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https://github.com/panda3d/panda3d.git
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1721 lines
58 KiB
C++
1721 lines
58 KiB
C++
// Filename: glGraphicsBuffer_src.cxx
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// Created by: jyelon (15Jan06)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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TypeHandle CLP(GraphicsBuffer)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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CLP(GraphicsBuffer)::
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CLP(GraphicsBuffer)(GraphicsEngine *engine, GraphicsPipe *pipe,
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const string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) :
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GraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, host),
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_bind_texture_pcollector(_draw_window_pcollector, "Bind textures"),
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_generate_mipmap_pcollector(_draw_window_pcollector, "Generate mipmaps"),
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_resolve_multisample_pcollector(_draw_window_pcollector, "Resolve multisamples")
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{
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CLP(GraphicsStateGuardian) *glgsg;
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// A FBO doesn't have a back buffer.
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_draw_buffer_type = RenderBuffer::T_front;
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_screenshot_buffer_type = RenderBuffer::T_front;
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// Initialize these.
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_fbo_multisample = 0;
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_initial_clear = true;
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_needs_rebuild = true;
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DCAST_INTO_V(glgsg, _gsg);
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if (glgsg->get_supports_framebuffer_multisample() && glgsg->get_supports_framebuffer_blit()) {
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_requested_multisamples = fb_prop.get_multisamples();
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} else {
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_requested_multisamples = 0;
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}
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if (glgsg->get_supports_framebuffer_multisample_coverage_nv() && glgsg->get_supports_framebuffer_blit()) {
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_requested_coverage_samples = fb_prop.get_coverage_samples();
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// Note: Only 4 and 8 actual samples are supported by the extension, with 8 or 16 coverage samples.
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if ((_requested_coverage_samples <= 8) && (_requested_coverage_samples > 0)) {
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_requested_multisamples = 4;
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_requested_coverage_samples = 8;
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} else if (_requested_coverage_samples > 8) {
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if (_requested_multisamples < 8) {
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_requested_multisamples = 4;
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} else {
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_requested_multisamples = 8;
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}
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_requested_coverage_samples = 16;
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}
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} else {
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_requested_coverage_samples = 0;
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}
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if (_requested_multisamples > glgsg->_max_fb_samples) {
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_requested_multisamples = glgsg->_max_fb_samples;
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}
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_rb_size_x = 0;
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_rb_size_y = 0;
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_rb_size_z = 0;
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for (int i = 0; i < RTP_COUNT; ++i) {
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_rb[i] = 0;
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_rbm[i] = 0;
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}
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_shared_depth_buffer = 0;
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_bound_tex_page = -1;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CLP(GraphicsBuffer)::
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~CLP(GraphicsBuffer)() {
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// unshare shared depth buffer if any
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this->unshare_depth_buffer();
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// unshare all buffers that are sharing this object's depth buffer
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{
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CLP(GraphicsBuffer) *graphics_buffer;
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list <CLP(GraphicsBuffer) *>::iterator graphics_buffer_iterator;
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graphics_buffer_iterator = _shared_depth_buffer_list.begin();
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while (graphics_buffer_iterator != _shared_depth_buffer_list.end()) {
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graphics_buffer = (*graphics_buffer_iterator);
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if (graphics_buffer) {
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// this call removes the entry from the list
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graphics_buffer->unshare_depth_buffer();
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}
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graphics_buffer_iterator = _shared_depth_buffer_list.begin();
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::begin_frame
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// Access: Public, Virtual
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// Description: This function will be called within the draw thread
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// before beginning rendering for a given frame. It
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// should do whatever setup is required, and return true
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// if the frame should be rendered, or false if it
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// should be skipped.
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////////////////////////////////////////////////////////////////////
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bool CLP(GraphicsBuffer)::
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begin_frame(FrameMode mode, Thread *current_thread) {
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begin_frame_spam(mode);
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check_host_valid();
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_bound_tex_page = -1;
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if (!_is_valid) {
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< get_name() << " is not valid\n";
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}
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return false;
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}
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if (!_host->begin_frame(FM_parasite, current_thread)) {
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< get_name() << "'s host is not ready\n";
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}
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return false;
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}
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// Figure out the desired size of the buffer.
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if (mode == FM_render) {
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clear_cube_map_selection();
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{
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// If the set of render-to-textures has recently changed, we
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// need to rebuild bitplanes.
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CDReader cdata(_cycler);
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if (cdata->_textures_seq != _last_textures_seq) {
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_last_textures_seq = cdata->_textures_seq;
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_needs_rebuild = true;
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}
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}
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if (_creation_flags & GraphicsPipe::BF_size_track_host) {
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if (_host->get_size() != _size) {
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// We also need to rebuild if we need to change size.
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_needs_rebuild = true;
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}
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}
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rebuild_bitplanes();
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if (_needs_rebuild) {
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// If we still need rebuild, something went wrong with
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// rebuild_bitplanes().
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return false;
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}
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// In case of multisample rendering, we don't need to issue
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// the barrier until we call glBlitFramebuffer.
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#ifndef OPENGLES
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if (gl_enable_memory_barriers && _fbo_multisample == 0) {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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TextureContexts::iterator it;
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for (it = _texture_contexts.begin(); it != _texture_contexts.end(); ++it) {
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CLP(TextureContext) *gtc = *it;
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if (gtc->needs_barrier(GL_FRAMEBUFFER_BARRIER_BIT)) {
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glgsg->issue_memory_barrier(GL_FRAMEBUFFER_BARRIER_BIT);
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// If we've done it for one, we've done it for all.
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break;
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}
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}
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}
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#endif
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}
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_gsg->set_current_properties(&get_fb_properties());
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report_my_gl_errors();
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::check_fbo
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// Access: Private
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// Description: Calls 'glCheckFramebufferStatus'. On error,
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// prints out an appropriate error message and unbinds
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// the fbo. Returns true for OK or false for error.
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////////////////////////////////////////////////////////////////////
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bool CLP(GraphicsBuffer)::
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check_fbo() {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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GLenum status = glgsg->_glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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GLCAT.error() << "EXT_framebuffer_object reports non-framebuffer-completeness:\n";
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switch(status) {
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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GLCAT.error() << "FRAMEBUFFER_UNSUPPORTED"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; break;
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#ifndef OPENGLES_2
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_FORMATS"; break;
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#endif
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#ifndef OPENGLES
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB:
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GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_LAYER_COUNT"; break;
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#endif
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default:
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GLCAT.error() << "UNKNOWN PROBLEM " << (int)status; break;
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}
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GLCAT.error(false) << " for " << get_name() << "\n";
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glgsg->bind_fbo(0);
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report_my_gl_errors();
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return false;
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}
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report_my_gl_errors();
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::rebuild_bitplanes
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// Access: Public, Virtual
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// Description: This function will be called within the draw thread
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// to allocate/reallocate the fbo and all the associated
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// renderbuffers, just before rendering a frame.
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////////////////////////////////////////////////////////////////////
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void CLP(GraphicsBuffer)::
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rebuild_bitplanes() {
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check_host_valid();
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if (_gsg == 0) {
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return;
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}
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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if (!_needs_rebuild) {
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if (_fbo_multisample != 0) {
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glgsg->bind_fbo(_fbo_multisample);
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} else if (_fbo.size() > 0) {
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glgsg->bind_fbo(_fbo[0]);
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} else {
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glgsg->bind_fbo(0);
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}
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return;
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}
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PStatGPUTimer timer(glgsg, _bind_texture_pcollector);
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// Calculate bitplane size. This can be larger than the buffer.
