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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;
U32 LLRenderTarget::sBytesAllocated = 0;
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:
LL_WARNS() << "check_framebuffer_status failed -- " << std::hex << status << LL_ENDL;
ll_fail("check_framebuffer_status failed");
break;
}
}
}
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bool LLRenderTarget::sUseFBO = false;
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U32 LLRenderTarget::sCurFBO = 0;
extern S32 gGLViewport[4];
U32 LLRenderTarget::sCurResX = 0;
U32 LLRenderTarget::sCurResY = 0;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mFBO(0),
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mPreviousFBO(0),
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mUseDepth(false),
mRenderDepth(false),
mUsage(LLTexUnit::TT_TEXTURE)
{
}
LLRenderTarget::~LLRenderTarget()
{
release();
}
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void LLRenderTarget::resize(U32 resx, U32 resy)
{
//for accounting, get the number of pixels added/subtracted
S32 pix_diff = (resx*resy)-(mResX*mResY);
mResX = resx;
mResY = resy;
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llassert(mInternalFormat.size() == mTex.size());
for (U32 i = 0; i < mTex.size(); ++i)
{ //resize color attachments
gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
sBytesAllocated += pix_diff*4;
}
if (mDepth)
{ //resize depth attachment
if (mStencil)
{
//use render buffers where stencil buffers are in play
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
}
sBytesAllocated += pix_diff*4;
}
}
bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
resx = llmin(resx, (U32) gGLManager.mGLMaxTextureSize);
resy = llmin(resy, (U32) gGLManager.mGLMaxTextureSize);
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stop_glerror();
stop_glerror();
mResX = resx;
mResY = resy;
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
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if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (!allocateDepth())
{
LL_WARNS() << "Failed to allocate depth buffer for render target." << LL_ENDL;
return false;
}
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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, sCurFBO);
}
return addColorAttachment(color_fmt);
bool LLRenderTarget::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
return true;
U32 offset = mTex.size();
if( offset >= 4 )
{
LL_WARNS() << "Too many color attachments" << LL_ENDL;
llassert( offset < 4 );
return false;
}
if( offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers) )
LL_WARNS() << "FBO not used or no drawbuffers available; mFBO=" << (U32)mFBO << " gGLManager.mHasDrawBuffers=" << (U32)gGLManager.mHasDrawBuffers << LL_ENDL;
llassert( mFBO != 0 );
llassert( gGLManager.mHasDrawBuffers );
return false;
U32 tex;
LLImageGL::generateTextures(1, &tex);
gGL.getTexUnit(0)->bindManual(mUsage, tex);
stop_glerror();
clear_glerror();
LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
if (glGetError() != GL_NO_ERROR)
{
LL_WARNS() << "Could not allocate color buffer for render target." << LL_ENDL;
return false;
}
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sBytesAllocated += mResX*mResY*4;
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stop_glerror();
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();
}
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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, sCurFBO);
}
mTex.push_back(tex);
mInternalFormat.push_back(color_fmt);
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if (gDebugGL)
{ //bind and unbind to validate target
bindTarget();
flush();
}
return true;
}
bool 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);
stop_glerror();
clear_glerror();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
stop_glerror();
clear_glerror();
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
sBytesAllocated += mResX*mResY*4;
if (glGetError() != GL_NO_ERROR)
{
LL_WARNS() << "Unable to allocate depth buffer for render target." << LL_ENDL;
return false;
}
return true;
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
{
if (!mFBO || !target.mFBO)
{
LL_ERRS() << "Cannot share depth buffer between non FBO render targets." << LL_ENDL;
}
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if (target.mDepth)
{
LL_ERRS() << "Attempting to override existing depth buffer. Detach existing buffer first." << LL_ENDL;
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}
if (target.mUseDepth)
{
LL_ERRS() << "Attempting to override existing shared depth buffer. Detach existing buffer first." << LL_ENDL;
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}
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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check_framebuffer_status();
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glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
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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);
stop_glerror();
}
mDepth = 0;
sBytesAllocated -= mResX*mResY*4;
}
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else if (mFBO)
{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (mUseDepth)
{ //detach shared depth buffer
if (mStencil)
{ //attached as a renderbuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
mStencil = false;
}
else
{ //attached as a texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
}
mUseDepth = false;
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}
glBindFramebuffer(GL_FRAMEBUFFER,0);
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}
if (mFBO)
{
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glDeleteFramebuffers(1, (GLuint *) &mFBO);
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stop_glerror();
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mFBO = 0;
}
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{
sBytesAllocated -= mResX*mResY*4*mTex.size();
LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
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}
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mTex.clear();
mInternalFormat.clear();
sBoundTarget = NULL;
}
void LLRenderTarget::bindTarget()
{
if (mFBO)
{
stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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sCurFBO = mFBO;
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stop_glerror();
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(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();
}
mPreviousResX = sCurResX;
mPreviousResY = sCurResY;
sBoundTarget = this;
}
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)
{
LL_ERRS() << "Invalid attachment index." << LL_ENDL;
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if (mTex.empty())
{
return 0;
}
return mTex[attachment];
}
U32 LLRenderTarget::getNumTextures() const
{
return mTex.size();
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
switch (mInternalFormat[index])
{
case GL_SRGB:
case GL_SRGB8:
case GL_SRGB_ALPHA:
case GL_SRGB8_ALPHA8:
isSRGB = true;
}
gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);
gGL.getTexUnit(channel)->setTextureColorSpace(isSRGB ? LLTexUnit::TCS_SRGB : LLTexUnit::TCS_LINEAR);
}
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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, mPreviousFBO);
sCurFBO = mPreviousFBO;
if (mPreviousFBO)
{
glViewport(0, 0, mPreviousResX, mPreviousResY);
sCurResX = mPreviousResX;
sCurResY = mPreviousResY;
}
else
{
glViewport(gGLViewport[0],gGLViewport[1],gGLViewport[2],gGLViewport[3]);
sCurResX = gGLViewport[2];
sCurResY = gGLViewport[3];
}
}
}
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)
{
LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL;
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return;
}
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if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
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stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
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check_framebuffer_status();
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gGL.getTexUnit(0)->bind(this, true);
stop_glerror();
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
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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();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
stop_glerror();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
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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)
{
LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL;
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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, sCurFBO);
}
}
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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;
}