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[libs/gl.git] / source / backends / opengl / framebuffer_backend.cpp
1 #include <msp/gl/extensions/arb_draw_buffers.h>
2 #include <msp/gl/extensions/arb_direct_state_access.h>
3 #include <msp/gl/extensions/arb_geometry_shader4.h>
4 #include <msp/gl/extensions/arb_internalformat_query.h>
5 #include <msp/gl/extensions/arb_internalformat_query2.h>
6 #include <msp/gl/extensions/ext_framebuffer_object.h>
7 #include <msp/gl/extensions/ext_texture_array.h>
8 #include <msp/gl/extensions/ext_texture3d.h>
9 #include <msp/gl/extensions/msp_buffer_control.h>
10 #include <msp/gl/extensions/khr_debug.h>
11 #include <msp/strings/format.h>
12 #include "framebuffer.h"
13 #include "framebuffer_backend.h"
14 #include "gl.h"
15
16 using namespace std;
17
18 namespace Msp {
19 namespace GL {
20
21 OpenGLFramebuffer::OpenGLFramebuffer(bool is_system):
22         status(is_system ? GL_FRAMEBUFFER_COMPLETE : GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT)
23 {
24         if(!is_system)
25         {
26                 static Require _req(EXT_framebuffer_object);
27
28                 if(ARB_direct_state_access)
29                         glCreateFramebuffers(1, &id);
30                 else
31                         glGenFramebuffers(1, &id);
32         }
33 }
34
35 OpenGLFramebuffer::~OpenGLFramebuffer()
36 {
37         if(id)
38                 glDeleteFramebuffers(1, &id);
39 }
40
41 void OpenGLFramebuffer::set_system_format(const FrameFormat &fmt)
42 {
43         static_cast<Framebuffer *>(this)->format = fmt;
44 }
45
46 bool OpenGLFramebuffer::is_format_supported(const FrameFormat &fmt)
47 {
48         // Pretend everything is supported if we can't check
49         if(!ARB_internalformat_query || !ARB_internalformat_query2)
50                 return true;
51
52         unsigned target = (fmt.get_samples()>1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
53         for(FrameAttachment a: fmt)
54         {
55                 unsigned pf = get_gl_pixelformat(get_attachment_pixelformat(a));
56                 int supported = 0;
57                 glGetInternalformativ(target, pf, GL_FRAMEBUFFER_RENDERABLE, 1, &supported);
58                 if(supported!=GL_FULL_SUPPORT)
59                         return false;
60         }
61
62         return true;
63 }
64
65 void OpenGLFramebuffer::require_layered()
66 {
67         static Require _req(ARB_geometry_shader4);
68 }
69
70 void OpenGLFramebuffer::resize_system(unsigned w, unsigned h)
71 {
72         Framebuffer *self = static_cast<Framebuffer *>(this);
73         self->width = w;
74         self->height = h;
75 }
76
77 void OpenGLFramebuffer::update(unsigned mask) const
78 {
79         const FrameFormat &format = static_cast<const Framebuffer *>(this)->format;
80         vector<GLenum> color_bufs;
81         color_bufs.reserve(format.size());
82         unsigned i = 0;
83         for(FrameAttachment a: format)
84         {
85                 GLenum gl_attach_point = get_gl_attachment(a);
86                 if(mask&(1<<i))
87                 {
88                         const Framebuffer::Attachment &attch = static_cast<const Framebuffer *>(this)->attachments[i];
89                         if(attch.tex)
90                         {
91                                 if(ARB_direct_state_access)
92                                 {
93                                         if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
94                                                 glNamedFramebufferTexture(id, gl_attach_point, attch.tex->id, attch.level);
95                                         else
96                                                 glNamedFramebufferTextureLayer(id, gl_attach_point, attch.tex->id, attch.level, attch.layer);
97                                 }
98                                 else if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE)
99                                         glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level);
100                                 else if(attch.layer<0)
101                                         glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level);
102                                 else if(attch.tex->target==GL_TEXTURE_2D_ARRAY)
103                                         glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level, attch.layer);
104                                 else if(attch.tex->target==GL_TEXTURE_3D)
105                                         glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level, attch.layer);
106                                 else if(attch.tex->target==GL_TEXTURE_CUBE_MAP)
107                                         glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, get_gl_cube_face(static_cast<TextureCubeFace>(attch.layer)), attch.tex->id, attch.level);
108                         }
109                         else if(ARB_direct_state_access)
110                                 glNamedFramebufferTexture(id, gl_attach_point, 0, 0);
111                         else
112                                 glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, GL_TEXTURE_2D, 0, 0);
113                 }
114
115                 if(gl_attach_point!=GL_DEPTH_ATTACHMENT && gl_attach_point!=GL_STENCIL_ATTACHMENT)
116                         color_bufs.push_back(gl_attach_point);
117
118                 ++i;
119         }
120
121         if(color_bufs.size()>1)
122                 static Require _req(ARB_draw_buffers);
123
124         GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
125         if(ARB_direct_state_access)
126         {
127                 /* ARB_direct_state_access ties the availability of these functions to
128                 framebuffers themselves, so no further checks are needed. */
129                 glNamedFramebufferDrawBuffers(id, color_bufs.size(), &color_bufs[0]);
130                 glNamedFramebufferReadBuffer(id, first_buffer);
131         }
132         else
133         {
134                 if(ARB_draw_buffers)
135                         glDrawBuffers(color_bufs.size(), &color_bufs[0]);
136                 else if(MSP_buffer_control)
137                         glDrawBuffer(first_buffer);
138
139                 if(MSP_buffer_control)
140                         glReadBuffer(first_buffer);
141         }
142
143         if(ARB_direct_state_access)
144                 status = glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER);
145         else
146                 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
147 }
148
149 void OpenGLFramebuffer::require_complete() const
150 {
151         if(status==GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)
152                 throw framebuffer_incomplete("incomplete or unsupported attachment");
153         if(status==GL_FRAMEBUFFER_UNSUPPORTED)
154                 throw framebuffer_incomplete("unsupported configuration");
155         if(status!=GL_FRAMEBUFFER_COMPLETE)
156                 throw framebuffer_incomplete(Msp::format("incomplete (%#x)", status));
157 }
158
159 void OpenGLFramebuffer::set_debug_name(const string &name)
160 {
161 #ifdef DEBUG
162         if(KHR_debug)
163                 glObjectLabel(GL_FRAMEBUFFER, id, name.size(), name.c_str());
164 #else
165         (void)name;
166 #endif
167 }
168
169 } // namespace GL
170 } // namespace Msp