#include <msp/gl/extensions/arb_draw_buffers.h>
#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_internalformat_query.h>
+#include <msp/gl/extensions/arb_internalformat_query2.h>
#include <msp/gl/extensions/ext_framebuffer_object.h>
#include <msp/gl/extensions/ext_texture_array.h>
#include <msp/gl/extensions/ext_texture3d.h>
#include <msp/gl/extensions/msp_buffer_control.h>
#include <msp/gl/extensions/khr_debug.h>
+#include <msp/strings/format.h>
#include "error.h"
#include "framebuffer.h"
#include "misc.h"
namespace Msp {
namespace GL {
-void operator<<(LexicalConverter &conv, FramebufferStatus status)
-{
- switch(status)
- {
- case FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
- conv.result("incomplete attachment");
- break;
- case FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
- conv.result("missing attachment");
- break;
- case FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
- conv.result("mismatched attachment dimensions");
- break;
- case FRAMEBUFFER_INCOMPLETE_FORMATS:
- conv.result("mismatched attachment formats");
- break;
- case FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
- conv.result("missing draw buffer attachment");
- break;
- case FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
- conv.result("missing read buffer attachment");
- break;
- case FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
- conv.result("mismatched attachment sample counts");
- break;
- case FRAMEBUFFER_INCOMPLETE_LAYER_COUNT:
- conv.result("mismatched attachment layer counts");
- break;
- case FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
- conv.result("mismatched attachment layering");
- break;
- case FRAMEBUFFER_UNSUPPORTED:
- conv.result("unsupported");
- break;
- default:
- conv.result(lexical_cast<string, unsigned>(status, "%#x"));
- break;
- }
-}
-
-framebuffer_incomplete::framebuffer_incomplete(FramebufferStatus status):
- runtime_error(lexical_cast<string>(status))
+framebuffer_incomplete::framebuffer_incomplete(const std::string &reason):
+ runtime_error(reason)
{ }
Framebuffer::Framebuffer(unsigned i):
id(i),
- status(FRAMEBUFFER_COMPLETE),
+ status(GL_FRAMEBUFFER_COMPLETE),
dirty(0)
{
if(id)
throw invalid_argument("System framebuffer must have id 0");
+ if(EXT_framebuffer_object)
+ {
+ int value;
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_BACK, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &value);
+ if(value==GL_NONE)
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &value);
+ if(value!=GL_NONE)
+ format = (format,COLOR_ATTACHMENT);
+
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &value);
+ if(value!=GL_NONE)
+ format = (format,DEPTH_ATTACHMENT);
+
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &value);
+ if(value!=GL_NONE)
+ format = (format,STENCIL_ATTACHMENT);
+ }
+
int view[4];
glGetIntegerv(GL_VIEWPORT, view);
width = view[2];
width = 0;
height = 0;
- status = FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
+ status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
dirty = 0;
if(ARB_direct_state_access)
void Framebuffer::set_format(const FrameFormat &fmt)
{
- if(!format.empty())
+ if(!format.empty() || !id)
throw invalid_operation("Framebuffer::set_format");
if(fmt.empty())
throw invalid_argument("Framebuffer::set_format");
+ if(ARB_internalformat_query && ARB_internalformat_query2)
+ {
+ unsigned target = (fmt.get_samples()>1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
+ for(FrameAttachment a: fmt)
+ {
+ unsigned pf = get_gl_pixelformat(get_attachment_pixelformat(a));
+ int supported = 0;
+ glGetInternalformativ(target, pf, GL_FRAMEBUFFER_RENDERABLE, 1, &supported);
+ if(supported!=GL_FULL_SUPPORT)
+ throw invalid_argument("Framebuffer::set_format");
+ }
+ }
+
format = fmt;
attachments.resize(format.size());
}
vector<GLenum> color_bufs;
color_bufs.reserve(format.size());
unsigned i = 0;
- for(const UInt16 *j=format.begin(); j!=format.end(); ++j, ++i)
+ for(FrameAttachment a: format)
{
- GLenum gl_attach_point = get_gl_attachment(static_cast<FrameAttachment>(*j));
+ GLenum gl_attach_point = get_gl_attachment(a);
if(dirty&(1<<i))
{
const Attachment &attch = attachments[i];
if(attch.tex)
{
- GLenum type = attch.tex->get_target();
if(ARB_direct_state_access)
{
- if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
- glNamedFramebufferTexture(id, gl_attach_point, attch.tex->get_id(), attch.level);
+ if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
+ glNamedFramebufferTexture(id, gl_attach_point, attch.tex->id, attch.level);
else
- glNamedFramebufferTextureLayer(id, gl_attach_point, attch.tex->get_id(), attch.level, attch.layer);
+ glNamedFramebufferTextureLayer(id, gl_attach_point, attch.tex->id, attch.level, attch.layer);
}
- else if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE)
- glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, type, attch.tex->get_id(), attch.level);
+ else if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level);
else if(attch.layer<0)
- glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->get_id(), attch.level);
- else if(type==GL_TEXTURE_2D_ARRAY)
- glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->get_id(), attch.level, attch.layer);
- else if(type==GL_TEXTURE_3D)
- glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, type, attch.tex->get_id(), attch.level, attch.layer);