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if (_creation_flags & GraphicsPipe::BF_size_track_host) {
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if (_host->get_size() != _size) {
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set_size_and_recalc(_host->get_x_size(),
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_host->get_y_size());
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}
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}
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int bitplane_x = get_x_size();
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int bitplane_y = get_y_size();
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if (Texture::get_textures_power_2() != ATS_none) {
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bitplane_x = Texture::up_to_power_2(bitplane_x);
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bitplane_y = Texture::up_to_power_2(bitplane_y);
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}
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bool rb_resize = false;
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if ((bitplane_x != _rb_size_x)||
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(bitplane_y != _rb_size_y)) {
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_rb_size_x = bitplane_x;
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_rb_size_y = bitplane_y;
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rb_resize = true;
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}
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_rb_size_z = 1;
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int num_fbos = 1;
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// These variables indicate what should be bound to each bitplane.
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Texture *attach[RTP_COUNT];
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memset(attach, 0, sizeof(Texture *) * RTP_COUNT);
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_texture_contexts.clear();
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// Sort the textures list into appropriate slots.
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{
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CDReader cdata(_cycler);
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// Determine whether this will be a layered or a regular FBO.
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// If layered, the number of _rb_size_z will be higher than 1.
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for (size_t i = 0; i != cdata->_textures.size(); ++i) {
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const RenderTexture &rt = cdata->_textures[i];
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RenderTextureMode rtm_mode = rt._rtm_mode;
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Texture *tex = rt._texture;
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if (rtm_mode == RTM_bind_layered) {
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_rb_size_z = max(_rb_size_z, tex->get_z_size());
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}
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}
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for (size_t i = 0; i != cdata->_textures.size(); ++i) {
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const RenderTexture &rt = cdata->_textures[i];
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RenderTextureMode rtm_mode = rt._rtm_mode;
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RenderTexturePlane plane = rt._plane;
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Texture *tex = rt._texture;
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if (rtm_mode == RTM_bind_layered) {
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if (tex->get_z_size() != _rb_size_z) {
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GLCAT.warning()
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<< "All textures attached to layered FBO should have the same layer count!\n";
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}
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// Assign the texture to this slot.
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attach[plane] = tex;
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continue;
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}
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if (rtm_mode != RTM_bind_or_copy) {
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continue;
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}
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// If we can't bind this type of texture, punt it.
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if ((tex->get_texture_type() != Texture::TT_2d_texture) &&
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(tex->get_texture_type() != Texture::TT_3d_texture) &&
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(tex->get_texture_type() != Texture::TT_2d_texture_array) &&
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(tex->get_texture_type() != Texture::TT_cube_map)) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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if (_rb_size_z > 1 && tex->get_texture_type() == Texture::TT_2d_texture) {
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// We can't bind a 2D texture to a layered FBO. If the user happened
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// to request RTM_bind_layered for a 2D texture, that's just silly,
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// and we can't render to anything but the first layer anyway.
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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// If I can't find an appropriate slot, or if there's
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// already a texture bound to this slot, then punt
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// this texture.
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if (attach[plane]) {
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((CData *)cdata.p())->_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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if (tex->get_z_size() > 1) {
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num_fbos = max(num_fbos, tex->get_z_size());
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}
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// Assign the texture to this slot.
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attach[plane] = tex;
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}
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}
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// Decide whether we should use a depth stencil or just a regular depth attachment.
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// If nothing was attached to either RTP_depth_stencil or RTP_depth, we use a
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// depth-stencil renderbuffer.
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_use_depth_stencil = false;
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if (_gsg->get_supports_depth_stencil()) {
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if (attach[RTP_depth_stencil]) {
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// This is the obvious case, of course.
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_use_depth_stencil = true;
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} else if (attach[RTP_depth]) {
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// We won't use a depth stencil texture as the user
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// explicitly bound something to RTP_depth.
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_use_depth_stencil = false;
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} else if (_fb_properties.get_float_depth()) {
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// Let's not bother with a depth-stencil buffer
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// if a float buffer was requested.
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_use_depth_stencil = false;
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} else if (_fb_properties.get_depth_bits() > 24) {
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// We can't give more than 24 depth bits with a depth-stencil buffer.
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_use_depth_stencil = false;
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} else if (_fb_properties.get_stencil_bits() > 0) {
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// The user requested stencil bits. Let's take the hint.
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_use_depth_stencil = true;
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} else if (_fb_properties.get_depth_bits() > 0) {
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// Let's use a depth stencil buffer by default, if a depth
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// buffer was requested.
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_use_depth_stencil = true;
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}
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}
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// Knowing this, we can already be a tiny bit
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// more accurate about the framebuffer properties.
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if (_use_depth_stencil) {
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_fb_properties.set_depth_bits(24);
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_fb_properties.set_stencil_bits(8);
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} else {
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_fb_properties.set_stencil_bits(0);
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}
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// Having both a depth texture and a depth_stencil texture is
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// invalid: depth_stencil implies depth, and we can't bind them
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// both. Detect that case, normalize it, and complain.
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if (_use_depth_stencil && attach[RTP_depth] && attach[RTP_depth_stencil]) {
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attach[RTP_depth] = NULL;
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GLCAT.warning() << "Attempt to bind both RTP_depth and RTP_depth_stencil bitplanes.\n";
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}
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// Now create the FBO's.
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_have_any_color = false;
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_fbo.reserve(num_fbos);
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for (int layer = 0; layer < num_fbos; ++layer) {
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if (layer >= _fbo.size()) {
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_fbo.push_back(0);
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}
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// Bind the FBO
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if (_fbo[layer] == 0) {
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glgsg->_glGenFramebuffers(1, &_fbo[layer]);
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if (_fbo[layer] == 0) {
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report_my_gl_errors();
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return;
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}
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}
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glgsg->bind_fbo(_fbo[layer]);
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#ifndef OPENGLES
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if (glgsg->_use_object_labels) {
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// Assign a label for OpenGL to use when displaying debug messages.
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if (num_fbos > 1) {
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GLchar name[128];
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GLsizei len = snprintf(name, 128, "%s[%d]", _name.c_str(), layer);
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glgsg->_glObjectLabel(GL_FRAMEBUFFER, _fbo[layer], len, name);
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} else {
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glgsg->_glObjectLabel(GL_FRAMEBUFFER, _fbo[layer], _name.size(), _name.data());
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}
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}
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#endif
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// For all slots, update the slot.
