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authorAlexander Gavriliuk <alexandrgproductengine@lindenlab.com>2023-11-30 17:47:58 +0100
committerAlexander Gavriliuk <alexandrgproductengine@lindenlab.com>2023-12-05 03:37:06 +0100
commitc9cd5631e4b149f83c5a49c8fbf869cf2fb5b6a7 (patch)
treed09566a4132530ea65574a886540e0f258103017 /indra/llrender/llrendertarget.cpp
parent54db4206e9302e7510bc4f103ff59714c1be942d (diff)
parent683bf84bb38adc88d4a4b7fedaed89b41fcac45e (diff)
Merge branch 'main' into DRTVWR-489
Diffstat (limited to 'indra/llrender/llrendertarget.cpp')
-rw-r--r--indra/llrender/llrendertarget.cpp919
1 files changed, 390 insertions, 529 deletions
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index fffc15efc3..88c48e5166 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -35,19 +35,19 @@ U32 LLRenderTarget::sBytesAllocated = 0;
void check_framebuffer_status()
{
- if (gDebugGL)
- {
- GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
- switch (status)
- {
- case GL_FRAMEBUFFER_COMPLETE:
- break;
- default:
- LL_WARNS() << "check_framebuffer_status failed -- " << std::hex << status << LL_ENDL;
- ll_fail("check_framebuffer_status failed");
- break;
- }
- }
+ if (gDebugGL)
+ {
+ GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_COMPLETE:
+ break;
+ default:
+ LL_WARNS() << "check_framebuffer_status failed -- " << std::hex << status << LL_ENDL;
+ ll_fail("check_framebuffer_status failed");
+ break;
+ }
+ }
}
bool LLRenderTarget::sUseFBO = false;
@@ -60,114 +60,93 @@ U32 LLRenderTarget::sCurResX = 0;
U32 LLRenderTarget::sCurResY = 0;
LLRenderTarget::LLRenderTarget() :
- mResX(0),
- mResY(0),
- mFBO(0),
- mPreviousFBO(0),
- mPreviousResX(0),
- mPreviousResY(0),
- mDepth(0),
- mStencil(0),
- mUseDepth(false),
- mRenderDepth(false),
- mUsage(LLTexUnit::TT_TEXTURE)
+ mResX(0),
+ mResY(0),
+ mFBO(0),
+ mDepth(0),
+ mUseDepth(false),
+ mUsage(LLTexUnit::TT_TEXTURE)
{
}
LLRenderTarget::~LLRenderTarget()
{
- release();
+ release();
}
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;
-
- llassert(mInternalFormat.size() == mTex.size());
-
- for (U32 i = 0; i < mTex.size(); ++i)
- { //resize color attachments
- gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]);
- 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;
- }
+ //for accounting, get the number of pixels added/subtracted
+ S32 pix_diff = (resx*resy)-(mResX*mResY);
+
+ mResX = resx;
+ mResY = resy;
+
+ llassert(mInternalFormat.size() == mTex.size());
+
+ for (U32 i = 0; i < mTex.size(); ++i)
+ { //resize color attachments
+ gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
+ sBytesAllocated += pix_diff*4;
+ }
+
+ if (mDepth)
+ {
+ 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)
+bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, LLTexUnit::eTextureType usage, LLTexUnit::eTextureMipGeneration generateMipMaps)
{
- resx = llmin(resx, (U32) gGLManager.mGLMaxTextureSize);
- resy = llmin(resy, (U32) gGLManager.mGLMaxTextureSize);
-
- stop_glerror();
- release();
- stop_glerror();
-
- mResX = resx;
- mResY = resy;
-
- mStencil = stencil;
- mUsage = usage;
- mUseDepth = depth;
-
- if (sUseFBO || use_fbo)
- {
- if (depth)
- {
- if (!allocateDepth())
- {
- LL_WARNS() << "Failed to allocate depth buffer for render target." << LL_ENDL;
- return false;
- }
- }
-
- glGenFramebuffers(1, (GLuint *) &mFBO);
-
- if (mDepth)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- if (mStencil)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- }
- else
- {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
- stop_glerror();
- }
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- }
-
- stop_glerror();
- }
-
- return addColorAttachment(color_fmt);
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ llassert(usage == LLTexUnit::TT_TEXTURE);
+ llassert(!isBoundInStack());
+
+ resx = llmin(resx, (U32) gGLManager.mGLMaxTextureSize);
+ resy = llmin(resy, (U32) gGLManager.mGLMaxTextureSize);
+
+ release();
+
+ mResX = resx;
+ mResY = resy;
+
+ mUsage = usage;
+ mUseDepth = depth;
+
+ mGenerateMipMaps = generateMipMaps;
+
+ if (mGenerateMipMaps != LLTexUnit::TMG_NONE) {
+ // Calculate the number of mip levels based upon resolution that we should have.
