]> git.tdb.fi Git - libs/gl.git/blobdiff - source/framebuffer.cpp
Explicitly define the number of mipmap levels in textures
[libs/gl.git] / source / framebuffer.cpp
index 97a0147d4d3e2966777f715cd537022976a44a1c..cf478ce29b686d842ce2074078952633b2e47b02 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include "extension.h"
-#include "ext_framebuffer_object.h"
+#include <msp/gl/extensions/arb_draw_buffers.h>
+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/ext_framebuffer_blit.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 "error.h"
 #include "framebuffer.h"
+#include "misc.h"
 #include "renderbuffer.h"
 #include "texture2d.h"
+#include "texture3d.h"
+
+using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Framebuffer::Framebuffer()
+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::Framebuffer(unsigned i):
+       id(i),
+       dirty(0)
+{
+       if(id)
+               throw invalid_argument("System framebuffer must have id 0");
+
+       glGetIntegerv(GL_VIEWPORT, &view.left);
+       width = view.width;
+       height = view.height;
+}
+
+Framebuffer::Framebuffer():
+       width(0),
+       height(0),
+       dirty(0)
 {
-       static RequireExtension _ext("GL_EXT_framebuffer_object");
+       static Require _req(EXT_framebuffer_object);
 
-       glGenFramebuffersEXT(1, &id);
-       bind();
+       if(ARB_direct_state_access)
+               glCreateFramebuffers(1, &id);
+       else
+               glGenFramebuffers(1, &id);
 }
 
 Framebuffer::~Framebuffer()
 {
-       glDeleteFramebuffersEXT(1, &id);
+       if(id)
+               glDeleteFramebuffers(1, &id);
+       if(current()==this)
+               unbind();
 }
 
-void Framebuffer::bind() const
+void Framebuffer::update_attachment(unsigned mask) const
 {
-       glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
-       current=this;
+       if(!ARB_direct_state_access && current()!=this)
+       {
+               dirty |= mask;
+               return;
+       }
+
+       std::vector<GLenum> color_bufs;
+       color_bufs.reserve(attachments.size());
+       for(unsigned i=0; i<attachments.size(); ++i)
+       {
+               const Attachment &attch = attachments[i];
+               if(mask&(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==GL_TEXTURE_2D)
+                       {
+                               static_cast<Texture2D *>(attch.tex)->allocate(attch.level);
+                               if(ARB_direct_state_access)
+                                       glNamedFramebufferTexture(id, attch.attachment, attch.tex->get_id(), attch.level);
+                               else
+                                       glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
+                       }
+                       else if(attch.type==GL_TEXTURE_3D || attch.type==GL_TEXTURE_2D_ARRAY)
+                       {
+                               static_cast<Texture3D *>(attch.tex)->allocate(attch.level);
+                               if(ARB_direct_state_access)
+                                       glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
+                               else if(attch.type==GL_TEXTURE_2D_ARRAY)
+                                       glFramebufferTextureLayer(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
+                               else
+                                       glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level, attch.layer);
+                       }
+                       else if(attch.type==GL_TEXTURE_CUBE_MAP)
+                       {
+                               static_cast<TextureCube *>(attch.tex)->allocate(attch.level);
+                               if(ARB_direct_state_access)
+                                       glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
+                               else
+                                       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);
+                       else
+                               glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
+               }
+
+               if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
+                       color_bufs.push_back(attch.attachment);
+       }
+
+       if(color_bufs.size()>1)
+               static Require _req(ARB_draw_buffers);
+
+       GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
+       if(ARB_direct_state_access)
+       {
+               /* ARB_direct_state_access ties the availability of these functions to
+               framebuffers themselves, so no further checks are needed. */
+               glNamedFramebufferDrawBuffers(id, color_bufs.size(), &color_bufs[0]);
+               glNamedFramebufferReadBuffer(id, first_buffer);
+       }
+       else
+       {
+               if(ARB_draw_buffers)
+                       glDrawBuffers(color_bufs.size(), &color_bufs[0]);
+               else if(MSP_buffer_control)
+                       glDrawBuffer(first_buffer);
+
+               if(MSP_buffer_control)
+                       glReadBuffer(first_buffer);
+       }
+}
+
+void Framebuffer::check_size()
+{
+       bool full_viewport = (view.left==0 && view.bottom==0 && view.width==width && view.height==height);
+       for(vector<Attachment>::iterator i=attachments.begin(); i!=attachments.end(); ++i)
+               if(i->type)
+               {
+                       if(i->type==GL_RENDERBUFFER)
+                       {
+                               width = i->rbuf->get_width();
+                               height = i->rbuf->get_height();
+                       }
+                       else if(i->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)
+                       {
+                               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)
+                       {
+                               width = max(static_cast<TextureCube *>(i->tex)->get_size()>>i->level, 1U);
+                               height = width;
+                       }
+                       if(full_viewport)
+                               reset_viewport();
+                       break;
+               }
+}
+
+unsigned Framebuffer::get_attachment_index(FramebufferAttachment attch)
+{
+       for(unsigned i=0; i<attachments.size(); ++i)
+               if(attachments[i].attachment==attch)
+                       return i;
+       attachments.push_back(Attachment(attch));
+       return attachments.size()-1;
 }
 
 void Framebuffer::attach(FramebufferAttachment attch, Renderbuffer &rbuf)
 {
-       maybe_bind();
-       glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attch, GL_RENDERBUFFER_EXT, rbuf.get_id());
+       if(!id)
+               throw invalid_operation("Framebuffer::attach");
+
+       unsigned i = get_attachment_index(attch);
+       attachments[i].set(rbuf);
+       update_attachment(1<<i);
+       check_size();
 }
 
