tornavis/source/blender/gpu/GPU_framebuffer.h

310 lines
10 KiB
C

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