+ mMipLevels = 1 + floor(log10((float)llmax(mResX, mResY))/log10(2.0));
+ }
+
+ if (depth)
+ {
+ if (!allocateDepth())
+ {
+ LL_WARNS() << "Failed to allocate depth buffer for render target." << LL_ENDL;
+ return false;
+ }
+ }
+
+ glGenFramebuffers(1, (GLuint *) &mFBO);
+
+ if (mDepth)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
+ }
+
+ return addColorAttachment(color_fmt);
}
void LLRenderTarget::setColorAttachment(LLImageGL* img, LLGLuint use_name)
@@ -177,6 +156,7 @@ void LLRenderTarget::setColorAttachment(LLImageGL* img, LLGLuint use_name)
llassert(sUseFBO); // FBO support must be enabled
llassert(mDepth == 0); // depth buffers not supported with this mode
llassert(mTex.empty()); // mTex must be empty with this mode (binding target should be done via LLImageGL)
+ llassert(!isBoundInStack());
if (mFBO == 0)
{
@@ -207,6 +187,7 @@ void LLRenderTarget::setColorAttachment(LLImageGL* img, LLGLuint use_name)
void LLRenderTarget::releaseColorAttachment()
{
LL_PROFILE_ZONE_SCOPED;
+ llassert(!isBoundInStack());
llassert(mTex.size() == 1); //cannot use releaseColorAttachment with LLRenderTarget managed color targets
llassert(mFBO != 0); // mFBO must be valid
@@ -219,340 +200,297 @@ void LLRenderTarget::releaseColorAttachment()
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;
- }
- }
-
- sBytesAllocated += mResX*mResY*4;
-
- 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();
- }
-
- 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();
- }
-
- if (mFBO)
- {
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
- LLTexUnit::getInternalType(mUsage), tex, 0);
- stop_glerror();
-
- check_framebuffer_status();
-
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- }
-
- mTex.push_back(tex);
- mInternalFormat.push_back(color_fmt);
-
-#if !LL_DARWIN
- if (gDebugGL)
- { //bind and unbind to validate target
- bindTarget();
- flush();
- }
-#endif
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ llassert(!isBoundInStack());
+
+ 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) )
+ {
+ llassert( mFBO != 0 );
+ 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;
+ }
+ }
+ sBytesAllocated += mResX*mResY*4;
+
+ stop_glerror();
+
- return true;
+ 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();
+ }
+
+ 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();
+ }
+
+ if (mFBO)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
+ LLTexUnit::getInternalType(mUsage), tex, 0);
+
+ check_framebuffer_status();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
+ }
+
+ mTex.push_back(tex);
+ mInternalFormat.push_back(color_fmt);
+
+ 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
- glGenRenderbuffers(1, (GLuint *) &mDepth);
- glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
- stop_glerror();
- clear_glerror();
- 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;
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ 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;
- }
-
- if (target.mDepth)
- {
- LL_ERRS() << "Attempting to override existing depth buffer. Detach existing buffer first." << LL_ENDL;
- }
-
- if (target.mUseDepth)
- {
- LL_ERRS() << "Attempting to override existing shared depth buffer. Detach existing buffer first." << LL_ENDL;
- }
-
- if (mDepth)
- {
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
- stop_glerror();
-
- if (mStencil)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- target.mStencil = true;
- }
- else
- {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
