/** * @file llrendertarget.cpp * @brief LLRenderTarget implementation * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "linden_common.h" #include "llrendertarget.h" #include "llrender.h" #include "llgl.h" LLRenderTarget* LLRenderTarget::sBoundTarget = NULL; U32 LLRenderTarget::sBytesAllocated = 0; void check_framebuffer_status() { if (gDebugGL) { GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); switch (status) { case GL_FRAMEBUFFER_COMPLETE: break; default: LL_WARNS() << "check_framebuffer_status failed -- " << std::hex << status << std::dec << LL_ENDL; ll_fail("check_framebuffer_status failed"); break; } } } bool LLRenderTarget::sUseFBO = false; LLRenderTarget* LLRenderTarget::sCurFBO = 0; LLRenderTarget::LLRenderTarget() : mResX(0), mResY(0), mFBO(0), mPreviousFBO(0), mDepth(0), mStencil(0), mUseDepth(false), mRenderDepth(false), mUsage(LLTexUnit::TT_TEXTURE), mSampleBuffer(NULL) { } LLRenderTarget::~LLRenderTarget() { release(); } void LLRenderTarget::resize(U32 resx, U32 resy) { //for accounting, get the number of pixels added/subtracted S32 pix_diff = (resx*resy)-(mResX*mResY); mResX = resx; mResY = resy; llassert(mInternalFormat.size() == mTex.size()); for (U32 i = 0; i < mTex.size(); ++i) { //resize color attachments gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]); LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE); sBytesAllocated += pix_diff*4; } if (mDepth) { //resize depth attachment if (mStencil && mFBO) { //use render buffers where stencil buffers are in play glBindRenderbuffer(GL_RENDERBUFFER, mDepth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); } else { gGL.getTexUnit(0)->bindManual(mUsage, mDepth); U32 internal_type = LLTexUnit::getInternalType(mUsage); if(!mStencil) LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); else LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); } sBytesAllocated += pix_diff*4; } if(mSampleBuffer) mSampleBuffer->resize(resx,resy); } void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer) { mSampleBuffer = buffer; } bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo) { resx = llmin(resx, (U32) 4096); resy = llmin(resy, (U32) 4096); stop_glerror(); release(); stop_glerror(); mResX = resx; mResY = resy; mStencil = stencil; mUsage = usage; mUseDepth = depth; if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { glGenFramebuffers(1, (GLuint *) &mFBO); if (depth) { if (!allocateDepth()) { LL_WARNS() << "Failed to allocate depth buffer for render target." << LL_ENDL; return false; } } if (mDepth) { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); if (mStencil) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); stop_glerror(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth); stop_glerror(); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0); stop_glerror(); } glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); } stop_glerror(); } return addColorAttachment(color_fmt); } bool LLRenderTarget::addColorAttachment(U32 color_fmt) { if (color_fmt == 0) { return true; } U32 offset = mTex.size(); if( offset >= 4 ) { LL_WARNS() << "Too many color attachments" << LL_ENDL; llassert( offset < 4 ); return false; } if( offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers) ) { LL_WARNS() << "FBO not used or no drawbuffers available; mFBO=" << (U32)mFBO << " gGLManager.mHasDrawBuffers=" << (U32)gGLManager.mHasDrawBuffers << LL_ENDL; llassert( mFBO != 0 ); llassert( gGLManager.mHasDrawBuffers ); return false; } auto texName = LLImageGL::createTextureName(); U32 tex = texName->getTexName(); gGL.getTexUnit(0)->bindManual(mUsage, tex); stop_glerror(); { clear_glerror(); LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE); if (glGetError() != GL_NO_ERROR) { LL_WARNS() << "Could not allocate color buffer for render target." << LL_ENDL; return false; } } sBytesAllocated += mResX*mResY*4; stop_glerror(); if (offset == 0) { //use bilinear filtering on single texture render targets that aren't multisampled gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); stop_glerror(); } else { //don't filter data attachments gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); stop_glerror(); } gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR); stop_glerror(); if (mFBO) { stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, mFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, LLTexUnit::getInternalType(mUsage), tex, 