Imported existing code
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178
indra/llrender/llrendertarget.h
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178
indra/llrender/llrendertarget.h
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/**
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* @file llrendertarget.h
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* @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLRENDERTARGET_H
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#define LL_LLRENDERTARGET_H
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// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
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#if !LL_MESA_HEADLESS
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#include "llgl.h"
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#include "llrender.h"
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/*
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SAMPLE USAGE:
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LLRenderTarget target;
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...
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//allocate a 256x256 RGBA render target with depth buffer
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target.allocate(256,256,GL_RGBA,TRUE);
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//render to contents of offscreen buffer
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target.bindTarget();
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target.clear();
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... <issue drawing commands> ...
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target.flush();
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...
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//use target as a texture
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gGL.getTexUnit(INDEX)->bind(&target);
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... <issue drawing commands> ...
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*/
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class LLMultisampleBuffer;
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class LLRenderTarget
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{
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public:
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//whether or not to use FBO implementation
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static BOOL sUseFBO;
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LLRenderTarget();
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virtual ~LLRenderTarget();
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//allocate resources for rendering
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//must be called before use
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//multiple calls will release previously allocated resources
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void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE);
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//provide this render target with a multisample resource.
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void setSampleBuffer(LLMultisampleBuffer* buffer);
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//add color buffer attachment
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//limit of 4 color attachments per render target
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virtual void addColorAttachment(U32 color_fmt);
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//allocate a depth texture
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virtual void allocateDepth();
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//share depth buffer with provided render target
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virtual void shareDepthBuffer(LLRenderTarget& target);
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//free any allocated resources
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//safe to call redundantly
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void release();
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//bind target for rendering
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//applies appropriate viewport
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virtual void bindTarget();
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//unbind target for rendering
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static void unbindTarget();
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//clear render targer, clears depth buffer if present,
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//uses scissor rect if in copy-to-texture mode
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void clear(U32 mask = 0xFFFFFFFF);
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//get applied viewport
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void getViewport(S32* viewport);
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//get X resolution
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U32 getWidth() const { return mResX; }
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//get Y resolution
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U32 getHeight() const { return mResY; }
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LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
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U32 getTexture(U32 attachment = 0) const;
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U32 getDepth(void) const { return mDepth; }
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void bindTexture(U32 index, S32 channel);
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//flush rendering operations
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//must be called when rendering is complete
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//should be used 1:1 with bindTarget
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// call bindTarget once, do all your rendering, call flush once
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// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
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// the current depth texture. A depth texture will be allocated if needed.
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void flush(BOOL fetch_depth = FALSE);
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void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
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S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
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//Returns TRUE if target is ready to be rendered into.
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//That is, if the target has been allocated with at least
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//one renderable attachment (i.e. color buffer, depth buffer).
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BOOL isComplete() const;
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protected:
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friend class LLMultisampleBuffer;
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U32 mResX;
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U32 mResY;
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std::vector<U32> mTex;
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U32 mFBO;
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U32 mDepth;
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BOOL mStencil;
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BOOL mUseDepth;
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BOOL mRenderDepth;
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LLTexUnit::eTextureType mUsage;
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U32 mSamples;
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LLMultisampleBuffer* mSampleBuffer;
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};
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class LLMultisampleBuffer : public LLRenderTarget
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{
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public:
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LLMultisampleBuffer();
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virtual ~LLMultisampleBuffer();
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void releaseSampleBuffer();
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virtual void bindTarget();
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void bindTarget(LLRenderTarget* ref);
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virtual void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo);
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void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples);
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virtual void addColorAttachment(U32 color_fmt);
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virtual void allocateDepth();
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};
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#endif //!LL_MESA_HEADLESS
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#endif
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