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if (_use_depth_stencil) {
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bind_slot(layer, rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
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} else if (attach[RTP_depth] || _fb_properties.get_depth_bits() > 0) {
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bind_slot(layer, rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
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}
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int next = GL_COLOR_ATTACHMENT0_EXT;
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if (attach[RTP_color] || _fb_properties.get_color_bits() > 0) {
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|
bind_slot(layer, rb_resize, attach, RTP_color, next++);
|
|
|
|
if (_fb_properties.is_stereo()) {
|
|
// The second tex view has already been initialized, so bind it straight away.
|
|
if (attach[RTP_color] != NULL) {
|
|
attach_tex(layer, 1, attach[RTP_color], next++);
|
|
} else {
|
|
//XXX hack: I needed a slot to use, and we don't currently use RTP_stencil
|
|
// and it's treated as a color attachment below, so this fits the bill.
|
|
// Eventually, we might want to add RTP_color_left and RTP_color_right.
|
|
bind_slot(layer, rb_resize, attach, RTP_stencil, next++);
|
|
}
|
|
}
|
|
_have_any_color = true;
|
|
}
|
|
|
|
#ifndef OPENGLES_1
|
|
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
|
|
bind_slot(layer, rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next++);
|
|
_have_any_color = true;
|
|
}
|
|
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
|
|
bind_slot(layer, rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next++);
|
|
_have_any_color = true;
|
|
}
|
|
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
|
|
bind_slot(layer, rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next++);
|
|
_have_any_color = true;
|
|
}
|
|
#endif // OPENGLES
|
|
|
|
// Clear if the fbo was just created, regardless of the clear settings per frame.
|
|
if (_initial_clear) {
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
}
|
|
|
|
#ifndef OPENGLES
|
|
// Setup any required multisample buffers. Does not work for layered buffers.
|
|
if (_requested_multisamples && _rb_size_z == 1) {
|
|
if (_fbo_multisample == 0) {
|
|
glgsg->_glGenFramebuffers(1, &_fbo_multisample);
|
|
}
|
|
glgsg->bind_fbo(_fbo_multisample);
|
|
|
|
if (_use_depth_stencil || attach[RTP_depth] || _fb_properties.get_depth_bits() > 0) {
|
|
bind_slot_multisample(rb_resize, attach, RTP_depth, GL_DEPTH_ATTACHMENT_EXT);
|
|
}
|
|
|
|
int next = GL_COLOR_ATTACHMENT0_EXT;
|
|
if (attach[RTP_color] || _fb_properties.get_color_bits() > 0) {
|
|
bind_slot_multisample(rb_resize, attach, RTP_color, next++);
|
|
if (_fb_properties.is_stereo()) {
|
|
//TODO: figure out how multisample is supposed to work with stereo buffers.
|
|
}
|
|
}
|
|
|
|
for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
|
|
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next++);
|
|
}
|
|
for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
|
|
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next++);
|
|
}
|
|
for (int i=0; i<_fb_properties.get_aux_float(); i++) {
|
|
bind_slot_multisample(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next++);
|
|
}
|
|
glEnable(GL_MULTISAMPLE);
|
|
|
|
if (_initial_clear) {
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
} else {
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
#endif // OPENGLES
|
|
|
|
if (!_have_any_color) {
|
|
_fb_properties.set_color_bits(0);
|
|
_fb_properties.set_alpha_bits(0);
|
|
}
|
|
|
|
_initial_clear = false;
|
|
report_my_gl_errors();
|
|
|
|
#ifndef OPENGLES
|
|
if (_have_any_color) {
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
} else {
|
|
glDrawBuffer(GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
}
|
|
#endif
|
|
|
|
_needs_rebuild = false;
|
|
report_my_gl_errors();
|
|
|
|
if (!check_fbo()) {
|
|
if (GLCAT.is_debug()) {
|
|
GLCAT.debug()
|
|
<< get_name() << " check_fbo() returns false\n";
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::bind_slot
|
|
// Access: Private
|
|
// Description: Attaches either a texture or a renderbuffer to the
|
|
// specified bitplane.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
bind_slot(int layer, bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) {
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
Texture *tex = attach[slot];
|
|
|
|
if (tex && layer >= tex->get_z_size()) {
|
|
// If the requested layer index exceeds the number of layers
|
|
// in the texture, we will not bind this layer.
|
|
tex = NULL;
|
|
}
|
|
|
|
if (!tex && _rb_size_z > 1) {
|
|
// Since there is no such thing as a layered renderbuffer (to my knowledge),
|
|
// we have to create a dummy texture to render to if no texture was provided.
|
|
tex = new Texture();
|
|
|
|
if (_rb_size_z > 1) {
|
|
// Apparently, it doesn't make a difference whether we use setup_cube_map
|
|
// or setup_2d_texture_array here, since it's the same internal storage.
|
|
tex->setup_2d_texture_array(_rb_size_z);
|
|
} else {
|
|
tex->setup_2d_texture();
|
|
}
|
|
}
|
|
|
|
if (tex) {
|
|
// Bind the texture to the slot.
|
|
tex->set_x_size(_rb_size_x);
|
|
tex->set_y_size(_rb_size_y);
|
|
if (tex->get_texture_type() != Texture::TT_cube_map && _rb_size_z > 1) {
|
|
tex->set_z_size(_rb_size_z);
|
|
}
|
|
tex->set_pad_size(_rb_size_x - get_x_size(), _rb_size_y - get_y_size());
|
|
|
|
// Adjust the texture format based on the requested framebuffer settings.
|
|
switch (slot) {
|
|
case RTP_depth:
|
|
_fb_properties.setup_depth_texture(tex);
|
|
break;
|
|
case RTP_depth_stencil:
|
|
tex->set_format(Texture::F_depth_stencil);
|
|
|
|
if (_fb_properties.get_float_depth()) {
|
|
tex->set_component_type(Texture::T_float);
|
|
} else {
|
|
tex->set_component_type(Texture::T_unsigned_int_24_8);
|
|
}
|
|
break;
|
|
case RTP_aux_hrgba_0:
|
|
case RTP_aux_hrgba_1:
|
|
case RTP_aux_hrgba_2:
|
|
case RTP_aux_hrgba_3:
|
|
tex->set_format(Texture::F_rgba16);
|
|
tex->set_component_type(Texture::T_float);
|
|
break;
|
|
case RTP_aux_float_0:
|
|
case RTP_aux_float_1:
|
|
case RTP_aux_float_2:
|
|
case RTP_aux_float_3:
|
|
tex->set_format(Texture::F_rgba32);
|
|
tex->set_component_type(Texture::T_float);
|
|
break;
|
|
default:
|
|
_fb_properties.setup_color_texture(tex);
|
|
}
|
|
|
|
#ifndef OPENGLES
|
|
GLenum target = glgsg->get_texture_target(tex->get_texture_type());
|
|
if (target == GL_TEXTURE_CUBE_MAP) {
|
|
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
|
|
}
|
|
#endif
|
|
|
|
if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
|
|
GLCAT.debug() << "Binding texture " << *tex << " to depth attachment.\n";
|
|
|
|
attach_tex(layer, 0, tex, GL_DEPTH_ATTACHMENT_EXT);
|
|
|
|
#ifndef OPENGLES
|
|
GLint depth_size = 0;
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_DEPTH_SIZE, &depth_size);
|
|
_fb_properties.set_depth_bits(depth_size);
|
|
#endif
|
|
|
|
if (slot == RTP_depth_stencil) {
|
|
GLCAT.debug() << "Binding texture " << *tex << " to stencil attachment.\n";
|
|
|
|
attach_tex(layer, 0, tex, GL_STENCIL_ATTACHMENT_EXT);
|
|
|
|
#ifndef OPENGLES
|
|
GLint stencil_size = 0;
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_STENCIL_SIZE, &stencil_size);
|
|
_fb_properties.set_stencil_bits(stencil_size);
|
|
#endif
|
|
}
|
|
|
|
} else {
|
|
GLCAT.debug() << "Binding texture " << *tex << " to color attachment.\n";
|
|
|
|
attach_tex(layer, 0, tex, attachpoint);
|
|
|
|
#ifndef OPENGLES
|
|
if (attachpoint == GL_COLOR_ATTACHMENT0_EXT) {
|
|
GLint red_size = 0, green_size = 0, blue_size = 0, alpha_size = 0;
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_RED_SIZE, &red_size);
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_GREEN_SIZE, &green_size);
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_BLUE_SIZE, &blue_size);
|
|
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_ALPHA_SIZE, &alpha_size);
|
|
|
|
_fb_properties.set_color_bits(red_size + green_size + blue_size);
|
|
_fb_properties.set_alpha_bits(alpha_size);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// If there was a renderbuffer bound to this slot, delete it.