0); stop_glerror(); check_framebuffer_status(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); } mTex.push_back(tex); mTexName.push_back(texName); mInternalFormat.push_back(color_fmt); if (gDebugGL) { //bind and unbind to validate target bindTarget(); flush(); } return true; } bool LLRenderTarget::allocateDepth() { mDepthName.reset(); if (mStencil && mFBO) { //use render buffers where stencil buffers are in play glGenRenderbuffers(1, (GLuint *) &mDepth); glBindRenderbuffer(GL_RENDERBUFFER, mDepth); stop_glerror(); clear_glerror(); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); } else { mDepthName = LLImageGL::createTextureName(); mDepth = mDepthName->getTexName(); gGL.getTexUnit(0)->bindManual(mUsage, mDepth); U32 internal_type = LLTexUnit::getInternalType(mUsage); stop_glerror(); clear_glerror(); if(!mStencil) LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); else LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } if (glGetError() != GL_NO_ERROR) { LL_WARNS() << "Unable to allocate depth buffer for render target." << LL_ENDL; return false; } sBytesAllocated += mResX*mResY*4; return true; } void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) { if (!mFBO || !target.mFBO) { LL_ERRS() << "Cannot share depth buffer between non FBO render targets." << LL_ENDL; } if (target.mDepth) { LL_ERRS() << "Attempting to override existing depth buffer. Detach existing buffer first." << LL_ENDL; } if (target.mUseDepth) { LL_ERRS() << "Attempting to override existing shared depth buffer. Detach existing buffer first." << LL_ENDL; } if (mDepth) { stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO); stop_glerror(); if (mStencil) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); stop_glerror(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth); stop_glerror(); target.mStencil = true; } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0); stop_glerror(); } check_framebuffer_status(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); target.mUseDepth = true; } } void LLRenderTarget::release() { if (mDepth) { if (mStencil && mFBO) { glDeleteRenderbuffers(1, (GLuint*) &mDepth); stop_glerror(); } else { //Release before delete. if(mFBO) { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0); glBindFramebuffer(GL_FRAMEBUFFER,0); } stop_glerror(); } mDepth = 0; sBytesAllocated -= mResX*mResY*4; } else if (mUseDepth && mFBO) { //detach shared depth buffer glBindFramebuffer(GL_FRAMEBUFFER, mFBO); if (mStencil) { //attached as a renderbuffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); mStencil = false; } else { //attached as a texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0); } glBindFramebuffer(GL_FRAMEBUFFER,0); mUseDepth = false; } if (mFBO) { glDeleteFramebuffers(1, (GLuint *) &mFBO); mFBO = 0; } sBytesAllocated -= mResX * mResY * 4 * mTex.size(); mTex.clear(); mInternalFormat.clear(); mDepthName.reset(); mTexName.clear(); // Were textures not being released at all..? mResX = mResY = 0; mSampleBuffer = NULL; sBoundTarget = NULL; } void LLRenderTarget::bindTarget() { if (mFBO) { stop_glerror(); mPreviousFBO = sCurFBO; if (mSampleBuffer) { mSampleBuffer->bindTarget(this); sCurFBO = mSampleBuffer; stop_glerror(); } else { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); sCurFBO = this; stop_glerror(); if (gGLManager.mHasDrawBuffers) { //setup multiple render targets GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; glDrawBuffersARB(mTex.size(), drawbuffers); } if (mTex.empty()) { //no color buffer to draw to glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } check_framebuffer_status(); stop_glerror(); } } gGL.setViewport(0, 0, mResX, mResY); sBoundTarget = this; } void LLRenderTarget::clear(U32 mask_in) { U32 mask = GL_COLOR_BUFFER_BIT; if (mUseDepth) { mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; } if (mFBO) { check_framebuffer_status(); stop_glerror(); LLGLDisable scissor; gGL.syncContextState(); glClear(mask & mask_in); stop_glerror(); } else { LLGLEnable scissor; gGL.setScissor(0, 0, mResX, mResY); stop_glerror(); gGL.syncContextState(); glClear(mask & mask_in); } } U32 LLRenderTarget::getTexture(U32 attachment) const { if (attachment > mTex.size()-1) { LL_ERRS() << "Invalid attachment index." << LL_ENDL; } if (mTex.empty()) { return 0; } return mTex[attachment]; } void LLRenderTarget::bindTexture(U32 index, S32 channel) { gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); } void LLRenderTarget::flush(bool