310 lines
10 KiB
C
310 lines
10 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* GPU Frame-buffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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* multiple FBO's may be created.
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* - actual FBO creation & config is deferred until GPU_framebuffer_bind or
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* GPU_framebuffer_check_valid to allow creation & config while another
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* opengl context is bound (since FBOs are not shared between ogl contexts).
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*/
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#pragma once
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#include "GPU_common_types.h"
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#include "GPU_texture.h"
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typedef enum eGPUFrameBufferBits {
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GPU_COLOR_BIT = (1 << 0),
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GPU_DEPTH_BIT = (1 << 1),
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GPU_STENCIL_BIT = (1 << 2),
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} eGPUFrameBufferBits;
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ENUM_OPERATORS(eGPUFrameBufferBits, GPU_STENCIL_BIT)
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUAttachment {
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struct GPUTexture *tex;
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int layer, mip;
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} GPUAttachment;
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typedef enum eGPUBackBuffer {
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GPU_BACKBUFFER_LEFT = 0,
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GPU_BACKBUFFER_RIGHT,
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} eGPUBackBuffer;
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/** Opaque type hiding blender::gpu::FrameBuffer. */
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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typedef struct GPUOffScreen GPUOffScreen;
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GPUFrameBuffer *GPU_framebuffer_create(const char *name);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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void GPU_framebuffer_bind(GPUFrameBuffer *fb);
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/**
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* Workaround for binding a SRGB frame-buffer without doing the SRGB transform.
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*/
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void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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/* Advanced binding control. */
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typedef struct GPULoadStore {
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eGPULoadOp load_action;
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eGPUStoreOp store_action;
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} GPULoadStore;
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#define NULL_LOAD_STORE \
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{ \
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GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_DONT_CARE \
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}
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/* Load store config array (load_store_actions) matches attachment structure of
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* GPU_framebuffer_config_array. This allows us to explicitly specify whether attachment data needs
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* to be loaded and stored on a per-attachment basis. This enables a number of bandwidth
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* optimizations:
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* - No need to load contents if subsequent work is over-writing every pixel.
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* - No need to store attachments whose contents are not used beyond this pass e.g. depth buffer.
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* - State can be customized at bind-time rather than applying to the frame-buffer object as a
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* whole.
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*
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* Example:
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* \code{.c}
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* GPU_framebuffer_bind_loadstore(&fb, {
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* {GPU_LOADACTION_LOAD, GPU_STOREACTION_DONT_CARE} // must be depth buffer
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* {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE}, // Color attachment 0
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* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE}, // Color attachment 1
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* {GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_STORE} // Color attachment 2
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* })
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* \encode
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*/
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void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *fb,
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const GPULoadStore *load_store_actions,
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uint actions_len);
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#define GPU_framebuffer_bind_ex(_fb, ...) \
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{ \
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GPULoadStore actions[] = __VA_ARGS__; \
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GPU_framebuffer_bind_loadstore(_fb, actions, (sizeof(actions) / sizeof(GPULoadStore))); \
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}
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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GPUFrameBuffer *GPU_framebuffer_active_get(void);
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/**
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* Returns the default frame-buffer. Will always exists even if it's just a dummy.
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*/
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GPUFrameBuffer *GPU_framebuffer_back_get(void);
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#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
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do { \
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if (fb != NULL) { \
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GPU_framebuffer_free(fb); \
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fb = NULL; \
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} \
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} while (0)
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/* Frame-buffer setup: You need to call #GPU_framebuffer_bind for these
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* to be effective. */
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void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot);
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void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
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/**
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* How to use #GPU_framebuffer_ensure_config().
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*
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* Example:
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* \code{.c}
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* GPU_framebuffer_ensure_config(&fb, {
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* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
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* GPU_ATTACHMENT_TEXTURE(tex1),
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* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
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* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
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* })
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* \encode
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*
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* \note Unspecified attachments (i.e: those beyond the last
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* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
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*
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* \note Make sure that the dimensions of your textures matches
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* otherwise you will have an invalid framebuffer error.
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*/
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#define GPU_framebuffer_ensure_config(_fb, ...) \
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do { \
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if (*(_fb) == NULL) { \
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*(_fb) = GPU_framebuffer_create(#_fb); \
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} \
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GPUAttachment config[] = __VA_ARGS__; \
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GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
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} while (0)
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/**
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* First #GPUAttachment in *config is always the depth/depth_stencil buffer.
