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_object.h>
4 #include <msp/gl/extensions/ext_texture_array.h>
5 #include <msp/gl/extensions/ext_texture3d.h>
6 #include <msp/gl/extensions/msp_buffer_control.h>
7 #include <msp/gl/extensions/khr_debug.h>
8 #include <msp/strings/format.h>
10 #include "framebuffer.h"
12 #include "texture2d.h"
13 #include "texture2dmultisample.h"
14 #include "texture3d.h"
15 #include "windowview.h"
22 framebuffer_incomplete::framebuffer_incomplete(const std::string &reason):
27 Framebuffer::Framebuffer(unsigned i):
29 status(GL_FRAMEBUFFER_COMPLETE),
33 throw invalid_argument("System framebuffer must have id 0");
36 glGetIntegerv(GL_VIEWPORT, view);
41 Framebuffer::Framebuffer()
46 Framebuffer::Framebuffer(FrameAttachment fa)
52 Framebuffer::Framebuffer(const FrameFormat &f)
58 void Framebuffer::init()
60 static Require _req(EXT_framebuffer_object);
64 status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
67 if(ARB_direct_state_access)
68 glCreateFramebuffers(1, &id);
70 glGenFramebuffers(1, &id);
73 Framebuffer::~Framebuffer()
76 glDeleteFramebuffers(1, &id);
79 void Framebuffer::set_format(const FrameFormat &fmt)
82 throw invalid_operation("Framebuffer::set_format");
84 throw invalid_argument("Framebuffer::set_format");
87 attachments.resize(format.size());
90 void Framebuffer::update() const
92 vector<GLenum> color_bufs;
93 color_bufs.reserve(format.size());
95 for(FrameAttachment a: format)
97 GLenum gl_attach_point = get_gl_attachment(a);
100 const Attachment &attch = attachments[i];
103 if(ARB_direct_state_access)
105 if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
106 glNamedFramebufferTexture(id, gl_attach_point, attch.tex->id, attch.level);
108 glNamedFramebufferTextureLayer(id, gl_attach_point, attch.tex->id, attch.level, attch.layer);
110 else if(attch.tex->target==GL_TEXTURE_2D || attch.tex->target==GL_TEXTURE_2D_MULTISAMPLE)
111 glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level);
112 else if(attch.layer<0)
113 glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level);
114 else if(attch.tex->target==GL_TEXTURE_2D_ARRAY)
115 glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level, attch.layer);
116 else if(attch.tex->target==GL_TEXTURE_3D)
117 glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level, attch.layer);
118 else if(attch.tex->target==GL_TEXTURE_CUBE_MAP)
119 glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, get_gl_cube_face(static_cast<TextureCubeFace>(attch.layer)), attch.tex->id, attch.level);
121 else if(ARB_direct_state_access)
122 glNamedFramebufferTexture(id, gl_attach_point, 0, 0);
124 glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, GL_TEXTURE_2D, 0, 0);
127 if(gl_attach_point!=GL_DEPTH_ATTACHMENT && gl_attach_point!=GL_STENCIL_ATTACHMENT)
128 color_bufs.push_back(gl_attach_point);
133 if(color_bufs.size()>1)
134 static Require _req(ARB_draw_buffers);
136 GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
137 if(ARB_direct_state_access)
139 /* ARB_direct_state_access ties the availability of these functions to
140 framebuffers themselves, so no further checks are needed. */
141 glNamedFramebufferDrawBuffers(id, color_bufs.size(), &color_bufs[0]);
142 glNamedFramebufferReadBuffer(id, first_buffer);
147 glDrawBuffers(color_bufs.size(), &color_bufs[0]);
148 else if(MSP_buffer_control)
149 glDrawBuffer(first_buffer);
151 if(MSP_buffer_control)
152 glReadBuffer(first_buffer);
155 if(ARB_direct_state_access)
156 status = glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER);
158 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
163 void Framebuffer::check_size()
166 for(Attachment &a: attachments)