|
|
if (_rb[slot] != 0) {
|
|
glgsg->_glDeleteRenderbuffers(1, &(_rb[slot]));
|
|
_rb[slot] = 0;
|
|
}
|
|
|
|
report_my_gl_errors();
|
|
|
|
} else {
|
|
// No texture to bind. Instead, create a renderbuffer.
|
|
// Choose a suitable renderbuffer format based on the requirements.
|
|
#ifdef OPENGLES
|
|
GLuint gl_format = GL_RGBA4;
|
|
switch (slot) {
|
|
case RTP_depth_stencil:
|
|
gl_format = GL_DEPTH_STENCIL_OES;
|
|
break;
|
|
case RTP_depth:
|
|
if (_fb_properties.get_depth_bits() > 24 && glgsg->_supports_depth32) {
|
|
gl_format = GL_DEPTH_COMPONENT32_OES;
|
|
} else if (_fb_properties.get_depth_bits() > 16 && glgsg->_supports_depth24) {
|
|
gl_format = GL_DEPTH_COMPONENT24_OES;
|
|
} else {
|
|
gl_format = GL_DEPTH_COMPONENT16;
|
|
}
|
|
break;
|
|
//case RTP_stencil:
|
|
// gl_format = GL_STENCIL_INDEX8;
|
|
// break
|
|
default:
|
|
if (_fb_properties.get_alpha_bits() == 0) {
|
|
if (_fb_properties.get_color_bits() <= 16) {
|
|
gl_format = GL_RGB565_OES;
|
|
} else if (_fb_properties.get_color_bits() <= 24) {
|
|
gl_format = GL_RGB8_OES;
|
|
} else {
|
|
gl_format = GL_RGB10_EXT;
|
|
}
|
|
} else if (_fb_properties.get_color_bits() == 0) {
|
|
gl_format = GL_ALPHA8_EXT;
|
|
} else if (_fb_properties.get_color_bits() <= 12
|
|
&& _fb_properties.get_alpha_bits() <= 4) {
|
|
gl_format = GL_RGBA4_OES;
|
|
} else if (_fb_properties.get_color_bits() <= 15
|
|
&& _fb_properties.get_alpha_bits() == 1) {
|
|
gl_format = GL_RGB5_A1_OES;
|
|
} else if (_fb_properties.get_color_bits() <= 30
|
|
&& _fb_properties.get_alpha_bits() <= 2) {
|
|
gl_format = GL_RGB10_A2_EXT;
|
|
} else {
|
|
gl_format = GL_RGBA8_OES;
|
|
}
|
|
}
|
|
#else
|
|
GLuint gl_format = GL_RGBA;
|
|
switch (slot) {
|
|
case RTP_depth_stencil:
|
|
if (_fb_properties.get_float_depth()) {
|
|
gl_format = GL_DEPTH32F_STENCIL8;
|
|
} else {
|
|
gl_format = GL_DEPTH24_STENCIL8;
|
|
}
|
|
break;
|
|
case RTP_depth:
|
|
if (_fb_properties.get_float_depth()) {
|
|
gl_format = GL_DEPTH_COMPONENT32F;
|
|
} else if (_fb_properties.get_depth_bits() > 24) {
|
|
gl_format = GL_DEPTH_COMPONENT32;
|
|
} else if (_fb_properties.get_depth_bits() > 16) {
|
|
gl_format = GL_DEPTH_COMPONENT24;
|
|
} else if (_fb_properties.get_depth_bits() > 8) {
|
|
gl_format = GL_DEPTH_COMPONENT16;
|
|
} else {
|
|
gl_format = GL_DEPTH_COMPONENT;
|
|
}
|
|
break;
|
|
case RTP_aux_rgba_0:
|
|
case RTP_aux_rgba_1:
|
|
case RTP_aux_rgba_2:
|
|
case RTP_aux_rgba_3:
|
|
gl_format = GL_RGBA;
|
|
break;
|
|
case RTP_aux_hrgba_0:
|
|
case RTP_aux_hrgba_1:
|
|
case RTP_aux_hrgba_2:
|
|
case RTP_aux_hrgba_3:
|
|
gl_format = GL_RGBA16F_ARB;
|
|
break;
|
|
case RTP_aux_float_0:
|
|
case RTP_aux_float_1:
|
|
case RTP_aux_float_2:
|
|
case RTP_aux_float_3:
|
|
gl_format = GL_RGBA32F_ARB;
|
|
break;
|
|
default:
|
|
if (_fb_properties.get_alpha_bits() == 0) {
|
|
if (_fb_properties.get_srgb_color()) {
|
|
gl_format = GL_SRGB8;
|
|
} else if (_fb_properties.get_float_color()) {
|
|
if (_fb_properties.get_color_bits() > 16 * 3) {
|
|
gl_format = GL_RGB32F_ARB;
|
|
} else {
|
|
gl_format = GL_RGB16F_ARB;
|
|
}
|
|
} else {
|
|
if (_fb_properties.get_color_bits() > 16 * 3) {
|
|
gl_format = GL_RGBA32F_ARB;
|
|
} else if (_fb_properties.get_color_bits() > 8 * 3) {
|
|
gl_format = GL_RGB16_EXT;
|
|
} else {
|
|
gl_format = GL_RGB;
|
|
}
|
|
}
|
|
} else {
|
|
if (_fb_properties.get_srgb_color()) {
|
|
gl_format = GL_SRGB8_ALPHA8;
|
|
} else if (_fb_properties.get_float_color()) {
|
|
if (_fb_properties.get_color_bits() > 16 * 3) {
|
|
gl_format = GL_RGBA32F_ARB;
|
|
} else {
|
|
gl_format = GL_RGBA16F_ARB;
|
|
}
|
|
} else {
|
|
if (_fb_properties.get_color_bits() > 16 * 3) {
|
|
gl_format = GL_RGB32F_ARB;
|
|
} else if (_fb_properties.get_color_bits() > 8 * 3) {
|
|
gl_format = GL_RGB16_EXT;
|
|
} else {
|
|
gl_format = GL_RGB;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
#endif
|
|
|
|
// If there's no renderbuffer for this slot, create one.
|
|
if (_rb[slot] == 0) {
|
|
glgsg->_glGenRenderbuffers(1, &(_rb[slot]));
|
|
}
|
|
|
|
// Allocate and bind the renderbuffer.