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* Following #GPUAttachments are color buffers.
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* Setting #GPUAttachment.mip to -1 will leave the texture in this slot.
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* Setting #GPUAttachment.tex to NULL will detach the texture in this slot.
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*/
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void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len);
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#define GPU_ATTACHMENT_NONE \
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{ \
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NULL, -1, 0, \
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}
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#define GPU_ATTACHMENT_LEAVE \
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{ \
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NULL, -1, -1, \
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}
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#define GPU_ATTACHMENT_TEXTURE(_tex) \
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{ \
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_tex, -1, 0, \
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}
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#define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
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{ \
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_tex, -1, _mip, \
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}
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#define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
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{ \
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_tex, _layer, 0, \
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}
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#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
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{ \
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_tex, _layer, _mip, \
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}
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#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
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{ \
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_tex, _face, 0, \
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}
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#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
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{ \
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_tex, _face, _mip, \
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}
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void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip);
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void GPU_framebuffer_texture_layer_attach(
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GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip);
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void GPU_framebuffer_texture_cubeface_attach(
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GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip);
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/**
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* Default size is used if the framebuffer contains no attachments.
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* It needs to be re-specified each time an attachment is added.
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*/
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void GPU_framebuffer_default_size(GPUFrameBuffer *gpu_fb, int width, int height);
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/* Frame-buffer operations. */
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/**
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* Viewport and scissor size is stored per frame-buffer.
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* It is only reset to its original dimensions explicitly OR when binding the frame-buffer after
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* modifying its attachments.
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*/
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void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
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void GPU_framebuffer_viewport_get(GPUFrameBuffer *fb, int r_viewport[4]);
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/**
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* Reset to its attachment(s) size.
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*/
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void GPU_framebuffer_viewport_reset(GPUFrameBuffer *fb);
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void GPU_framebuffer_clear(GPUFrameBuffer *fb,
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eGPUFrameBufferBits buffers,
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const float clear_col[4],
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float clear_depth,
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unsigned int clear_stencil);
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#define GPU_framebuffer_clear_color(fb, col) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
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#define GPU_framebuffer_clear_depth(fb, depth) \
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
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#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
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#define GPU_framebuffer_clear_stencil(fb, stencil) \
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GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
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#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
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#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
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GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
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/**
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* Clear all textures attached to this frame-buffer with a different color.
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*/
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void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4]);
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void GPU_framebuffer_read_depth(
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GPUFrameBuffer *fb, int x, int y, int w, int h, eGPUDataFormat format, void *data);
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void GPU_framebuffer_read_color(GPUFrameBuffer *fb,
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int x,
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int y,
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int w,
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int h,
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int channels,
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int slot,
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eGPUDataFormat format,
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void *data);
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/**
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* Read_slot and write_slot are only used for color buffers.
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*/
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void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
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int read_slot,
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GPUFrameBuffer *fb_write,
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int write_slot,
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eGPUFrameBufferBits blit_buffers);
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void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
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int max_lvl,
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void (*callback)(void *userData, int level),
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void *userData);
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#ifndef GPU_NO_USE_PY_REFERENCES
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void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb);
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void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref);
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#endif
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void GPU_framebuffer_push(GPUFrameBuffer *fb);
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GPUFrameBuffer *GPU_framebuffer_pop(void);
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uint GPU_framebuffer_stack_level_get(void);
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/* GPU OffScreen
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* - wrapper around frame-buffer and texture for simple off-screen drawing
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*/
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GPUOffScreen *GPU_offscreen_create(
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int width, int height, bool depth, eGPUTextureFormat format, char err_out[256]);
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void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *pixels);
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void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
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int GPU_offscreen_width(const GPUOffScreen *ofs);
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int GPU_offscreen_height(const GPUOffScreen *ofs);
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struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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/**
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* \note only to be used by viewport code!
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*/
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void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
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GPUFrameBuffer **r_fb,
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struct GPUTexture **r_color,
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struct GPUTexture **r_depth);
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void GPU_clear_color(float red, float green, float blue, float alpha);
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void GPU_clear_depth(float depth);
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void GPU_frontbuffer_read_pixels(
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int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data);
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void GPU_backbuffer_bind(eGPUBackBuffer buffer);
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#ifdef __cplusplus
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}
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#endif
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