- stop_glerror();
- }
-
- check_framebuffer_status();
-
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
-
- target.mUseDepth = true;
- }
+ llassert(!isBoundInStack());
+
+ if (!mFBO || !target.mFBO)
+ {
+ LL_ERRS() << "Cannot share depth buffer between non FBO render targets." << LL_ENDL;
+ }
+
+ if (target.mDepth)
+ {
+ LL_ERRS() << "Attempting to override existing depth buffer. Detach existing buffer first." << LL_ENDL;
+ }
+
+ if (target.mUseDepth)
+ {
+ LL_ERRS() << "Attempting to override existing shared depth buffer. Detach existing buffer first." << LL_ENDL;
+ }
+
+ if (mDepth)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
+
+ check_framebuffer_status();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
+
+ target.mUseDepth = true;
+ }
}
void LLRenderTarget::release()
{
- if (mDepth)
- {
- if (mStencil)
- {
- glDeleteRenderbuffers(1, (GLuint*) &mDepth);
- stop_glerror();
- }
- else
- {
- LLImageGL::deleteTextures(1, &mDepth);
- stop_glerror();
- }
- mDepth = 0;
-
- sBytesAllocated -= mResX*mResY*4;
- }
- else if (mFBO)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- 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;
- }
- }
-
- // Detach any extra color buffers (e.g. SRGB spec buffers)
- //
- if (mFBO && (mTex.size() > 1))
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- S32 z;
- for (z = mTex.size() - 1; z >= 1; z--)
- {
- sBytesAllocated -= mResX*mResY*4;
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+z, LLTexUnit::getInternalType(mUsage), 0, 0);
- stop_glerror();
- LLImageGL::deleteTextures(1, &mTex[z]);
- }
- }
-
- if (mFBO)
- {
- glDeleteFramebuffers(1, (GLuint *) &mFBO);
- stop_glerror();
- mFBO = 0;
- }
-
- if (mTex.size() > 0)
- {
- sBytesAllocated -= mResX*mResY*4;
- LLImageGL::deleteTextures(1, &mTex[0]);
- }
-
- mTex.clear();
- mInternalFormat.clear();
-
- mResX = mResY = 0;
-
- sBoundTarget = NULL;
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ llassert(!isBoundInStack());
+
+ if (mDepth)
+ {
+ LLImageGL::deleteTextures(1, &mDepth);
+
+ mDepth = 0;
+
+ sBytesAllocated -= mResX*mResY*4;
+ }
+ else if (mFBO)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+
+ if (mUseDepth)
+ { //detach shared depth buffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
+ mUseDepth = false;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
+ }
+
+ // Detach any extra color buffers (e.g. SRGB spec buffers)
+ //
+ if (mFBO && (mTex.size() > 1))
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ S32 z;
+ for (z = mTex.size() - 1; z >= 1; z--)
+ {
+ sBytesAllocated -= mResX*mResY*4;
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+z, LLTexUnit::getInternalType(mUsage), 0, 0);
+ LLImageGL::deleteTextures(1, &mTex[z]);
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
+ }
+
+ if (mFBO)
+ {
+ if (mFBO == sCurFBO)
+ {
+ sCurFBO = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ glDeleteFramebuffers(1, (GLuint *) &mFBO);
+ mFBO = 0;
+ }
+
+ if (mTex.size() > 0)
+ {
+ sBytesAllocated -= mResX*mResY*4;
+ LLImageGL::deleteTextures(1, &mTex[0]);
+ }
+
+ mTex.clear();
+ mInternalFormat.clear();
+
+ mResX = mResY = 0;
}
void LLRenderTarget::bindTarget()
{
- if (mFBO)
- {
- stop_glerror();
-
- mPreviousFBO = sCurFBO;
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- sCurFBO = mFBO;
-
- stop_glerror();
- if (gGLManager.mHasDrawBuffers)
- { //setup multiple render targets
- GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3};
