803 lines
19 KiB
C++
803 lines
19 KiB
C++
/**
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* @file llrendertarget.cpp
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* @brief LLRenderTarget implementation
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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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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#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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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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llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
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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() :
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mResX(0),
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mResY(0),
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mTex(0),
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mFBO(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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mSamples(0),
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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::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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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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if (depth)
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{
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if (!allocateDepth())
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{
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llwarns << "Failed to allocate depth buffer for render target." << llendl;
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return false;
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}
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}
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glGenFramebuffers(1, (GLuint *) &mFBO);
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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, 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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(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
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{
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llerrs << "Too many color attachments!" << llendl;
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}
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U32 tex;
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LLImageGL::generateTextures(1, &tex);
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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, NULL);
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Could not allocate color buffer for render target." << llendl;
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return false;
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}
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}
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stop_glerror();
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{
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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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if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
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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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}
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else
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{
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// ATI doesn't support mirrored repeat for rectangular textures.
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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stop_glerror();
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}
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}
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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, 0);
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}
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mTex.push_back(tex);
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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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if (mStencil)
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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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LLImageGL::generateTextures(1, &mDepth);
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gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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stop_glerror();
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clear_glerror();
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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}
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Unable to allocate depth buffer for render target." << llendl;
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return false;
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}
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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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llerrs << "Cannot share depth buffer between non FBO render targets." << llendl;
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}
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if (target.mDepth)
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{
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llerrs << "Attempting to override existing depth buffer. Detach existing buffer first." << llendl;
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}
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if (target.mUseDepth)
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{
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llerrs << "Attempting to override existing shared depth buffer. Detach existing buffer first." << llendl;
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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, 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)
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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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LLImageGL::deleteTextures(1, &mDepth, true);
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stop_glerror();
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}
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mDepth = 0;
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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_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_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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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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if (mTex.size() > 0)
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{
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LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
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mTex.clear();
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}
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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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if (mSampleBuffer)
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{
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mSampleBuffer->bindTarget(this);
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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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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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glViewport(0, 0, mResX, mResY);
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sBoundTarget = this;
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}
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// static
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void LLRenderTarget::unbindTarget()
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{
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if (gGLManager.mHasFramebufferObject)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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sBoundTarget = NULL;
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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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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 scissor(GL_SCISSOR_TEST);
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glScissor(0, 0, mResX, mResY);
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stop_glerror();
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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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llerrs << "Invalid attachment index." << llendl;
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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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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);
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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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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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if (mSampleBuffer)
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{
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LLGLEnable multisample(GL_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);
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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else
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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_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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stop_glerror();
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if (mTex.size() > 1)
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{
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for (U32 i = 1; i < mTex.size(); ++i)
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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LLTexUnit::getInternalType(mUsage), mTex[i], 0);
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stop_glerror();
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
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stop_glerror();
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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stop_glerror();
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}
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for (U32 i = 0; i < mTex.size(); ++i)
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
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LLTexUnit::getInternalType(mUsage), mTex[i], 0);
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stop_glerror();
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
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stop_glerror();
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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}
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void LLRenderTarget::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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{
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GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
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LLGLDepthTest depth(write_depth, write_depth);
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gGL.flush();
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if (!source.mFBO || !mFBO)
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{
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llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
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}
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if (mSampleBuffer)
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{
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mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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}
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else
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{
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if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
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{
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stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
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check_framebuffer_status();
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gGL.getTexUnit(0)->bind(this, true);
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stop_glerror();
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glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
|
|
stop_glerror();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 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, 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)
|
|
{
|
|
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
|
|
}
|
|
{
|
|
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, 0);
|
|
stop_glerror();
|
|
}
|
|
}
|
|
|
|
bool LLRenderTarget::isComplete() const
|
|
{
|
|
return (!mTex.empty() || mDepth) ? true : false;
|
|
}
|
|
|
|
void LLRenderTarget::getViewport(S32* viewport)
|
|
{
|
|
viewport[0] = 0;
|
|
viewport[1] = 0;
|
|
viewport[2] = mResX;
|
|
viewport[3] = mResY;
|
|
}
|
|
|
|
//==================================================
|
|
// LLMultisampleBuffer implementation
|
|
//==================================================
|
|
LLMultisampleBuffer::LLMultisampleBuffer()
|
|
{
|
|
|
|
}
|
|
|
|
LLMultisampleBuffer::~LLMultisampleBuffer()
|
|
{
|
|
release();
|
|
}
|
|
|
|
void LLMultisampleBuffer::release()
|
|
{
|
|
if (mFBO)
|
|
{
|
|
glDeleteFramebuffers(1, (GLuint *) &mFBO);
|
|
mFBO = 0;
|
|
}
|
|
|
|
if (mTex.size() > 0)
|
|
{
|
|
glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
|
|
mTex.clear();
|
|
}
|
|
|
|
if (mDepth)
|
|
{
|
|
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();
|
|
|
|
glViewport(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();
|
|
|
|
mResX = resx;
|
|
mResY = resy;
|
|
|
|
mUsage = usage;
|
|
mUseDepth = depth;
|
|
mStencil = stencil;
|
|
|
|
if (!gGLManager.mHasFramebufferMultisample)
|
|
{
|
|
llerrs << "Attempting to allocate unsupported render target type!" << llendl;
|
|
return false;
|
|
}
|
|
|
|
mSamples = gGLManager.getNumFBOFSAASamples(samples);
|
|
|
|
if (mSamples <= 1)
|
|
{
|
|
llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
|
|
return false;
|
|
}
|
|
|
|
stop_glerror();
|
|
|
|
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
|
|
{
|
|
|
|
if (depth)
|
|
{
|
|
stop_glerror();
|
|
if(!allocateDepth())
|
|
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);
|
|
}
|
|
check_framebuffer_status();
|
|
}
|
|
|
|
stop_glerror();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
stop_glerror();
|
|
}
|
|
|
|
return addColorAttachment(color_fmt);
|
|
}
|
|
|
|
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)))
|
|
{
|
|
llerrs << "Too many color attachments!" << llendl;
|
|
}
|
|
|
|
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)
|
|
{
|
|
llwarns << "Unable to allocate color buffer for multisample render target." << llendl;
|
|
return false;
|
|
}
|
|
if (mFBO)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
|
|
check_framebuffer_status();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 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_COMPONENT16_ARB, mResX, mResY);
|
|
}
|
|
if (glGetError() != GL_NO_ERROR)
|
|
{
|
|
llwarns << "Unable to allocate depth buffer for multisample render target." << llendl;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|