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/**
* @file llrendertarget.cpp
* @brief LLRenderTarget implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llrendertarget.h"
#include "llrender.h"
LLRenderTarget* LLRenderTarget::sBoundTarget = NULL;
void check_framebuffer_status()
{
if (gDebugGL)
{
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GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch (status)
{
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case GL_FRAMEBUFFER_COMPLETE:
break;
default:
llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
ll_fail("check_framebuffer_status failed");
break;
}
}
}
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bool LLRenderTarget::sUseFBO = false;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mTex(0),
mFBO(0),
mDepth(0),
mStencil(0),
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mUseDepth(false),
mRenderDepth(false),
mUsage(LLTexUnit::TT_TEXTURE),
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mSamples(0)
{
}
LLRenderTarget::~LLRenderTarget()
{
release();
}
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void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
stop_glerror();
mResX = resx;
mResY = resy;
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
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mSamples = samples;
mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples);
if (mSamples > 0 && gGLManager.mHasTextureMultisample)
{
mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples);
mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE;
//no support for multisampled stencil targets yet
mStencil = false;
}
else
{
mSamples = 0;
}
release();
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
stop_glerror();
allocateDepth();
stop_glerror();
}
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glGenFramebuffers(1, (GLuint *) &mFBO);
if (mDepth)
{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (mStencil)
{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
}
else
{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
addColorAttachment(color_fmt);
}
void LLRenderTarget::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
return;
}
U32 offset = mTex.size();
if (offset >= 4 ||
(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
{
llerrs << "Too many color attachments!" << llendl;
}
U32 tex;
LLImageGL::generateTextures(1, &tex);
gGL.getTexUnit(0)->bindManual(mUsage, tex);
stop_glerror();
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if (mSamples > 0)
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glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
}
else
{
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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stop_glerror();
if (mSamples == 0)
{
if (offset == 0)
{ //use bilinear filtering on single texture render targets that aren't multisampled
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
stop_glerror();
}
else
{ //don't filter data attachments
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
}
if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
{
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
stop_glerror();
}
else
{
// ATI doesn't support mirrored repeat for rectangular textures.
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
stop_glerror();
}
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if (mFBO)
{
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stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
LLTexUnit::getInternalType(mUsage), tex, 0);
stop_glerror();
check_framebuffer_status();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
mTex.push_back(tex);
}
void LLRenderTarget::allocateDepth()
{
if (mStencil)
{
//use render buffers where stencil buffers are in play
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glGenRenderbuffers(1, (GLuint *) &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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if (mSamples == 0)
{
U32 internal_type = LLTexUnit::getInternalType(mUsage);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
else
{
glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
}
}
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
{
if (!mFBO || !target.mFBO)
{
llerrs << "Cannot share depth buffer between non FBO render targets." << llendl;
}
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if (target.mDepth)
{
llerrs << "Attempting to override existing depth buffer. Detach existing buffer first." << llendl;
}
if (target.mUseDepth)
{
llerrs << "Attempting to override existing shared depth buffer. Detach existing buffer first." << llendl;
}
if (mDepth)
{
stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
stop_glerror();
if (mStencil)
{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
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target.mStencil = true;
}
else
{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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target.mUseDepth = true;
void LLRenderTarget::release()
{
if (mDepth)
{
if (mStencil)
{
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glDeleteRenderbuffers(1, (GLuint*) &mDepth);
stop_glerror();
}
else
{
LLImageGL::deleteTextures(1, &mDepth, true);
stop_glerror();
}
mDepth = 0;
}
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else if (mUseDepth && mFBO)
{ //detach shared depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (mStencil)
{ //attached as a renderbuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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mStencil = false;
}
else
{ //attached as a texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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}
mUseDepth = false;
}
if (mFBO)
{
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glDeleteFramebuffers(1, (GLuint *) &mFBO);
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mFBO = 0;
}
if (mTex.size() > 0)
{
LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
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mTex.clear();
}
sBoundTarget = NULL;
}
void LLRenderTarget::bindTarget()
{
if (mFBO)
{
stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
stop_glerror();
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
glDrawBuffersARB(mTex.size(), drawbuffers);
}
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if (mTex.empty())
{ //no color buffer to draw to
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
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check_framebuffer_status();
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stop_glerror();
}
sBoundTarget = this;
}
// static
void LLRenderTarget::unbindTarget()
{
if (gGLManager.mHasFramebufferObject)
{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
sBoundTarget = NULL;
void LLRenderTarget::clear(U32 mask_in)
{
U32 mask = GL_COLOR_BUFFER_BIT;
if (mUseDepth)
{
mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
}
if (mFBO)
{
check_framebuffer_status();
stop_glerror();
glClear(mask & mask_in);
stop_glerror();
}
else
{
LLGLEnable scissor(GL_SCISSOR_TEST);
glScissor(0, 0, mResX, mResY);
glClear(mask & mask_in);
}
}
U32 LLRenderTarget::getTexture(U32 attachment) const
{
if (attachment > mTex.size()-1)
{
llerrs << "Invalid attachment index." << llendl;
}
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if (mTex.empty())
{
return 0;
}
return mTex[attachment];
}
void LLRenderTarget::bindTexture(U32 index, S32 channel)
{
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gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
}
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void LLRenderTarget::flush(bool fetch_depth)
{
gGL.flush();
if (!mFBO)
{
gGL.getTexUnit(0)->bind(this);
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
if (fetch_depth)
{
if (!mDepth)
{
allocateDepth();
}
gGL.getTexUnit(0)->bind(this);
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glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
gGL.getTexUnit(0)->disable();
}
else
{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
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GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);
if (!source.mFBO || !mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
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if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
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stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
gGL.getTexUnit(0)->bind(this, true);
stop_glerror();
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
else
{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
stop_glerror();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
stop_glerror();
check_framebuffer_status();
stop_glerror();
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
//static
void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
if (!source.mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
{
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GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
stop_glerror();
check_framebuffer_status();
stop_glerror();
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
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bool LLRenderTarget::isComplete() const
{
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return (!mTex.empty() || mDepth) ? true : false;
}
void LLRenderTarget::getViewport(S32* viewport)
{
viewport[0] = 0;
viewport[1] = 0;
viewport[2] = mResX;
viewport[3] = mResY;