]> git.tdb.fi Git - libs/gl.git/blob - source/core/framebuffer.cpp
Support layered framebuffer attachments
[libs/gl.git] / source / core / framebuffer.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/ext_framebuffer_blit.h>
4 #include <msp/gl/extensions/ext_framebuffer_object.h>
5 #include <msp/gl/extensions/ext_texture_array.h>
6 #include <msp/gl/extensions/ext_texture3d.h>
7 #include <msp/gl/extensions/msp_buffer_control.h>
8 #include "error.h"
9 #include "framebuffer.h"
10 #include "misc.h"
11 #include "renderbuffer.h"
12 #include "texture2d.h"
13 #include "texture3d.h"
14
15 using namespace std;
16
17 namespace Msp {
18 namespace GL {
19
20 void operator<<(LexicalConverter &conv, FramebufferStatus status)
21 {
22         switch(status)
23         {
24         case FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
25                 conv.result("incomplete attachment");
26                 break;
27         case FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
28                 conv.result("missing attachment");
29                 break;
30         case FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
31                 conv.result("mismatched attachment dimensions");
32                 break;
33         case FRAMEBUFFER_INCOMPLETE_FORMATS:
34                 conv.result("mismatched attachment formats");
35                 break;
36         case FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
37                 conv.result("missing draw buffer attachment");
38                 break;
39         case FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
40                 conv.result("missing read buffer attachment");
41                 break;
42         case FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
43                 conv.result("mismatched attachment sample counts");
44                 break;
45         case FRAMEBUFFER_INCOMPLETE_LAYER_COUNT:
46                 conv.result("mismatched attachment layer counts");
47                 break;
48         case FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
49                 conv.result("mismatched attachment layering");
50                 break;
51         case FRAMEBUFFER_UNSUPPORTED:
52                 conv.result("unsupported");
53                 break;
54         default:
55                 conv.result(lexical_cast<string, unsigned>(status, "%#x"));
56                 break;
57         }
58 }
59
60 framebuffer_incomplete::framebuffer_incomplete(FramebufferStatus status):
61         runtime_error(lexical_cast<string>(status))
62 { }
63
64
65 Framebuffer::Framebuffer(unsigned i):
66         id(i),
67         dirty(0)
68 {
69         if(id)
70                 throw invalid_argument("System framebuffer must have id 0");
71
72         glGetIntegerv(GL_VIEWPORT, &view.left);
73         width = view.width;
74         height = view.height;
75 }
76
77 Framebuffer::Framebuffer():
78         width(0),
79         height(0),
80         dirty(0)
81 {
82         static Require _req(EXT_framebuffer_object);
83
84         if(ARB_direct_state_access)
85                 glCreateFramebuffers(1, &id);
86         else
87                 glGenFramebuffers(1, &id);
88 }
89
90 Framebuffer::~Framebuffer()
91 {
92         if(id)
93                 glDeleteFramebuffers(1, &id);
94         if(current()==this)
95                 unbind();
96 }
97
98 void Framebuffer::update_attachment(unsigned mask) const
99 {
100         if(!ARB_direct_state_access && current()!=this)
101         {
102                 dirty |= mask;
103                 return;
104         }
105
106         vector<GLenum> color_bufs;
107         color_bufs.reserve(attachments.size());
108         for(unsigned i=0; i<attachments.size(); ++i)
109         {
110                 const Attachment &attch = attachments[i];
111                 if(mask&(1<<i))
112                 {
113                         if(attch.type==GL_RENDERBUFFER)
114                         {
115                                 if(ARB_direct_state_access)
116                                         glNamedFramebufferRenderbuffer(id, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
117                                 else
118                                         glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
119                         }
120                         else if(attch.type)
121                         {
122                                 if(ARB_direct_state_access)
123                                 {
124                                         if(attch.type==GL_TEXTURE_2D || attch.layer<0)
125                                                 glNamedFramebufferTexture(id, attch.attachment, attch.tex->get_id(), attch.level);
126                                         else
127                                                 glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
128                                 }
129                                 else if(attch.type==GL_TEXTURE_2D)
130                                         glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
131                                 else if(attch.layer<0)
132                                         glFramebufferTexture(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level);
133                                 else if(attch.type==GL_TEXTURE_2D_ARRAY)