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rb[slot]);
|
|
|
|
if (slot == RTP_depth_stencil) {
|
|
GLCAT.debug() << "Creating depth stencil renderbuffer.\n";
|
|
// Allocate renderbuffer storage for depth stencil.
|
|
GLint depth_size = 0, stencil_size = 0;
|
|
glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, gl_format, _rb_size_x, _rb_size_y);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &depth_size);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_STENCIL_SIZE_EXT, &stencil_size);
|
|
_fb_properties.set_depth_bits(depth_size);
|
|
_fb_properties.set_stencil_bits(stencil_size);
|
|
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
|
|
GLuint rb = _rb[slot];
|
|
if (_shared_depth_buffer) {
|
|
rb = _shared_depth_buffer->_rb[slot];
|
|
}
|
|
|
|
glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, rb);
|
|
|
|
glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, rb);
|
|
|
|
report_my_gl_errors();
|
|
|
|
} else if (slot == RTP_depth) {
|
|
GLCAT.debug() << "Creating depth renderbuffer.\n";
|
|
// Allocate renderbuffer storage for regular depth.
|
|
GLint depth_size = 0;
|
|
glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, gl_format, _rb_size_x, _rb_size_y);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &depth_size);
|
|
_fb_properties.set_depth_bits(depth_size);
|
|
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
|
|
GLuint rb = _rb[slot];
|
|
if (_shared_depth_buffer) {
|
|
rb = _shared_depth_buffer->_rb[slot];
|
|
}
|
|
|
|
glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, rb);
|
|
|
|
report_my_gl_errors();
|
|
|
|
} else {
|
|
GLCAT.debug() << "Creating color renderbuffer.\n";
|
|
glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, gl_format, _rb_size_x, _rb_size_y);
|
|
|
|
if (attachpoint == GL_COLOR_ATTACHMENT0_EXT) {
|
|
GLint red_size = 0, green_size = 0, blue_size = 0, alpha_size = 0;
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_RED_SIZE_EXT, &red_size);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_GREEN_SIZE_EXT, &green_size);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_BLUE_SIZE_EXT, &blue_size);
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_ALPHA_SIZE_EXT, &alpha_size);
|
|
_fb_properties.set_color_bits(red_size + green_size + blue_size);
|
|
_fb_properties.set_alpha_bits(alpha_size);
|
|
}
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, attachpoint,
|
|
GL_RENDERBUFFER_EXT, _rb[slot]);
|
|
|
|
report_my_gl_errors();
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::bind_slot_multisample
|
|
// Access: Private
|
|
// Description: Attaches incoming Texture or renderbuffer to the
|
|
// required bitplanes for the 2 FBOs comprising a
|
|
// multisample graphics buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
bind_slot_multisample(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) {
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
if ((_rbm[slot] != 0)&&(!rb_resize)) {
|
|
return;
|
|
}
|
|
if (_rbm[slot] != 0) {
|
|
glgsg->_glDeleteRenderbuffers(1, &(_rbm[slot]));
|
|
_rbm[slot] = 0;
|
|
}
|
|
glgsg->_glBindFramebuffer(GL_FRAMEBUFFER_EXT, _fbo_multisample);
|
|
glgsg->_glGenRenderbuffers(1, &(_rbm[slot]));
|
|
// Allocate and bind the renderbuffer.
|
|
Texture *tex = attach[slot]; // If there is a texture map, use it's format as needed.
|
|
|
|
if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
|
|
#ifndef OPENGLES_2
|
|
if (_use_depth_stencil) {
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
if (_requested_coverage_samples) {
|
|
glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples,
|
|
_requested_multisamples, GL_DEPTH_STENCIL_EXT,
|
|
_rb_size_x, _rb_size_y);
|
|
} else {
|
|
glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, GL_DEPTH_STENCIL_EXT,
|
|
_rb_size_x, _rb_size_y);
|
|
}
|
|
#ifndef OPENGLES
|
|
GLint givenSamples = -1;
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples);
|
|
#endif
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
} else {
|
|
#endif
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
GLuint format = GL_DEPTH_COMPONENT;
|
|
if (tex) {
|
|
switch (tex->get_format()) {
|
|
case Texture::F_depth_component16:
|
|
format = GL_DEPTH_COMPONENT16;
|
|
break;
|
|
case Texture::F_depth_component24:
|
|
format = GL_DEPTH_COMPONENT24;
|
|
break;
|
|
case Texture::F_depth_component32:
|
|
format = GL_DEPTH_COMPONENT32;
|
|
break;
|
|
default:
|
|
format = GL_DEPTH_COMPONENT;
|
|
break;
|
|
}
|
|
}
|
|
if (_requested_coverage_samples) {
|
|
glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples,
|
|
_requested_multisamples, format,
|
|
_rb_size_x, _rb_size_y);
|
|
} else {
|
|
glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, format,
|
|
_rb_size_x, _rb_size_y);
|
|
#ifndef OPENGLES_2
|
|
}
|
|
#endif
|
|
#ifndef OPENGLES
|
|
GLint givenSamples = -1;
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples);
|
|
#endif
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
}
|
|
} else {
|
|
Texture *Tex = attach[slot];
|
|
GLuint gl_format = GL_RGBA;
|
|
#ifndef OPENGLES
|
|
switch (slot) {
|
|
case RTP_aux_rgba_0:
|
|
case RTP_aux_rgba_1:
|
|
case RTP_aux_rgba_2:
|
|
case RTP_aux_rgba_3:
|
|
gl_format = GL_RGBA;
|
|
break;
|
|
case RTP_aux_hrgba_0:
|
|
case RTP_aux_hrgba_1:
|
|
case RTP_aux_hrgba_2:
|
|
case RTP_aux_hrgba_3:
|
|
gl_format = GL_RGBA16F_ARB;
|
|
break;
|
|
case RTP_aux_float_0:
|
|
case RTP_aux_float_1:
|
|
case RTP_aux_float_2:
|
|
case RTP_aux_float_3:
|
|
gl_format = GL_RGBA32F_ARB;
|
|
break;
|
|
default:
|
|
gl_format = GL_RGBA;
|
|
break;
|
|
}
|
|
#endif
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
if (_requested_coverage_samples) {
|
|
glgsg->_glRenderbufferStorageMultisampleCoverage(GL_RENDERBUFFER_EXT, _requested_coverage_samples,
|
|
_requested_multisamples, gl_format, _rb_size_x, _rb_size_y);
|
|
} else {
|
|
glgsg->_glRenderbufferStorageMultisample(GL_RENDERBUFFER_EXT, _requested_multisamples, gl_format,
|
|
_rb_size_x, _rb_size_y);
|
|
}
|
|
#ifndef OPENGLES
|
|
GLint givenSamples = -1;
|
|
glgsg->_glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &givenSamples);
|
|
#endif
|
|
glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
|
|
glgsg->_glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT, attachpoint,
|
|
GL_RENDERBUFFER_EXT, _rbm[slot]);
|
|
}
|
|
glgsg->report_my_gl_errors();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::attach_tex
|
|
// Access: Private
|
|
// Description: This function attaches the given texture to the
|
|
// given attachment point.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
attach_tex(int layer, int view, Texture *attach, GLenum attachpoint) {
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
if (view >= attach->get_num_views()) {
|
|
attach->set_num_views(view + 1);
|
|
}
|
|
|
|
// Create the OpenGL texture object.
|
|
TextureContext *tc = attach->prepare_now(view, glgsg->get_prepared_objects(), glgsg);
|
|
nassertv(tc != (TextureContext *)NULL);
|
|
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
|
|
|
|
glgsg->update_texture(gtc, true);
|
|
gtc->set_active(true);
|
|
_texture_contexts.push_back(gtc);
|
|
|
|
// It seems that binding the texture is necessary before binding
|
|
// to a framebuffer attachment.
