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