| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "BsGLFrameBufferObject.h" |
| 4 | #include "BsGLPixelFormat.h" |
| 5 | #include "BsGLPixelBuffer.h" |
| 6 | #include "BsGLRenderTexture.h" |
| 7 | #include "Profiling/BsRenderStats.h" |
| 8 | |
| 9 | namespace bs { namespace ct |
| 10 | { |
| 11 | GLFrameBufferObject::GLFrameBufferObject() |
| 12 | { |
| 13 | glGenFramebuffers(1, &mFB); |
| 14 | BS_CHECK_GL_ERROR(); |
| 15 | |
| 16 | for (UINT32 x = 0; x < BS_MAX_MULTIPLE_RENDER_TARGETS; ++x) |
| 17 | mColor[x].buffer = nullptr; |
| 18 | |
| 19 | BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_FrameBufferObject); |
| 20 | } |
| 21 | |
| 22 | GLFrameBufferObject::~GLFrameBufferObject() |
| 23 | { |
| 24 | glDeleteFramebuffers(1, &mFB); |
| 25 | BS_CHECK_GL_ERROR(); |
| 26 | |
| 27 | BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_FrameBufferObject); |
| 28 | } |
| 29 | |
| 30 | void GLFrameBufferObject::bindSurface(UINT32 attachment, const GLSurfaceDesc &target) |
| 31 | { |
| 32 | assert(attachment < BS_MAX_MULTIPLE_RENDER_TARGETS); |
| 33 | mColor[attachment] = target; |
| 34 | } |
| 35 | |
| 36 | void GLFrameBufferObject::unbindSurface(UINT32 attachment) |
| 37 | { |
| 38 | assert(attachment < BS_MAX_MULTIPLE_RENDER_TARGETS); |
| 39 | mColor[attachment].buffer = nullptr; |
| 40 | } |
| 41 | |
| 42 | void GLFrameBufferObject::bindDepthStencil(SPtr<GLPixelBuffer> depthStencilBuffer, bool allLayers) |
| 43 | { |
| 44 | mDepthStencilBuffer = depthStencilBuffer; |
| 45 | mDepthStencilAllLayers = allLayers; |
| 46 | } |
| 47 | |
| 48 | void GLFrameBufferObject::unbindDepthStencil() |
| 49 | { |
| 50 | mDepthStencilBuffer = nullptr; |
| 51 | } |
| 52 | |
| 53 | void GLFrameBufferObject::rebuild() |
| 54 | { |
| 55 | // Store basic stats |
| 56 | UINT16 maxSupportedMRTs = RenderAPI::instancePtr()->getCapabilities(0).numMultiRenderTargets; |
| 57 | |
| 58 | // Bind simple buffer to add color attachments |
| 59 | glBindFramebuffer(GL_FRAMEBUFFER, mFB); |
| 60 | BS_CHECK_GL_ERROR(); |
| 61 | |
| 62 | // Bind all attachment points to frame buffer |
| 63 | for (UINT16 x = 0; x < maxSupportedMRTs; ++x) |
| 64 | { |
| 65 | if (mColor[x].buffer) |
| 66 | { |
| 67 | // Note: I'm attaching textures to FBO while renderbuffers might yield better performance if I |
| 68 | // don't need to read from them |
| 69 | |
| 70 | mColor[x].buffer->bindToFramebuffer(GL_COLOR_ATTACHMENT0 + x, mColor[x].zoffset, mColor[x].allLayers); |
| 71 | } |
| 72 | else |
| 73 | { |
| 74 | // Detach |
| 75 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, 0, 0); |
| 76 | BS_CHECK_GL_ERROR(); |
| 77 | } |
| 78 | } |
| 79 | |
| 80 | if (mDepthStencilBuffer != nullptr) |
| 81 | { |
| 82 | GLenum depthStencilFormat = GLPixelUtil::getDepthStencilFormatFromPF(mDepthStencilBuffer->getFormat()); |
| 83 | |
| 84 | GLenum attachmentPoint; |
| 85 | if (depthStencilFormat == GL_DEPTH_STENCIL) |
| 86 | attachmentPoint = GL_DEPTH_STENCIL_ATTACHMENT; |
| 87 | else // Depth only |
| 88 | attachmentPoint = GL_DEPTH_ATTACHMENT; |
| 89 | |
| 90 | mDepthStencilBuffer->bindToFramebuffer(attachmentPoint, 0, mDepthStencilAllLayers); |
| 91 | } |
| 92 | |
| 93 | // Do glDrawBuffer calls |
| 94 | GLenum bufs[BS_MAX_MULTIPLE_RENDER_TARGETS]; |
| 95 | GLsizei n = 0; |
| 96 | for (UINT32 x = 0; x < BS_MAX_MULTIPLE_RENDER_TARGETS; ++x) |
| 97 | { |
| 98 | // Fill attached colour buffers |
| 99 | if (mColor[x].buffer) |
| 100 | { |
| 101 | bufs[x] = GL_COLOR_ATTACHMENT0 + x; |
| 102 | // Keep highest used buffer + 1 |
| 103 | n = x + 1; |
| 104 | } |
| 105 | else |
| 106 | { |
| 107 | bufs[x] = GL_NONE; |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | glDrawBuffers(n, bufs); |
| 112 | BS_CHECK_GL_ERROR(); |
| 113 | |
| 114 | // No read buffer, by default, if we want to read anyway we must not forget to set this. |
| 115 | glReadBuffer(GL_NONE); |
| 116 | BS_CHECK_GL_ERROR(); |
| 117 | |
| 118 | // Check status |
| 119 | GLuint status; |
| 120 | status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| 121 | BS_CHECK_GL_ERROR(); |
| 122 | |
| 123 | // Bind main buffer |
| 124 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 125 | BS_CHECK_GL_ERROR(); |
| 126 | |
| 127 | switch (status) |
| 128 | { |
| 129 | case GL_FRAMEBUFFER_COMPLETE: |
| 130 | break; |
| 131 | case GL_FRAMEBUFFER_UNSUPPORTED: |
| 132 | LOGERR("All framebuffer formats with this texture internal format unsupported" ); |
| 133 | break; |
| 134 | default: |
| 135 | LOGERR("Framebuffer incomplete or other FBO status error" ); |
| 136 | } |
| 137 | } |
| 138 | |
| 139 | void GLFrameBufferObject::bind() |
| 140 | { |
| 141 | glBindFramebuffer(GL_FRAMEBUFFER, mFB); |
| 142 | BS_CHECK_GL_ERROR(); |
| 143 | } |
| 144 | }} |