|
|
glgsg->apply_texture(gtc);
|
|
|
|
#ifndef OPENGLES
|
|
GLclampf priority = 1.0f;
|
|
glPrioritizeTextures(1, >c->_index, &priority);
|
|
#endif
|
|
|
|
#ifndef OPENGLES
|
|
if (_rb_size_z != 1) {
|
|
// Bind all of the layers of the texture.
|
|
glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachpoint,
|
|
gtc->_index, 0);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
GLenum target = glgsg->get_texture_target(attach->get_texture_type());
|
|
if (target == GL_TEXTURE_CUBE_MAP) {
|
|
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
|
|
}
|
|
|
|
switch (target) {
|
|
#ifndef OPENGLES_1
|
|
case GL_TEXTURE_3D:
|
|
glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, attachpoint,
|
|
target, gtc->_index, 0, layer);
|
|
break;
|
|
#endif
|
|
#ifndef OPENGLES
|
|
case GL_TEXTURE_2D_ARRAY_EXT:
|
|
glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, attachpoint,
|
|
gtc->_index, 0, layer);
|
|
break;
|
|
#endif
|
|
default:
|
|
glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
|
|
target, gtc->_index, 0);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::generate_mipmaps
|
|
// Access: Private
|
|
// Description: This function will be called within the draw thread
|
|
// after rendering is completed for a given frame.
|
|
// If we've just rendered into level zero of a mipmapped
|
|
// texture, then all subsequent mipmap levels will now
|
|
// be calculated.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
generate_mipmaps() {
|
|
if (gl_ignore_mipmaps && !gl_force_mipmaps) {
|
|
return;
|
|
}
|
|
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
//PStatGPUTimer timer(glgsg, _generate_mipmap_pcollector);
|
|
|
|
pvector<CLP(TextureContext)*>::iterator it;
|
|
for (it = _texture_contexts.begin(); it != _texture_contexts.end(); ++it) {
|
|
CLP(TextureContext) *gtc = *it;
|
|
|
|
if (gtc->_generate_mipmaps) {
|
|
glgsg->_state_texture = 0;
|
|
glgsg->update_texture(gtc, true);
|
|
glgsg->apply_texture(gtc);
|
|
glgsg->_glGenerateMipmap(gtc->_target);
|
|
glBindTexture(gtc->_target, 0);
|
|
}
|
|
}
|
|
|
|
report_my_gl_errors();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::end_frame
|
|
// Access: Public, Virtual
|
|
// Description: This function will be called within the draw thread
|
|
// after rendering is completed for a given frame. It
|
|
// should do whatever finalization is required.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
end_frame(FrameMode mode, Thread *current_thread) {
|
|
end_frame_spam(mode);
|
|
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
|
|
|
|
// Resolve Multisample rendering if using it.
|
|
if (_requested_multisamples && _fbo_multisample) {
|
|
resolve_multisamples();
|
|
}
|
|
|
|
if (mode == FM_render) {
|
|
copy_to_textures();
|
|
}
|
|
|
|
// Unbind the FBO. TODO: calling bind_fbo is slow, so we should
|
|
// probably move this to begin_frame to prevent unnecessary calls.
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
glgsg->bind_fbo(0);
|
|
_bound_tex_page = -1;
|
|
|
|
if (mode == FM_render) {
|
|
generate_mipmaps();
|
|
}
|
|
|
|
_host->end_frame(FM_parasite, current_thread);
|
|
|
|
if (mode == FM_render) {
|
|
trigger_flip();
|
|
clear_cube_map_selection();
|
|
}
|
|
report_my_gl_errors();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::set_size
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
set_size(int x, int y) {
|
|
if (_size.get_x() != x || _size.get_y() != y) {
|
|
_needs_rebuild = true;
|
|
}
|
|
|
|
set_size_and_recalc(x, y);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::select_target_tex_page
|
|
// Access: Public, Virtual
|
|
// Description: Called internally when the window is in
|
|
// render-to-a-texture mode and we are in the process of
|
|
// rendering the six faces of a cube map, or any other
|
|
// multi-page texture. This should do whatever needs
|
|
// to be done to switch the buffer to the indicated page.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
select_target_tex_page(int page) {
|
|
nassertv(page >= 0 && page < _fbo.size());
|
|
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
bool switched_page = (_bound_tex_page != page);
|
|
|
|
if (switched_page) {
|
|
if (_bound_tex_page != -1) {
|
|
// Resolve the multisample rendering for the previous face.
|
|
if (_requested_multisamples && _fbo_multisample) {
|
|
resolve_multisamples();
|
|
}
|
|
}
|
|
|
|
if (_fbo_multisample != 0) {
|
|
// TODO: re-issue clears?
|
|
} else {
|
|
glgsg->bind_fbo(_fbo[page]);
|
|
}
|
|
_bound_tex_page = page;
|
|
}
|
|
|
|
report_my_gl_errors();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::open_buffer
|
|
// Access: Protected, Virtual
|
|
// Description: Opens the window right now. Called from the window
|
|
// thread. Returns true if the window is successfully
|
|
// opened, or false if there was a problem.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsBuffer)::
|
|
open_buffer() {
|
|
report_my_gl_errors();
|
|
|
|
// Double check that we have a host
|
|
nassertr(_host != 0, false);
|
|
|
|
// Count total color buffers.
|
|
int totalcolor =
|
|
(_fb_properties.get_stereo() ? 2 : 1) +
|
|
_fb_properties.get_aux_rgba() +
|
|
_fb_properties.get_aux_hrgba() +
|
|
_fb_properties.get_aux_float();
|
|
|
|
// Check for support of relevant extensions.
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_R(glgsg, _gsg, false);
|
|
if (!glgsg->_supports_framebuffer_object) {
|
|
return false;
|
|
}
|
|
|
|
// Describe the framebuffer properties of the FBO.
|
|
//
|
|
// Unfortunately, we can't possibly predict which formats
|
|
// the implementation will allow us to use at this point, so
|
|
// we'll just have to make some guesses and parrot the rest
|
|
// of the properties back to the user.
|
|
// When we actually attach the textures, we'll update the
|
|
// properties more appropriately.
|
|
// This is probably safe, as we can usually bind just about
|
|
// any supported texture format to the FBO.
|
|
|
|
// Rounding the depth bits is not spectacular, but at least we're
|
|
// telling the user *something* about what we're going to get.
|
|
|
|
// A lot of code seems to depend on being able to get a
|
|
// color buffer by just setting the rgb_color bit.
|
|
if (_fb_properties.get_color_bits() == 0 &&
|
|
_fb_properties.get_rgb_color()) {
|
|
_fb_properties.set_color_bits(1);
|
|
}
|
|
|
|
// Actually, let's always get a colour buffer for now until we
|
|
// figure out why Intel HD Graphics cards complain otherwise.
|
|
if (_fb_properties.get_color_bits() == 0) {
|
|
_fb_properties.set_color_bits(1);
|
|
}
|
|
|
|
if (_fb_properties.get_depth_bits() >= 32) {
|
|
_fb_properties.set_depth_bits(32);
|
|
} else if (_fb_properties.get_depth_bits() > 16) {
|
|
_fb_properties.set_depth_bits(24);
|
|
} else if (_fb_properties.get_depth_bits() > 8) {
|
|
_fb_properties.set_depth_bits(16);
|
|
}
|
|
|
|
// We're not going to get more than this, ever.
