334 lines
8.7 KiB
C++
334 lines
8.7 KiB
C++
//============ Copyright (c) Valve Corporation, All rights reserved. ============
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//
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// cglmfbo.cpp
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//
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//===============================================================================
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#include "togl/rendermechanism.h"
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// memdbgon -must- be the last include file in a .cpp file.
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#include "tier0/memdbgon.h"
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CGLMFBO::CGLMFBO( GLMContext *ctx )
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{
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m_ctx = ctx;
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m_ctx->CheckCurrent();
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gGL->glGenFramebuffersEXT( 1, &m_name );
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memset( m_attach, 0, sizeof( m_attach ) );
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}
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CGLMFBO::~CGLMFBO( )
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{
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m_ctx->CheckCurrent();
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// detach all known attached textures first... necessary ?
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for( int index = 0; index < kAttCount; index++)
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{
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if (m_attach[ index ].m_tex)
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{
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TexDetach( (EGLMFBOAttachment)index );
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}
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}
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gGL->glDeleteFramebuffersEXT( 1, &m_name );
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m_name = 0;
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m_ctx = NULL;
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}
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// the tex attach path should also select a specific slice of the texture...
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// and we need a way to make renderbuffers..
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static GLenum EncodeAttachmentFBO( EGLMFBOAttachment index )
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{
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if (index < kAttDepth)
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{
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return GL_COLOR_ATTACHMENT0_EXT + (int) index;
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}
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else
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{
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switch( index )
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{
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case kAttDepth:
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return GL_DEPTH_ATTACHMENT_EXT;
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break;
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case kAttStencil:
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return GL_STENCIL_ATTACHMENT_EXT;
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break;
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case kAttDepthStencil:
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return GL_DEPTH_STENCIL_ATTACHMENT_EXT;
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break;
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default:
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GLMStop(); // bad news
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break;
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}
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}
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GLMStop(); // bad news
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// shouldn't get here
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return GL_COLOR_ATTACHMENT0_EXT;
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}
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void CGLMFBO::TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint )
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{
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// force our parent context to be current
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m_ctx->MakeCurrent();
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// bind to context (will cause FBO object creation on first use)
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m_ctx->BindFBOToCtx( this, fboBindPoint );
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// it's either a plain 2D, a 2D face of a cube map, or a slice of a 3D.
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CGLMTex *tex = params->m_tex;
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// always detach what is currently there, if anything
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this->TexDetach( attachIndex, fboBindPoint );
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if (!tex)
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{
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// andif they pass NULL to us, then we are done.
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return;
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}
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GLMTexLayout *layout = tex->m_layout;
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GLenum target = tex->m_layout->m_key.m_texGLTarget;
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GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex );
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switch( target )
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{
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case GL_TEXTURE_2D:
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{
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// we will attach the underlying RBO on a multisampled tex, iff the tex has one, **and** we're not being asked to attach it to the read buffer.
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// if we get a req to attach an MSAA tex to the read buffer, chances are it's BlitTex calling, andit has already resolved the tex, so in those
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// cases you really do want to attach the texture and not the RBO to the FBO in question.
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bool useRBO = false; // initial state
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if (layout->m_key.m_texFlags & kGLMTexMultisampled)
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{
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// it is an MSAA tex
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if (fboBindPoint == GL_READ_FRAMEBUFFER_EXT)
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{
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// I think you just want to read a resolved tex.
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// But I will check that it is resolved first..
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Assert( tex->IsRBODirty() == false );
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}
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else
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{
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// you want to draw into it. You get the RBO bound instead of the tex.
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useRBO = true;
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}
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}
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if (useRBO)
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{
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// MSAA path - attach the RBO, not the texture, and mark the RBO dirty
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
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{
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// you have to attach it both places...
