffer(_id, GL_NONE); } // Now check for completness _status = glCheckNamedFramebufferStatus(_id, GL_DRAW_FRAMEBUFFER); // restore the current framebuffer checkStatus(); } public: GL45Framebuffer(const std::weak_ptr<gl::GLBackend>& backend, const gpu::Framebuffer& framebuffer) : Parent(backend, framebuffer, allocate()) { }}; gl::GLFramebuffer* GL45Backend::syncGPUObject(const Framebuffer& framebuffer) { return gl::GLFramebuffer::sync<GL45Framebuffer>(*this, framebuffer);} GLuint GL45Backend::getFramebufferID(const FramebufferPointer& framebuffer) { return framebuffer ? gl::GLFramebuffer::getId<GL45Framebuffer>(*this, *framebuffer) : 0;} void GL45Backend::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 destFbo = getFramebufferID(dstframebuffer); auto srcFbo = getFramebufferID(srcframebuffer); glBlitNamedFramebuffer(srcFbo, destFbo, srcvp.x, srcvp.y, srcvp.z, srcvp.w, dstvp.x, dstvp.y, dstvp.z, dstvp.w, GL_COLOR_BUFFER_BIT, GL_LINEAR); (void) CHECK_GL_ERROR();} } }
//
// GL45BackendTexture.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 "GL45Backend.h"
#include <gpu/gl/GLFramebuffer.h>
#include <gpu/gl/GLTexture.h>
#include <QtGui/QImage>
namespace gpu { namespace gl45 {
class GL45Framebuffer : public gl::GLFramebuffer {
using Parent = gl::GLFramebuffer;
static GLuint allocate() {
GLuint result;
glCreateFramebuffers(1, &result);
return result;
}
public:
void update() override {
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) {
glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
} else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) {
glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
} else {
glNamedFramebufferTextureLayer(_id, colorAttachments[unit], gltexture->_texture, 0, b._subresource);
}
_colorBuffers.push_back(colorAttachments[unit]);
} else {
glNamedFramebufferTexture(_id, colorAttachments[unit], 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 surface = _gpuObject.getDepthStencilBuffer();
auto backend = _backend.lock();
if (_gpuObject.hasDepthStencil() && surface) {
Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());
gltexture = backend->syncGPUObject(surface);
}
if (gltexture) {
if (gltexture->_target == GL_TEXTURE_2D) {
glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
}
else if (gltexture->_target == GL_TEXTURE_2D_MULTISAMPLE) {
glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
} else {
glNamedFramebufferTextureLayer(_id, attachement, gltexture->_texture, 0,
_gpuObject.getDepthStencilBufferSubresource());
}
} else {
glNamedFramebufferTexture(_id, attachement, 0, 0);
}
_depthStamp = _gpuObject.getDepthStamp();
}
// Last but not least, define where we draw
if (!_colorBuffers.empty()) {
glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data());
} else {
glNamedFramebufferDrawBuffer(_id, GL_NONE);
}
// Now check for completness
_status = glCheckNamedFramebufferStatus(_id, GL_DRAW_FRAMEBUFFER);
// restore the current framebuffer
checkStatus();
}
public:
GL45Framebuffer(const std::weak_ptr<gl::GLBackend>& backend, const gpu::Framebuffer& framebuffer)
: Parent(backend, framebuffer, allocate()) { }
};
gl::GLFramebuffer* GL45Backend::syncGPUObject(const Framebuffer& framebuffer) {
return gl::GLFramebuffer::sync<GL45Framebuffer>(*this, framebuffer);
}
GLuint GL45Backend::getFramebufferID(const FramebufferPointer& framebuffer) {
return framebuffer ? gl::GLFramebuffer::getId<GL45Framebuffer>(*this, *framebuffer) : 0;
}
void GL45Backend::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 destFbo = getFramebufferID(dstframebuffer);
auto srcFbo = getFramebufferID(srcframebuffer);
glBlitNamedFramebuffer(srcFbo, destFbo,
srcvp.x, srcvp.y, srcvp.z, srcvp.w,
dstvp.x, dstvp.y, dstvp.z, dstvp.w,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
(void) CHECK_GL_ERROR();
}
} }