134                                         glFramebufferTextureLayer(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
135                                 else if(attch.type==GL_TEXTURE_3D)
136                                         glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level, attch.layer);
137                                 else if(attch.type==GL_TEXTURE_CUBE_MAP)
138                                         glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);
139                         }
140                         else if(ARB_direct_state_access)
141                                 glNamedFramebufferRenderbuffer(id, attch.attachment, 0, 0);
142                         else
143                                 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
144                 }
145
146                 if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
147                         color_bufs.push_back(attch.attachment);
148         }
149
150         if(color_bufs.size()>1)
151                 static Require _req(ARB_draw_buffers);
152
153         GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
154         if(ARB_direct_state_access)
155         {
156                 /* ARB_direct_state_access ties the availability of these functions to
157                 framebuffers themselves, so no further checks are needed. */
158                 glNamedFramebufferDrawBuffers(id, color_bufs.size(), &color_bufs[0]);
159                 glNamedFramebufferReadBuffer(id, first_buffer);
160         }
161         else
162         {
163                 if(ARB_draw_buffers)
164                         glDrawBuffers(color_bufs.size(), &color_bufs[0]);
165                 else if(MSP_buffer_control)
166                         glDrawBuffer(first_buffer);
167
168                 if(MSP_buffer_control)
169                         glReadBuffer(first_buffer);
170         }
171 }
172
173 void Framebuffer::check_size()
174 {
175         bool full_viewport = (view.left==0 && view.bottom==0 && view.width==width && view.height==height);
176         for(vector<Attachment>::iterator i=attachments.begin(); i!=attachments.end(); ++i)
177                 if(i->type)
178                 {
179                         if(i->type==GL_RENDERBUFFER)
180                         {
181                                 width = i->rbuf->get_width();
182                                 height = i->rbuf->get_height();
183                         }
184                         else if(i->type==GL_TEXTURE_2D)
185                         {
186                                 Texture2D *tex = static_cast<Texture2D *>(i->tex);
187                                 width = max(tex->get_width()>>i->level, 1U);
188                                 height = max(tex->get_height()>>i->level, 1U);
189                         }
190                         else if(i->type==GL_TEXTURE_3D || i->type==GL_TEXTURE_2D_ARRAY)
191                         {
192                                 Texture3D *tex = static_cast<Texture3D *>(i->tex);
193                                 width = max(tex->get_width()>>i->level, 1U);
194                                 height = max(tex->get_height()>>i->level, 1U);
195                         }
196                         else if(i->type==GL_TEXTURE_CUBE_MAP)
197                         {
198                                 width = max(static_cast<TextureCube *>(i->tex)->get_size()>>i->level, 1U);
199                                 height = width;
200                         }
201                         if(full_viewport)
202                                 reset_viewport();
203                         break;
204                 }
205 }
206
207 unsigned Framebuffer::get_attachment_index(FramebufferAttachment attch)
208 {
209         for(unsigned i=0; i<attachments.size(); ++i)
210                 if(attachments[i].attachment==attch)
211                         return i;
212         attachments.push_back(Attachment(attch));
213         return attachments.size()-1;
214 }
215
216 void Framebuffer::set_texture_attachment(FramebufferAttachment attch, Texture &tex, unsigned level, int layer)
217 {
218         if(!id)
219                 throw invalid_operation("Framebuffer::attach");
220
221         unsigned i = get_attachment_index(attch);
222         attachments[i].set(tex, level, layer);
223         update_attachment(1<<i);
224         check_size();
225 }
226
227 void Framebuffer::attach(FramebufferAttachment attch, Renderbuffer &rbuf)
228 {
229         if(!id)
230                 throw invalid_operation("Framebuffer::attach");
231
232         unsigned i = get_attachment_index(attch);
233         attachments[i].set(rbuf);
234         update_attachment(1<<i);
235         check_size();
236 }
237
238 void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
239 {
240         tex.allocate(level);
241         set_texture_attachment(attch, tex, level, 0);
242 }
243
244 void Framebuffer::attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
245 {
246         tex.allocate(level);
247         set_texture_attachment(attch, tex, level, layer);
248 }
249
250 void Framebuffer::attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
251 {
252         tex.allocate(level);
253         set_texture_attachment(attch, tex, level, TextureCube::get_face_index(face));
254 }
255
256 void Framebuffer::attach_layered(FramebufferAttachment attch, Texture3D &tex, unsigned level)
