]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/framebuffer.cpp
Remove RenderBuffer and always use textures as framebuffer attachments
[libs/gl.git] / source / core / framebuffer.cpp
index 4dbb30929e05dc38ff822c981b51e251613f61bb..93a726868c040d6464382ead82c148d58ed20c08 100644 (file)
@@ -8,8 +8,8 @@
 #include "error.h"
 #include "framebuffer.h"
 #include "misc.h"
-#include "renderbuffer.h"
 #include "texture2d.h"
+#include "texture2dmultisample.h"
 #include "texture3d.h"
 #include "windowview.h"
 
@@ -106,37 +106,31 @@ void Framebuffer::update() const
                const Attachment &attch = attachments[i];
                if(dirty&(1<<i))
                {
-                       if(attch.type==GL_RENDERBUFFER)
-                       {
-                               if(ARB_direct_state_access)
-                                       glNamedFramebufferRenderbuffer(id, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
-                               else
-                                       glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
-                       }
-                       else if(attch.type)
+                       if(attch.tex)
                        {
+                               GLenum type = attch.tex->get_target();
                                if(ARB_direct_state_access)
                                {
-                                       if(attch.type==GL_TEXTURE_2D || attch.layer<0)
+                                       if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
                                                glNamedFramebufferTexture(id, attch.attachment, attch.tex->get_id(), attch.level);
                                        else
                                                glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
                                }
-                               else if(attch.type==GL_TEXTURE_2D)
-                                       glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
+                               else if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE)
+                                       glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, type, attch.tex->get_id(), attch.level);
                                else if(attch.layer<0)
                                        glFramebufferTexture(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level);
-                               else if(attch.type==GL_TEXTURE_2D_ARRAY)
+                               else if(type==GL_TEXTURE_2D_ARRAY)
                                        glFramebufferTextureLayer(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
-                               else if(attch.type==GL_TEXTURE_3D)
-                                       glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level, attch.layer);
-                               else if(attch.type==GL_TEXTURE_CUBE_MAP)
+                               else if(type==GL_TEXTURE_3D)
+                                       glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, type, attch.tex->get_id(), attch.level, attch.layer);
+                               else if(type==GL_TEXTURE_CUBE_MAP)
                                        glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);
                        }
                        else if(ARB_direct_state_access)
-                               glNamedFramebufferRenderbuffer(id, attch.attachment, 0, 0);
+                               glNamedFramebufferTexture(id, attch.attachment, 0, 0);
                        else
-                               glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
+                               glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, GL_TEXTURE_2D, 0, 0);
                }
 
                if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
@@ -176,26 +170,28 @@ void Framebuffer::update() const
 void Framebuffer::check_size()
 {
        for(vector<Attachment>::iterator i=attachments.begin(); i!=attachments.end(); ++i)
-               if(i->type)
+               if(i->tex)
                {
-                       if(i->type==GL_RENDERBUFFER)
-                       {
-                               width = i->rbuf->get_width();
-                               height = i->rbuf->get_height();
-                       }
-                       else if(i->type==GL_TEXTURE_2D)
+                       GLenum type = i->tex->get_target();
+                       if(type==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);
                        }
-                       else if(i->type==GL_TEXTURE_3D || i->type==GL_TEXTURE_2D_ARRAY)
+                       else if(type==GL_TEXTURE_2D_MULTISAMPLE)
+                       {
+                               Texture2DMultisample *tex = static_cast<Texture2DMultisample *>(i->tex);
+                               width = tex->get_width();
+                               height = tex->get_height();
+                       }
+                       else if(type==GL_TEXTURE_3D || type==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);
                        }
-                       else if(i->type==GL_TEXTURE_CUBE_MAP)
+                       else if(type==GL_TEXTURE_CUBE_MAP)
                        {
                                width = max(static_cast<TextureCube *>(i->tex)->get_size()>>i->level, 1U);
                                height = width;
@@ -213,7 +209,7 @@ unsigned Framebuffer::get_attachment_index(FramebufferAttachment attch)
        return attachments.size()-1;
 }
 
-void Framebuffer::set_texture_attachment(FramebufferAttachment attch, Texture &tex, unsigned level, int layer)
+void Framebuffer::set_attachment(FrameAttachment attch, Texture &tex, unsigned level, int layer)
 {
        if(!id)
                throw invalid_operation("Framebuffer::attach");
@@ -224,47 +220,41 @@ void Framebuffer::set_texture_attachment(FramebufferAttachment attch, Texture &t
        check_size();
 }
 
-void Framebuffer::attach(FramebufferAttachment attch, Renderbuffer &rbuf)
+void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
 {
-       if(!id)
-               throw invalid_operation("Framebuffer::attach");
-
-       unsigned i = get_attachment_index(attch);
-       attachments[i].set(rbuf);
-       dirty |= 1<<i;
-       check_size();
+       tex.allocate(level);
+       set_attachment(attch, tex, level, 0);
 }
 
-void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
+void Framebuffer::attach(FramebufferAttachment attch, Texture2DMultisample &tex)
 {
-       tex.allocate(level);
-       set_texture_attachment(attch, tex, level, 0);
+       set_attachment(attch, tex, 0, 0);
 }
 
 void Framebuffer::attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
 {
        tex.allocate(level);
-       set_texture_attachment(attch, tex, level, layer);
+       set_attachment(attch, tex, level, layer);
 }
 
 void Framebuffer::attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
 {
        tex.allocate(level);
-       set_texture_attachment(attch, tex, level, TextureCube::get_face_index(face));
+       set_attachment(attch, tex, level, TextureCube::get_face_index(face));
 }
 
 void Framebuffer::attach_layered(FramebufferAttachment attch, Texture3D &tex, unsigned level)
 {
        static Require _req(ARB_geometry_shader4);
        tex.allocate(level);
-       set_texture_attachment(attch, tex, level, -1);
+       set_attachment(attch, tex, level, -1);
 }
 
 void Framebuffer::attach_layered(FramebufferAttachment attch, TextureCube &tex, unsigned level)
 {
        static Require _req(ARB_geometry_shader4);
        tex.allocate(level);
-       set_texture_attachment(attch, tex, level, -1);
+       set_attachment(attch, tex, level, -1);
 }
 
 void Framebuffer::detach(FramebufferAttachment attch)
@@ -312,22 +302,13 @@ Framebuffer &Framebuffer::system()
 
 Framebuffer::Attachment::Attachment(FramebufferAttachment a):
        attachment(a),
-       type(0),
+       tex(0),
        level(0),
        layer(0)
 { }
 
-void Framebuffer::Attachment::set(Renderbuffer &r)
-{
-       type = GL_RENDERBUFFER;
-       rbuf = &r;
-       level = 0;
-       layer = 0;
-}
-
 void Framebuffer::Attachment::set(Texture &t, unsigned l, int z)
 {
-       type = t.get_target();
        tex = &t;
        level = l;
        layer = z;
@@ -335,7 +316,7 @@ void Framebuffer::Attachment::set(Texture &t, unsigned l, int z)
 
 void Framebuffer::Attachment::clear()
 {
-       type = 0;
+       tex = 0;
 }
 
 } // namespace GL