- else if(type==GL_TEXTURE_CUBE_MAP)
- glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level);
+ else if(attch.tex->target==GL_TEXTURE_2D_ARRAY)
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level, attch.layer);
+ else if(attch.tex->target==GL_TEXTURE_3D)
+ glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level, attch.layer);
+ else if(attch.tex->target==GL_TEXTURE_CUBE_MAP)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, get_gl_cube_face(static_cast<TextureCubeFace>(attch.layer)), attch.tex->id, attch.level);
}
else if(ARB_direct_state_access)
glNamedFramebufferTexture(id, gl_attach_point, 0, 0);
if(gl_attach_point!=GL_DEPTH_ATTACHMENT && gl_attach_point!=GL_STENCIL_ATTACHMENT)
color_bufs.push_back(gl_attach_point);
+
+ ++i;
}
if(color_bufs.size()>1)
}
if(ARB_direct_state_access)
- status = static_cast<FramebufferStatus>(glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER));
+ status = glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER);
else
- status = static_cast<FramebufferStatus>(glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
dirty = 0;
}
void Framebuffer::check_size()
{
- for(vector<Attachment>::iterator i=attachments.begin(); i!=attachments.end(); ++i)
- if(i->tex)
+ bool first = true;
+ for(Attachment &a: attachments)
+ if(a.tex)
{
- GLenum type = i->tex->get_target();
- if(type==GL_TEXTURE_2D)
+ unsigned w = 0;
+ unsigned h = 0;
+ if(a.tex->target==GL_TEXTURE_2D)
{
- Texture2D *tex = static_cast<Texture2D *>(i->tex);
- width = max(tex->get_width()>>i->level, 1U);
- height = max(tex->get_height()>>i->level, 1U);
+ Texture2D *tex = static_cast<Texture2D *>(a.tex);
+ w = max(tex->get_width()>>a.level, 1U);
+ h = max(tex->get_height()>>a.level, 1U);
}
- else if(type==GL_TEXTURE_2D_MULTISAMPLE)
+ else if(a.tex->target==GL_TEXTURE_2D_MULTISAMPLE)
{
- Texture2DMultisample *tex = static_cast<Texture2DMultisample *>(i->tex);
- width = tex->get_width();
- height = tex->get_height();
+ Texture2DMultisample *tex = static_cast<Texture2DMultisample *>(a.tex);
+ w = tex->get_width();
+ h = tex->get_height();
}
- else if(type==GL_TEXTURE_3D || type==GL_TEXTURE_2D_ARRAY)
+ else if(a.tex->target==GL_TEXTURE_3D || a.tex->target==GL_TEXTURE_2D_ARRAY)
{
- Texture3D *tex = static_cast<Texture3D *>(i->tex);
- width = max(tex->get_width()>>i->level, 1U);
- height = max(tex->get_height()>>i->level, 1U);
+ Texture3D *tex = static_cast<Texture3D *>(a.tex);
+ w = max(tex->get_width()>>a.level, 1U);
+ h = max(tex->get_height()>>a.level, 1U);
}
- else if(type==GL_TEXTURE_CUBE_MAP)
+ else if(a.tex->target==GL_TEXTURE_CUBE_MAP)
{
- width = max(static_cast<TextureCube *>(i->tex)->get_size()>>i->level, 1U);
- height = width;
+ w = max(static_cast<TextureCube *>(a.tex)->get_size()>>a.level, 1U);
+ h = w;
}
- break;
- }
+ if(first)
+ {
+ width = w;
+ height = h;
+ first = false;
+ }
+ else
+ {
+ width = min(width, w);
+ height = min(height, h);
+ }
+ }
}
void Framebuffer::set_attachment(FrameAttachment attch, Texture &tex, unsigned level, int layer, unsigned samples)
throw incompatible_data("Framebuffer::attach");
unsigned i = 0;
- for(const UInt16 *j=format.begin(); j!=format.end(); ++j, ++i)
- if(*j==attch)
+ for(FrameAttachment a: format)
+ {
+ if(a==attch)
{
attachments[i].set(tex, level, layer);
dirty |= 1<<i;
check_size();
return;
}
+ ++i;
+ }
throw incompatible_data("Framebuffer::attach");
}
void Framebuffer::attach(FrameAttachment attch, Texture2D &tex, unsigned level)
{
- tex.allocate(level);
set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, 0, 0);
}
void Framebuffer::attach(FrameAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
{
- tex.allocate(level);
set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, layer, 0);
}
void Framebuffer::attach(FrameAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
{
- tex.allocate(level);
- set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, TextureCube::get_face_index(face), 0);
+ set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, face, 0);
}
void Framebuffer::attach_layered(FrameAttachment attch, Texture3D &tex, unsigned level)
{
static Require _req(ARB_geometry_shader4);
- tex.allocate(level);
set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, -1, 0);
}
void Framebuffer::attach_layered(FrameAttachment attch, TextureCube &tex, unsigned level)
{
static Require _req(ARB_geometry_shader4);
- tex.allocate(level);
set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, -1, 0);
}
void Framebuffer::require_complete() const
{
- if(status!=FRAMEBUFFER_COMPLETE)
- throw framebuffer_incomplete(status);
+ if(!id)
+ return;
+
+ bool layered = (!attachments.empty() && attachments.front().layer<0);
+ for(const Attachment &a: attachments)
+ {
+ if(!a.tex)
+ throw framebuffer_incomplete("missing attachment");
+ if(layered!=(a.layer<0))
+ throw framebuffer_incomplete("inconsistent layering");
+ }
+
+ if(status==GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)
+ throw framebuffer_incomplete("incomplete or unsupported attachment");
+ if(status==GL_FRAMEBUFFER_UNSUPPORTED)
+ throw framebuffer_incomplete("unsupported configuration");
+ if(status!=GL_FRAMEBUFFER_COMPLETE)
+ throw framebuffer_incomplete(Msp::format("incomplete (%#x)", status));
}
void Framebuffer::set_debug_name(const string &name)