-void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, int level)
+void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
 {
-       maybe_bind();
-       glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attch, tex.get_target(), tex.get_id(), level);
+       if(!id)
+               throw invalid_operation("Framebuffer::attach");
+
+       unsigned i = get_attachment_index(attch);
+       attachments[i].set(tex, level, 0);
+       update_attachment(1<<i);
+       check_size();
+}
+
+void Framebuffer::attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
+{
+       if(!id)
+               throw invalid_operation("Framebuffer::attach");
+
+       unsigned i = get_attachment_index(attch);
+       attachments[i].set(tex, level, layer);
+       update_attachment(1<<i);
+       check_size();
+}
+
+void Framebuffer::attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
+{
+       if(!id)
+               throw invalid_operation("Framebuffer::attach");
+
+       unsigned i = get_attachment_index(attch);
+       attachments[i].set(tex, level, TextureCube::get_face_index(face));
+       update_attachment(1<<i);
+       check_size();
+}
+
+void Framebuffer::detach(FramebufferAttachment attch)
+{
+       if(!id)
+               throw invalid_operation("Framebuffer::detach");
+
+       unsigned i = get_attachment_index(attch);
+       attachments[i].clear();
+       update_attachment(1<<i);
+       check_size();
 }
 
 FramebufferStatus Framebuffer::check_status() const
 {
-       maybe_bind();
-       return static_cast<FramebufferStatus>(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
+       if(ARB_direct_state_access)
+               return static_cast<FramebufferStatus>(glCheckNamedFramebufferStatus(id, GL_FRAMEBUFFER));
+       else
+       {
+               BindRestore _bind(this);
+               return static_cast<FramebufferStatus>(glCheckFramebufferStatus(GL_FRAMEBUFFER));
+       }
 }
 
-void Framebuffer::unbind()
+void Framebuffer::require_complete() const
 {
-       if(current)
+       FramebufferStatus status = check_status();
+       if(status!=FRAMEBUFFER_COMPLETE)
+               throw framebuffer_incomplete(status);
+}
+
+void Framebuffer::viewport(int l, int b, unsigned w, unsigned h)
+{
+       view.left = l;
+       view.bottom = b;
+       view.width = w;
+       view.height = h;
+
+       if(current()==this)
+               glViewport(view.left, view.bottom, view.width, view.height);
+}
+
+void Framebuffer::reset_viewport()
+{
+       viewport(0, 0, width, height);
+}
+
+void Framebuffer::clear(BufferBits bits)
+{
+       BindRestore _bind(this);
+       glClear(bits);
+}
+
+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)
+{
+       static Require _req(EXT_framebuffer_blit);
+
+       if(ARB_direct_state_access)
+       {
+               glBlitNamedFramebuffer(other.id, id, sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, bits, (filter ? GL_LINEAR : GL_NEAREST));
+               return;
+       }
+
+       const Framebuffer *old = current();
+       if(set_current(this))
        {
-               glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-               current=0;
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, id);
+               if(dirty)
+               {
+                       update_attachment(dirty);
+                       dirty = 0;
+               }
        }
+       if(old!=&other)
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, other.id);
+
+       glBlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, bits, (filter ? GL_LINEAR : GL_NEAREST));
+
+       set_current(old);
+       glBindFramebuffer(GL_FRAMEBUFFER, (old ? old->id : 0));
 }
 
-void Framebuffer::maybe_bind() const
+void Framebuffer::blit_from(const Framebuffer &other, int sx, int sy, unsigned wd, unsigned ht, int dx, int dy, BufferBits bits)
 {
-       if(current!=this)
-               bind();
+       blit_from(other, sx, sy, sx+wd, sy+ht, dx, dy, dx+wd, dy+ht, bits, false);
 }
 
-const Framebuffer *Framebuffer::current=0;
+void Framebuffer::blit_from(const Framebuffer &other, BufferBits bits, bool filter)
+{
+       blit_from(other, 0, 0, other.width, other.height, 0, 0, width, height, bits, filter);
+}
+
+void Framebuffer::bind() const
+{
+       if(set_current(this))
+       {
+               glBindFramebuffer(GL_FRAMEBUFFER, id);
+               if(dirty)
+               {
+                       update_attachment(dirty);
+                       dirty = 0;
+               }
+
+               if(width && height)
+                       glViewport(view.left, view.bottom, view.width, view.height);
+       }
+}
+
+const Framebuffer *Framebuffer::current()
+{
+       if(!cur_obj)
+               cur_obj = &system();
+       return cur_obj;
+}
+
+void Framebuffer::unbind()
+{
+       system().bind();
+}
+
+Framebuffer &Framebuffer::system()
+{
+       static Framebuffer sys_framebuf(0);
+       return sys_framebuf;
+}
+
+
+Framebuffer::Attachment::Attachment(FramebufferAttachment a):
+       attachment(a),
+       type(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, unsigned z)
+{
+       type = t.get_target();
+       tex = &t;
+       level = l;
+       layer = z;
+}
+
+void Framebuffer::Attachment::clear()
+{
+       type = 0;
+}
+
+
+Framebuffer::Viewport::Viewport():
+       left(0),
+       bottom(0),
+       width(0),
+       height(0)
+{ }
 
 } // namespace GL
 } // namespace Msp