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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)
{
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
default:
ll_fail("check_framebuffer_status failed");
break;
}
}
}
BOOL LLRenderTarget::sUseFBO = FALSE;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mTex(0),
mFBO(0),
mDepth(0),
mStencil(0),
mUseDepth(FALSE),
mRenderDepth(FALSE),
mUsage(LLTexUnit::TT_TEXTURE),
mSamples(0),
mSampleBuffer(NULL)
{
}
LLRenderTarget::~LLRenderTarget()
{
release();
}
void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
{
mSampleBuffer = buffer;
}
void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo)
{
stop_glerror();
mResX = resx;
mResY = resy;
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
release();
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
stop_glerror();
allocateDepth();
stop_glerror();
}
glGenFramebuffersEXT(1, (GLuint *) &mFBO);
if (mDepth)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
if (mStencil)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
stop_glerror();
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
stop_glerror();
}
else
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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();
LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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stop_glerror();
if (offset == 0)
{
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
else
{ //don't filter data attachments
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
{
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
}
else
{
// ATI doesn't support mirrored repeat for rectangular textures.
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
if (mFBO)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset,
LLTexUnit::getInternalType(mUsage), tex, 0);
stop_glerror();
check_framebuffer_status();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
mTex.push_back(tex);
}
void LLRenderTarget::allocateDepth()
{
if (mStencil)
{
//use render buffers where stencil buffers are in play
glGenRenderbuffersEXT(1, (GLuint *) &mDepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, mResX, mResY);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
else
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32_ARB, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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}
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
{
if (!mFBO || !target.mFBO)
{
llerrs << "Cannot share depth buffer between non FBO render targets." << llendl;
}
if (mDepth)
{
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, target.mFBO);
stop_glerror();
if (mStencil)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
stop_glerror();
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
stop_glerror();
}
else
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
if (mStencil)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
target.mUseDepth = TRUE;
}
void LLRenderTarget::release()
{
if (mFBO)
{
glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
mFBO = 0;
}
if (mTex.size() > 0)
{
LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
mTex.clear();
}
if (mDepth)
{
if (mStencil)
{
glDeleteRenderbuffersEXT(1, (GLuint*) &mDepth);
stop_glerror();
}
else
{
LLImageGL::deleteTextures(1, &mDepth);
stop_glerror();
}
mDepth = 0;
}
mSampleBuffer = NULL;
sBoundTarget = NULL;
}
void LLRenderTarget::bindTarget()
{
if (mFBO)
{
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stop_glerror();
if (mSampleBuffer)
{
mSampleBuffer->bindTarget(this);
stop_glerror();
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
stop_glerror();
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT};
glDrawBuffersARB(mTex.size(), drawbuffers);
}
if (mTex.empty())
{ //no color buffer to draw to
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
check_framebuffer_status();
stop_glerror();
}
}
sBoundTarget = this;
}
// static
void LLRenderTarget::unbindTarget()
{
if (gGLManager.mHasFramebufferObject)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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;
}
return mTex[attachment];
}
void LLRenderTarget::bindTexture(U32 index, S32 channel)
{
if (index > mTex.size()-1)
{
llerrs << "Invalid attachment index." << llendl;
}
gGL.getTexUnit(channel)->bindManual(mUsage, mTex[index]);
}
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);
glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, mResX, mResY, 0);
gGL.getTexUnit(0)->disable();
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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if (mSampleBuffer)
{
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
stop_glerror();
check_framebuffer_status();
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, mSampleBuffer->mFBO);
check_framebuffer_status();
stop_glerror();
glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
stop_glerror();
if (mTex.size() > 1)
{
for (U32 i = 1; i < mTex.size(); ++i)
{
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
stop_glerror();
glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, mSampleBuffer->mTex[i]);
stop_glerror();
glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
stop_glerror();
}
for (U32 i = 0; i < mTex.size(); ++i)
{
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i,
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
stop_glerror();
glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_RENDERBUFFER_EXT, mSampleBuffer->mTex[i]);
stop_glerror();
}
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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)
{
if (!source.mFBO || !mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
if (mSampleBuffer)
{
mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
else
{
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if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
{
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, source.mFBO);
gGL.getTexUnit(0)->bind(this, true);
stop_glerror();
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
stop_glerror();
}
else
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, source.mFBO);
stop_glerror();
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, mFBO);
stop_glerror();
check_framebuffer_status();
stop_glerror();
glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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;
}
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, source.mFBO);
stop_glerror();
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
stop_glerror();
check_framebuffer_status();
stop_glerror();
glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
BOOL LLRenderTarget::isComplete() const
{
return (!mTex.empty() || mDepth) ? TRUE : FALSE;
}
void LLRenderTarget::getViewport(S32* viewport)
{
viewport[0] = 0;
viewport[1] = 0;
viewport[2] = mResX;
viewport[3] = mResY;
}
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//==================================================
// LLMultisampleBuffer implementation
//==================================================
LLMultisampleBuffer::LLMultisampleBuffer()
{
}
LLMultisampleBuffer::~LLMultisampleBuffer()
{
releaseSampleBuffer();
}
void LLMultisampleBuffer::releaseSampleBuffer()
{
if (mFBO)
{
glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
mFBO = 0;
}
if (mTex.size() > 0)
{
glDeleteRenderbuffersEXT(mTex.size(), (GLuint *) &mTex[0]);
mTex.clear();
}
if (mDepth)
{
glDeleteRenderbuffersEXT(1, (GLuint *) &mDepth);
mDepth = 0;
}
}
void LLMultisampleBuffer::bindTarget()
{
bindTarget(this);
}
void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
{
if (!ref)
{
ref = this;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT};
glDrawBuffersARB(ref->mTex.size(), drawbuffers);
}
check_framebuffer_status();
sBoundTarget = this;
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}
void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo )
{
allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
}
void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples )
{
stop_glerror();
mResX = resx;
mResY = resy;
mUsage = usage;
mUseDepth = depth;
mStencil = stencil;
releaseSampleBuffer();
if (!gGLManager.mHasFramebufferMultisample)
{
llerrs << "Attempting to allocate unsupported render target type!" << llendl;
}
mSamples = samples;
if (mSamples <= 1)
{
llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
}
stop_glerror();
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
stop_glerror();
allocateDepth();
stop_glerror();
}
glGenFramebuffersEXT(1, (GLuint *) &mFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
if (mDepth)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
if (mStencil)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
stop_glerror();
}
addColorAttachment(color_fmt);
}
void LLMultisampleBuffer::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;
glGenRenderbuffersEXT(1, &tex);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, tex);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, color_fmt, mResX, mResY);
stop_glerror();
if (mFBO)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset, GL_RENDERBUFFER_EXT, tex);
stop_glerror();
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
default:
llerrs << "WTF? " << std::hex << status << llendl;
break;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
mTex.push_back(tex);
}
void LLMultisampleBuffer::allocateDepth()
{
glGenRenderbuffersEXT(1, (GLuint* ) &mDepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
if (mStencil)
{
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH24_STENCIL8_EXT, mResX, mResY);
}
else
{
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
}
}