|
|
if (_fb_properties.get_color_bits() > 96) {
|
|
_fb_properties.set_color_bits(96);
|
|
}
|
|
if (_fb_properties.get_alpha_bits() > 32) {
|
|
_fb_properties.set_alpha_bits(32);
|
|
}
|
|
|
|
if (_fb_properties.get_float_depth()) {
|
|
// GL_DEPTH_COMPONENT32F seems the only depth float format.
|
|
_fb_properties.set_depth_bits(32);
|
|
}
|
|
|
|
// We currently only support color formats this big as float.
|
|
if (_fb_properties.get_color_bits() > 16 * 3) {
|
|
_fb_properties.set_color_bits(32 * 3);
|
|
_fb_properties.set_float_color(true);
|
|
|
|
if (_fb_properties.get_alpha_bits() > 0) {
|
|
_fb_properties.set_alpha_bits(32);
|
|
}
|
|
}
|
|
|
|
if (_fb_properties.get_srgb_color()) {
|
|
_fb_properties.set_color_bits(24);
|
|
_fb_properties.set_float_color(false);
|
|
|
|
if (_fb_properties.get_alpha_bits() > 0) {
|
|
_fb_properties.set_alpha_bits(32);
|
|
}
|
|
}
|
|
|
|
if (!_gsg->get_supports_depth_stencil()) {
|
|
// At least we know we won't be getting stencil bits.
|
|
_fb_properties.set_stencil_bits(0);
|
|
}
|
|
_fb_properties.set_accum_bits(0);
|
|
|
|
_fb_properties.set_multisamples(_requested_multisamples);
|
|
|
|
// Update aux settings to reflect the GL_MAX_DRAW_BUFFERS limit,
|
|
// if we exceed it, that is.
|
|
int availcolor = glgsg->_max_color_targets;
|
|
|
|
if (totalcolor > availcolor) {
|
|
int aux_rgba = _fb_properties.get_aux_rgba();
|
|
int aux_hrgba = _fb_properties.get_aux_hrgba();
|
|
int aux_float = _fb_properties.get_aux_float();
|
|
|
|
if (_fb_properties.get_color_bits() > 0 && availcolor > 0) {
|
|
--availcolor;
|
|
if (_fb_properties.is_stereo()) {
|
|
if (availcolor > 0) {
|
|
--availcolor;
|
|
} else {
|
|
_fb_properties.set_stereo(0);
|
|
}
|
|
}
|
|
}
|
|
aux_rgba = min(aux_rgba, availcolor);
|
|
availcolor -= aux_rgba;
|
|
aux_hrgba = min(aux_hrgba, availcolor);
|
|
availcolor -= aux_hrgba;
|
|
aux_float = min(aux_float, availcolor);
|
|
availcolor -= aux_float;
|
|
|
|
_fb_properties.set_aux_rgba(aux_rgba);
|
|
_fb_properties.set_aux_hrgba(aux_hrgba);
|
|
_fb_properties.set_aux_float(aux_float);
|
|
}
|
|
|
|
_fb_properties.set_back_buffers(0);
|
|
_fb_properties.set_indexed_color(0);
|
|
_fb_properties.set_rgb_color(1);
|
|
_fb_properties.set_force_hardware(_host->get_fb_properties().get_force_hardware());
|
|
_fb_properties.set_force_software(_host->get_fb_properties().get_force_software());
|
|
|
|
_is_valid = true;
|
|
_needs_rebuild = true;
|
|
report_my_gl_errors();
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::close_buffer
|
|
// Access: Protected, Virtual
|
|
// Description: Closes the buffer right now. Called from the window
|
|
// thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
close_buffer() {
|
|
check_host_valid();
|
|
|
|
if (_gsg == 0) {
|
|
return;
|
|
}
|
|
|
|
// Get the glgsg.
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
report_my_gl_errors();
|
|
// Delete the renderbuffers.
|
|
for (int i=0; i<RTP_COUNT; i++) {
|
|
if (_rb[i] != 0) {
|
|
glgsg->_glDeleteRenderbuffers(1, &(_rb[i]));
|
|
_rb[i] = 0;
|
|
}
|
|
}
|
|
// Delete the renderbuffers.
|
|
for (int i=0; i<RTP_COUNT; i++) {
|
|
if (_rbm[i] != 0) {
|
|
glgsg->_glDeleteRenderbuffers(1, &(_rbm[i]));
|
|
_rb[i] = 0;
|
|
}
|
|
}
|
|
_rb_size_x = 0;
|
|
_rb_size_y = 0;
|
|
report_my_gl_errors();
|
|
|
|
// Delete the FBO itself.
|
|
for (int i = 0; i < _fbo.size(); ++i) {
|
|
glgsg->_glDeleteFramebuffers(1, &_fbo[i]);
|
|
}
|
|
_fbo.clear();
|
|
|
|
report_my_gl_errors();
|
|
|
|
// Release the Gsg
|
|
_gsg.clear();
|
|
|
|
_is_valid = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::share_depth_buffer
|
|
// Access: Published
|
|
// Description: Will attempt to use the depth buffer of the input
|
|
// graphics_output. The buffer sizes must be exactly
|
|
// the same.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsBuffer)::
|
|
share_depth_buffer(GraphicsOutput *graphics_output) {
|
|
|
|
bool state;
|
|
CLP(GraphicsBuffer) *input_graphics_output;
|
|
|
|
state = false;
|
|
input_graphics_output = DCAST(CLP(GraphicsBuffer), graphics_output);
|
|
if (this != input_graphics_output && input_graphics_output) {
|
|
|
|
state = true;
|
|
this->unshare_depth_buffer();
|
|
|
|
// Make sure that the buffers are both FBOs.
|
|
if (!input_graphics_output->is_of_type(CLP(GraphicsBuffer)::get_class_type())) {
|
|
GLCAT.error() << "share_depth_buffer: non-matching type\n";
|
|
state = false;
|
|
}
|
|
|
|
// Check buffer size.
|
|
if (this->get_x_size() != input_graphics_output->get_x_size()) {
|
|
GLCAT.error() << "share_depth_buffer: non-matching width\n";
|
|
state = false;
|
|
}
|
|
|
|
if (this->get_y_size() != input_graphics_output->get_y_size()) {
|
|
GLCAT.error() << "share_depth_buffer: non-matching height\n";
|
|
state = false;
|
|
}
|
|
|
|
// Check multisample compatibility.
|
|
if (this->get_multisample_count() != input_graphics_output->get_multisample_count()) {
|
|
GLCAT.error() << "share_depth_buffer: non-matching multisamples\n";
|
|
state = false;
|
|
}
|
|
|
|
if (this->get_coverage_sample_count() != input_graphics_output->get_coverage_sample_count()) {
|
|
GLCAT.error() << "share_depth_buffer: non-matching coverage samples\n";
|
|
state = false;
|
|
}
|
|
|
|
if (state) {
|
|
// let the input GraphicsOutput know that there is an object
|
|
// sharing its depth buffer
|
|
input_graphics_output->register_shared_depth_buffer(this);
|
|
_shared_depth_buffer = input_graphics_output;
|
|
state = true;
|
|
}
|
|
_needs_rebuild = true;
|
|
}
|
|
report_my_gl_errors();
|
|
return state;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::unshare_depth_buffer
|
|
// Access: Published
|
|
// Description: Discontinue sharing the depth buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
unshare_depth_buffer() {
|
|
if (_shared_depth_buffer) {
|
|
// let the GraphicsOutput know that this object is no longer
|
|
// sharing its depth buffer
|
|
_shared_depth_buffer->unregister_shared_depth_buffer(this);
|
|
_shared_depth_buffer = 0;
|
|
_needs_rebuild = true;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::get_supports_render_texture
|
|
// Access: Published, Virtual
|
|
// Description: Returns true if this particular GraphicsOutput can
|
|
// render directly into a texture, or false if it must
|
|
// always copy-to-texture at the end of each frame to
|
|
// achieve this effect.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(GraphicsBuffer)::
|
|
get_supports_render_texture() const {
|
|
// FBO-based buffers, by their nature, can always bind-to-texture.