171 if(a.tex->target==GL_TEXTURE_2D)
173 Texture2D *tex = static_cast<Texture2D *>(a.tex);
174 w = max(tex->get_width()>>a.level, 1U);
175 h = max(tex->get_height()>>a.level, 1U);
177 else if(a.tex->target==GL_TEXTURE_2D_MULTISAMPLE)
179 Texture2DMultisample *tex = static_cast<Texture2DMultisample *>(a.tex);
180 w = tex->get_width();
181 h = tex->get_height();
183 else if(a.tex->target==GL_TEXTURE_3D || a.tex->target==GL_TEXTURE_2D_ARRAY)
185 Texture3D *tex = static_cast<Texture3D *>(a.tex);
186 w = max(tex->get_width()>>a.level, 1U);
187 h = max(tex->get_height()>>a.level, 1U);
189 else if(a.tex->target==GL_TEXTURE_CUBE_MAP)
191 w = max(static_cast<TextureCube *>(a.tex)->get_size()>>a.level, 1U);
203 width = min(width, w);
204 height = min(height, h);
209 void Framebuffer::set_attachment(FrameAttachment attch, Texture &tex, unsigned level, int layer, unsigned samples)
211 if(format.empty() || !id)
212 throw invalid_operation("Framebuffer::attach");
214 if((format.get_samples()>1 && samples!=format.get_samples()) || (format.get_samples()==1 && samples))
215 throw incompatible_data("Framebuffer::attach");
218 for(FrameAttachment a: format)
222 attachments[i].set(tex, level, layer);
230 throw incompatible_data("Framebuffer::attach");
233 void Framebuffer::attach(FrameAttachment attch, Texture2D &tex, unsigned level)
235 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, 0, 0);
238 void Framebuffer::attach(FrameAttachment attch, Texture2DMultisample &tex)
240 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, 0, 0, tex.get_samples());
243 void Framebuffer::attach(FrameAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
245 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, layer, 0);
248 void Framebuffer::attach(FrameAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
250 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, face, 0);
253 void Framebuffer::attach_layered(FrameAttachment attch, Texture3D &tex, unsigned level)
255 static Require _req(ARB_geometry_shader4);
256 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, -1, 0);
259 void Framebuffer::attach_layered(FrameAttachment attch, TextureCube &tex, unsigned level)
261 static Require _req(ARB_geometry_shader4);
262 set_attachment(make_typed_attachment(attch, tex.get_format()), tex, level, -1, 0);
265 void Framebuffer::detach(FrameAttachment attch)
268 throw invalid_operation("Framebuffer::detach");
270 int i = format.index(attch);
273 attachments[i].clear();
279 void Framebuffer::resize(const WindowView &view)
282 throw invalid_operation("Framebuffer::resize");
284 width = view.get_width();
285 height = view.get_height();
288 void Framebuffer::require_complete() const
293 bool layered = (!attachments.empty() && attachments.front().layer<0);
294 for(const Attachment &a: attachments)
297 throw framebuffer_incomplete("missing attachment");
298 if(layered!=(a.layer<0))
299 throw framebuffer_incomplete("inconsistent layering");
302 if(status==GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)
303 throw framebuffer_incomplete("incomplete or unsupported attachment");
304 if(status==GL_FRAMEBUFFER_UNSUPPORTED)
305 throw framebuffer_incomplete("unsupported configuration");
306 if(status!=GL_FRAMEBUFFER_COMPLETE)
307 throw framebuffer_incomplete(Msp::format("incomplete (%#x)", status));
310 void Framebuffer::set_debug_name(const string &name)
314 glObjectLabel(GL_FRAMEBUFFER, id, name.size(), name.c_str());
320 Framebuffer &Framebuffer::system()
322 static Framebuffer sys_framebuf(0);
327 Framebuffer::Attachment::Attachment():
333 void Framebuffer::Attachment::set(Texture &t, unsigned l, int z)
340 void Framebuffer::Attachment::clear()