fetch_depth) { gGL.flush(); if (!mFBO) { gGL.getTexUnit(0)->bind(this); glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY); stop_glerror(); if (fetch_depth) { if (!mDepth) { allocateDepth(); } gGL.getTexUnit(0)->bind(this,true); glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY); stop_glerror(); //glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0); } gGL.getTexUnit(0)->disable(); } else { stop_glerror(); if(mSampleBuffer) { LLGLEnable multisample; stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, mFBO); stop_glerror(); check_framebuffer_status(); glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO); check_framebuffer_status(); stop_glerror(); if(gGLManager.mIsATI) { glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST); } else { glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); } stop_glerror(); //Following case never currently evalutes true, but it's still good to have. if (mTex.size() > 1) { for (U32 i = 1; i < mTex.size(); ++i) { glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); glReadBuffer(GL_COLOR_ATTACHMENT0 + i); stop_glerror(); glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST); stop_glerror(); } /*for (U32 i = 1; i < mTex.size(); ++i) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, LLTexUnit::getInternalType(mUsage), mTex[i], 0); stop_glerror(); glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]); stop_glerror(); glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST); stop_glerror(); } for (U32 i = 0; i < mTex.size(); ++i) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, LLTexUnit::getInternalType(mUsage), mTex[i], 0); stop_glerror(); glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]); stop_glerror(); }*/ } glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFBO ? mPreviousFBO->getFBO() : 0); sCurFBO = mPreviousFBO; if(mPreviousFBO) { gGL.setViewport(0, 0, mPreviousFBO->mResX, mPreviousFBO->mResY); mPreviousFBO = NULL; } else { gGL.setViewport(gGLViewport); } stop_glerror(); } } void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1, S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter) { GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE; LLGLDepthTest depth(write_depth, write_depth); gGL.flush(); if (!source.mFBO || !mFBO) { LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL; return; } if (mSampleBuffer) { mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } else { if (mask == GL_DEPTH_BUFFER_BIT && !mStencil && source.mStencil != mStencil) { stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO); check_framebuffer_status(); gGL.getTexUnit(0)->bind(this, true); stop_glerror(); glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1); stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); stop_glerror(); } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO); stop_glerror(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO); stop_glerror(); check_framebuffer_status(); stop_glerror(); if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT) { mask &= ~GL_STENCIL_BUFFER_BIT; glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter); } if(mask) glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); stop_glerror(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); stop_glerror(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); stop_glerror(); } } } //static void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1, S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter) { if (!source.mFBO) { LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL; return; } { GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE; LLGLDepthTest depth(write_depth, write_depth); glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mSampleBuffer ? source.mSampleBuffer->mFBO : source.mFBO); stop_glerror(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); stop_glerror(); check_framebuffer_status(); stop_glerror(); if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT) { mask &= ~GL_STENCIL_BUFFER_BIT; glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter); } if(mask) glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); stop_glerror(); } } bool LLRenderTarget::isComplete() const { return (!mTex.empty() || mDepth) ? true : false; } void LLRenderTarget::getViewport(LLRect& viewport) { viewport = LLRect(0, mResY, mResX, 0); } //================================================== // LLMultisampleBuffer implementation //================================================== LLMultisampleBuffer::LLMultisampleBuffer() : mSamples(0), mColorFormat(0) { } LLMultisampleBuffer::~LLMultisampleBuffer() { release(); } void LLMultisampleBuffer::release() { if (mFBO) { glDeleteFramebuffers(1, (GLuint *) &mFBO); mFBO = 0; } if (mTex.size() > 0) { sBytesAllocated -= mResX*mResY*4*mTex.size(); glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]); mTex.clear(); } if (mDepth) { sBytesAllocated -= mResX*mResY*4; glDeleteRenderbuffers(1, (GLuint *) &mDepth); mDepth = 0; } } void LLMultisampleBuffer::bindTarget() { bindTarget(this); } void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref) { if (!ref) { ref = this; } glBindFramebuffer(GL_FRAMEBUFFER, mFBO); if (gGLManager.mHasDrawBuffers) { //setup multiple render targets GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; glDrawBuffersARB(ref->mTex.size(), drawbuffers); } check_framebuffer_status(); gGL.setViewport(0, 0, mResX, mResY); sBoundTarget = this; } bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo ) { return allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2); } bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples ) { release(); stop_glerror(); if (!gGLManager.mHasFramebufferMultisample || !gGLManager.mHasFramebufferObject || !(sUseFBO || use_fbo)) return false; if(color_fmt != GL_RGBA) { LL_WARNS() << "Unsupported color format: " << color_fmt << LL_ENDL; return false; } //Restrict to valid sample count { mSamples = samples; //mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat. mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples); } if (mSamples <= 1) return false; mResX = resx; mResY = resy; mUsage = usage; mUseDepth = depth; mStencil = stencil; mColorFormat = color_fmt; { if (depth) { stop_glerror(); if(!allocateDepth()) { release(); return false; } stop_glerror(); } glGenFramebuffers(1, (GLuint *) &mFBO); glBindFramebuffer(GL_FRAMEBUFFER, mFBO); stop_glerror(); clear_glerror(); if (mDepth) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); if (mStencil) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth); } } stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); stop_glerror(); } return addColorAttachment(color_fmt); } void LLMultisampleBuffer::resize(U32 resx, U32 resy) { //for accounting, get the number of pixels added/subtracted S32 pix_diff = (resx*resy)-(mResX*mResY); mResX = resx; mResY = resy; for (U32 i = 0; i < mTex.size(); ++i) { //resize color attachments glBindRenderbuffer(GL_RENDERBUFFER, mTex[i]); glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, mColorFormat, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); sBytesAllocated += pix_diff*4; } if (mDepth) { //resize depth attachment if (mStencil) { //use render buffers where stencil buffers are in play glBindRenderbuffer(GL_RENDERBUFFER, mDepth); glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); } else { glBindRenderbuffer(GL_RENDERBUFFER, mDepth); glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT24, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); } sBytesAllocated += pix_diff*4; } } bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt) { if (color_fmt == 0) { return true; } U32 offset = mTex.size(); if (offset >= 4 || (offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers))) { LL_ERRS() << "Too many color attachments!" << LL_ENDL; } U32 tex; glGenRenderbuffers(1, &tex); glBindRenderbuffer(GL_RENDERBUFFER, tex); stop_glerror(); clear_glerror(); glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY); if (glGetError() != GL_NO_ERROR) { LL_WARNS() << "Unable to allocate color buffer for multisample render target." << LL_ENDL; release(); return false; } sBytesAllocated += mResX*mResY*4; if (mFBO) { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex); check_framebuffer_status(); glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO ? sCurFBO->getFBO() : 0); } mTex.push_back(tex); return true; } bool LLMultisampleBuffer::allocateDepth() { glGenRenderbuffers(1, (GLuint* ) &mDepth); glBindRenderbuffer(GL_RENDERBUFFER, mDepth); stop_glerror(); clear_glerror(); if (mStencil) { glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY); } else { glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT24, mResX, mResY); } if (glGetError() != GL_NO_ERROR) { LL_WARNS() << "Unable to allocate depth buffer for multisample render target." << LL_ENDL; return false; } sBytesAllocated += mResX*mResY*4; return true; }