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::register_shared_depth_buffer
|
|
// Access: Public
|
|
// Description: Register/save who is sharing the depth buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
register_shared_depth_buffer(GraphicsOutput *graphics_output) {
|
|
CLP(GraphicsBuffer) *input_graphics_output;
|
|
|
|
input_graphics_output = DCAST (CLP(GraphicsBuffer), graphics_output);
|
|
if (input_graphics_output) {
|
|
// add to list
|
|
_shared_depth_buffer_list.push_back(input_graphics_output);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::unregister_shared_depth_buffer
|
|
// Access: Public
|
|
// Description: Unregister who is sharing the depth buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
unregister_shared_depth_buffer(GraphicsOutput *graphics_output) {
|
|
CLP(GraphicsBuffer) *input_graphics_output;
|
|
|
|
input_graphics_output = DCAST (CLP(GraphicsBuffer), graphics_output);
|
|
if (input_graphics_output) {
|
|
// remove from list
|
|
_shared_depth_buffer_list.remove(input_graphics_output);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::unregister_shared_depth_buffer
|
|
// Access: Public
|
|
// Description: Unregister who is sharing the depth buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
report_my_errors(int line, const char *file) {
|
|
if (_gsg == 0) {
|
|
GLenum error_code = glGetError();
|
|
if (error_code != GL_NO_ERROR) {
|
|
GLCAT.error() << file << ", line " << line << ": GL error " << (int)error_code << "\n";
|
|
}
|
|
} else {
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
glgsg->report_my_errors(line, file);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::check_host_valid
|
|
// Access: Public
|
|
// Description: If the host window has been closed, then
|
|
// this buffer is dead too.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
check_host_valid() {
|
|
if ((_host == 0)||(!_host->is_valid())) {
|
|
_is_valid = false;
|
|
_gsg.clear();
|
|
_host.clear();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: glGraphicsBuffer::resolve_multisamples
|
|
// Access: Private
|
|
// Description: After the frame has been rendered into the
|
|
// multisample buffer, filters it down into the final
|
|
// render buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(GraphicsBuffer)::
|
|
resolve_multisamples() {
|
|
nassertv(_fbo.size() > 0);
|
|
|
|
CLP(GraphicsStateGuardian) *glgsg;
|
|
DCAST_INTO_V(glgsg, _gsg);
|
|
|
|
PStatGPUTimer timer(glgsg, _resolve_multisample_pcollector);
|
|
|
|
#ifndef OPENGLES
|
|
if (gl_enable_memory_barriers) {
|
|
// Issue memory barriers as necessary to make sure that the
|
|
// texture memory is synchronized before we blit to it.
|
|
pvector<CLP(TextureContext)*>::iterator it;
|
|
for (it = _texture_contexts.begin(); it != _texture_contexts.end(); ++it) {
|
|
CLP(TextureContext) *gtc = *it;
|
|
|
|
if (gtc->needs_barrier(GL_FRAMEBUFFER_BARRIER_BIT)) {
|
|
glgsg->issue_memory_barrier(GL_FRAMEBUFFER_BARRIER_BIT);
|
|
// If we've done it for one, we've done it for all.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
glgsg->report_my_gl_errors();
|
|
GLuint fbo = _fbo[0];
|
|
if (_bound_tex_page != -1) {
|
|
fbo = _fbo[_bound_tex_page];
|
|
}
|
|
glgsg->_glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, fbo);
|
|
glgsg->_glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, _fbo_multisample);
|
|
|
|
// If the depth buffer is shared, resolve it only on the last to render FBO.
|
|
bool do_depth_blit = false;
|
|
if (_rbm[RTP_depth_stencil] != 0 || _rbm[RTP_depth] != 0) {
|
|
if (_shared_depth_buffer) {
|
|
CLP(GraphicsBuffer) *graphics_buffer = NULL;
|
|
CLP(GraphicsBuffer) *highest_sort_graphics_buffer = NULL;
|
|
list <CLP(GraphicsBuffer) *>::iterator graphics_buffer_iterator;
|
|
|
|
int max_sort_order = 0;
|
|
for (graphics_buffer_iterator = _shared_depth_buffer_list.begin();
|
|
graphics_buffer_iterator != _shared_depth_buffer_list.end();
|
|
graphics_buffer_iterator++) {
|
|
graphics_buffer = (*graphics_buffer_iterator);
|
|
if (graphics_buffer) {
|
|
// this call removes the entry from the list
|
|
if (graphics_buffer->get_sort() >= max_sort_order) {
|
|
max_sort_order = graphics_buffer->get_sort();
|
|
highest_sort_graphics_buffer = graphics_buffer;
|
|
}
|
|
}
|
|
}
|
|
if (max_sort_order == this->get_sort()) {
|
|
do_depth_blit = true;
|
|
}
|
|
} else {
|
|
do_depth_blit = true;
|
|
}
|
|
}
|
|
|
|
if (do_depth_blit) {
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
} else {
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
}
|
|
// Now handle the other color buffers.
|
|
#ifndef OPENGLES
|
|
int next = GL_COLOR_ATTACHMENT1_EXT;
|
|
if (_fb_properties.is_stereo()) {
|
|
glReadBuffer(next);
|
|
glDrawBuffer(next);
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
next += 1;
|
|
}
|
|
for (int i = 0; i < _fb_properties.get_aux_rgba(); ++i) {
|
|
glReadBuffer(next);
|
|
glDrawBuffer(next);
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
next += 1;
|
|
}
|
|
for (int i = 0; i < _fb_properties.get_aux_hrgba(); ++i) {
|
|
glReadBuffer(next);
|
|
glDrawBuffer(next);
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
next += 1;
|
|
}
|
|
for (int i = 0; i < _fb_properties.get_aux_float(); ++i) {
|
|
glReadBuffer(next);
|
|
glDrawBuffer(next);
|
|
glgsg->_glBlitFramebuffer(0, 0, _rb_size_x, _rb_size_y, 0, 0, _rb_size_x, _rb_size_y,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
next += 1;
|
|
}
|
|
#endif
|
|
report_my_gl_errors();
|
|
|
|
#ifndef OPENGLES
|
|
if (_have_any_color) {
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
} else {
|
|
glDrawBuffer(GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
}
|
|
#endif
|
|
report_my_gl_errors();
|
|
}
|