257 {
258         static Require _req(ARB_geometry_shader4);
259         tex.allocate(level);
260         set_texture_attachment(attch, tex, level, -1);
261 }
262
263 void Framebuffer::attach_layered(FramebufferAttachment attch, TextureCube &tex, unsigned level)
264 {
265         static Require _req(ARB_geometry_shader4);
266         tex.allocate(level);
267         set_texture_attachment(attch, tex, level, -1);
268 }
269
270 void Framebuffer::detach(FramebufferAttachment attch)
271 {
272         if(!id)
273                 throw invalid_operation("Framebuffer::detach");
274
275         unsigned i = get_attachment_index(attch);
276         attachments[i].clear();
277         update_attachment(1<<i);
278         check_size();
279 }
280
281 FramebufferStatus Framebuffer::check_status() const
282 {
283         if(ARB_direct_state_access)
284                 return static_cast<FramebufferStatus>(glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER));
285         else
286         {
287                 BindRestore _bind(this);
288                 return static_cast<FramebufferStatus>(glCheckFramebufferStatus(GL_FRAMEBUFFER));
289         }
290 }
291
292 void Framebuffer::require_complete() const
293 {
294         FramebufferStatus status = check_status();
295         if(status!=FRAMEBUFFER_COMPLETE)
296                 throw framebuffer_incomplete(status);
297 }
298
299 void Framebuffer::viewport(int l, int b, unsigned w, unsigned h)
300 {
301         view.left = l;
302         view.bottom = b;
303         view.width = w;
304         view.height = h;
305
306         if(current()==this)
307                 glViewport(view.left, view.bottom, view.width, view.height);
308 }
309
310 void Framebuffer::reset_viewport()
311 {
312         viewport(0, 0, width, height);
313 }
314
315 void Framebuffer::clear()
316 {
317         clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
318 }
319
320 void Framebuffer::clear(BufferBits bits)
321 {
322         BindRestore _bind(this);
323         glClear(bits);
324 }
325
326 void Framebuffer::blit_from(const Framebuffer &other, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1, BufferBits bits, bool filter)
327 {
328         static Require _req(EXT_framebuffer_blit);
329
330         if(ARB_direct_state_access)
331         {
332                 glBlitNamedFramebuffer(other.id, id, sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, bits, (filter ? GL_LINEAR : GL_NEAREST));
333                 return;
334         }
335
336         const Framebuffer *old = current();
337         if(set_current(this))
338         {
339                 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, id);
340                 if(dirty)
341                 {
342                         update_attachment(dirty);
343                         dirty = 0;
344                 }
345         }
346         if(old!=&other)
347                 glBindFramebuffer(GL_READ_FRAMEBUFFER, other.id);
348
349         glBlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, bits, (filter ? GL_LINEAR : GL_NEAREST));
350
351         set_current(old);
352         glBindFramebuffer(GL_FRAMEBUFFER, (old ? old->id : 0));
353 }
354
355 void Framebuffer::blit_from(const Framebuffer &other, int sx, int sy, unsigned wd, unsigned ht, int dx, int dy, BufferBits bits)
356 {
357         blit_from(other, sx, sy, sx+wd, sy+ht, dx, dy, dx+wd, dy+ht, bits, false);
358 }
359
360 void Framebuffer::blit_from(const Framebuffer &other, BufferBits bits, bool filter)
361 {
362         blit_from(other, 0, 0, other.width, other.height, 0, 0, width, height, bits, filter);
363 }
364
365 void Framebuffer::bind() const
366 {
367         if(id && attachments.empty())
368                 throw invalid_operation("Framebuffer::bind");
369
370         if(set_current(this))
371         {
372                 glBindFramebuffer(GL_FRAMEBUFFER, id);
373                 if(dirty)
374                 {
375                         update_attachment(dirty);
376                         dirty = 0;
377                 }
378
379                 if(width && height)
380                         glViewport(view.left, view.bottom, view.width, view.height);
381         }
382 }
383
384 const Framebuffer *Framebuffer::current()
385 {
386         if(!cur_obj)
387                 cur_obj = &system();
388         return cur_obj;
389 }
390
391 void Framebuffer::unbind()
392 {
393         system().bind();
394 }
395
396 Framebuffer &Framebuffer::system()
397 {
398         static Framebuffer sys_framebuf(0);
399         return sys_framebuf;
400 }
401
402
403 Framebuffer::Attachment::Attachment(FramebufferAttachment a):
404         attachment(a),
405         type(0),
406         level(0),
407         layer(0)
408 { }
409
410 void Framebuffer::Attachment::set(Renderbuffer &r)
411 {
412         type = GL_RENDERBUFFER;
413         rbuf = &r;
414         level = 0;
415         layer = 0;
416 }
417
418 void Framebuffer::Attachment::set(Texture &t, unsigned l, int z)
419 {
420         type = t.get_target();
421         tex = &t;
422         level = l;
423         layer = z;
424 }
425
426 void Framebuffer::Attachment::clear()
427 {
428         type = 0;
429 }
430
431
432 Framebuffer::Viewport::Viewport():
433         left(0),
434         bottom(0),
435         width(0),
436         height(0)
437 { }
438
439 } // namespace GL
440 } // namespace Msp