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
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// bind the RBO to the GL_RENDERBUFFER_EXT target
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gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, tex->m_rboName );
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// attach the GL_RENDERBUFFER_EXT target to the depth and stencil attach points
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gGL->glFramebufferRenderbufferEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, tex->m_rboName);
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gGL->glFramebufferRenderbufferEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, tex->m_rboName);
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// no need to leave the RBO hanging on
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gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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}
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else
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{
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// color attachment (likely 0)
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gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, tex->m_rboName );
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gGL->glFramebufferRenderbufferEXT( fboBindPoint, attachIndexGL, GL_RENDERBUFFER_EXT, tex->m_rboName);
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gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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}
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tex->ForceRBODirty();
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}
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else
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{
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// regular path - attaching a texture2d
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
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{
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// you have to attach it both places...
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
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gGL->glFramebufferTexture2DEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, target, tex->m_texName, params->m_mip );
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gGL->glFramebufferTexture2DEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, target, tex->m_texName, params->m_mip );
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}
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else
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{
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gGL->glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip );
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}
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}
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}
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break;
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case GL_TEXTURE_3D:
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{
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gGL->glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip, params->m_zslice );
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}
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break;
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case GL_TEXTURE_CUBE_MAP:
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{
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// adjust target to steer to the proper face of the cube map
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + params->m_face;
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gGL->glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip );
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}
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break;
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}
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// log the attached tex
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m_attach[ attachIndex ] = *params;
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// indicate that the tex has been bound to an RT
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tex->m_rtAttachCount++;
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}
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void CGLMFBO::TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint )
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{
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// force our parent context to be current
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m_ctx->MakeCurrent();
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// bind to context (will cause FBO object creation on first use)
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m_ctx->BindFBOToCtx( this, fboBindPoint );
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if (m_attach[ attachIndex ].m_tex)
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{
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CGLMTex *tex = m_attach[ attachIndex ].m_tex;
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GLMTexLayout *layout = tex->m_layout;
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GLenum target = tex->m_layout->m_key.m_texGLTarget;
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GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex );
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switch( target )
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{
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case GL_TEXTURE_2D:
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{
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if (layout->m_key.m_texFlags & kGLMTexMultisampled)
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{
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// MSAA path - detach the RBO, not the texture
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// (is this the right time to resolve? probably better to wait until someone tries to sample the texture)
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gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
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{
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// detach the GL_RENDERBUFFER_EXT target at depth and stencil attach points
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gGL->glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
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gGL->glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
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}
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else
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{
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// color attachment (likely 0)
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gGL->glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, attachIndexGL, GL_RENDERBUFFER_EXT, 0);
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}
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}
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else
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{
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// plain tex detach
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if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
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{
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// you have to detach it both places...
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// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
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gGL->glFramebufferTexture2DEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, target, 0, 0 );
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gGL->glFramebufferTexture2DEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, target, 0, 0 );
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}
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else
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{
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gGL->glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, 0, 0 );
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}
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}
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}
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break;
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case GL_TEXTURE_3D:
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{
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gGL->glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, target, 0, 0, 0 );
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}
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break;
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case GL_TEXTURE_CUBE_MAP:
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{
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gGL->glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, 0, 0 );
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}
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break;
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}
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// un-log the attached tex
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memset( &m_attach[ attachIndex ], 0, sizeof( m_attach[0] ) );
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// drop the RT attach count
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tex->m_rtAttachCount--;
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}
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else
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{
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//Debugger(); // odd, but not harmful - typ comes from D3D code passing NULL into SetRenderTarget
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}
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}
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void CGLMFBO::TexScrub( CGLMTex *tex )
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{
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// see if it's attached anywhere
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for( int attachIndex = 0; attachIndex < kAttCount; attachIndex++ )
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{
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if (m_attach[ attachIndex ].m_tex == tex)
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{
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// blammo
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TexDetach( (EGLMFBOAttachment)attachIndex, GL_DRAW_FRAMEBUFFER_EXT );
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}
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}
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}
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bool CGLMFBO::IsReady( void )
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{
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bool result = false;
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// ensure our parent context is current
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m_ctx->CheckCurrent();
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// bind to context (will cause FBO object creation on first use)
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m_ctx->BindFBOToCtx( this );
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GLenum status;
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status = gGL->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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result = true;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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result = false;
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DebuggerBreak();
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/* choose different formats */
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break;
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default:
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result = false;
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DebuggerBreak();
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/* programming error; will fail on all hardware */
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break;
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}
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return result;
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}
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