- LL_PROFILER_GPU_ZONEC( "gl.DrawBuffersARB", 0x4000FF )
- glDrawBuffersARB(mTex.size(), drawbuffers);
- }
-
- if (mTex.empty())
- { //no color buffer to draw to
- LL_PROFILER_GPU_ZONEC( "gl.DrawBuffer", 0x0000FF )
- glDrawBuffer(GL_NONE);
- glReadBuffer(GL_NONE);
- }
-
- check_framebuffer_status();
-
- stop_glerror();
- }
-
- mPreviousResX = sCurResX;
- mPreviousResY = sCurResY;
- glViewport(0, 0, mResX, mResY);
- sCurResX = mResX;
- sCurResY = mResY;
-
- sBoundTarget = this;
+ LL_PROFILE_GPU_ZONE("bindTarget");
+ llassert(mFBO);
+ llassert(!isBoundInStack());
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ sCurFBO = mFBO;
+
+ //setup multiple render targets
+ GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3};
+ glDrawBuffers(mTex.size(), drawbuffers);
+
+ if (mTex.empty())
+ { //no color buffer to draw to
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+
+ check_framebuffer_status();
+
+ glViewport(0, 0, mResX, mResY);
+ sCurResX = mResX;
+ sCurResY = mResY;
+
+ mPreviousRT = sBoundTarget;
+ 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);
- stop_glerror();
- glClear(mask & mask_in);
- }
+ LL_PROFILE_GPU_ZONE("clear");
+ llassert(mFBO);
+ U32 mask = GL_COLOR_BUFFER_BIT;
+ if (mUseDepth)
+ {
+ mask |= GL_DEPTH_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);
+ stop_glerror();
+ glClear(mask & mask_in);
+ }
}
U32 LLRenderTarget::getTexture(U32 attachment) const
{
- if (attachment > mTex.size()-1)
- {
- LL_ERRS() << "Invalid attachment index." << LL_ENDL;
- }
- if (mTex.empty())
- {
- return 0;
- }
- return mTex[attachment];
+ if (attachment > mTex.size()-1)
+ {
+ LL_ERRS() << "Invalid attachment index." << LL_ENDL;
+ }
+ if (mTex.empty())
+ {
+ return 0;
+ }
+ return mTex[attachment];
}
U32 LLRenderTarget::getNumTextures() const
{
- return mTex.size();
+ return mTex.size();
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
{
- gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
+ gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index), filter_options == LLTexUnit::TFO_TRILINEAR || filter_options == LLTexUnit::TFO_ANISOTROPIC);
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
@@ -573,137 +511,60 @@ void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilt
gGL.getTexUnit(channel)->setTextureColorSpace(isSRGB ? LLTexUnit::TCS_SRGB : LLTexUnit::TCS_LINEAR);
}
-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, 0, 0, mResX, mResY, 0);
- }
-
- gGL.getTexUnit(0)->disable();
- }
- else
- {
- stop_glerror();
- 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];
- }
-
- stop_glerror();
- }
-}
-
-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)
+void LLRenderTarget::flush()
{
- GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
-
- LLGLDepthTest depth(write_depth, write_depth);
-
- gGL.flush();
- if (!source.mFBO || !mFBO)
- {
- LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL;
- return;
- }
-
-
- if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
- {
- stop_glerror();
-
- glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
- check_framebuffer_status();
- gGL.getTexUnit(0)->bind(this, true);
- stop_glerror();
- glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
- else
- {
- 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();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
-}
+ LL_PROFILE_GPU_ZONE("rt flush");
+ gGL.flush();
+ llassert(mFBO);
+ llassert(sCurFBO == mFBO);
+ llassert(sBoundTarget == this);
+
+ if (mGenerateMipMaps == LLTexUnit::TMG_AUTO) {
+ LL_PROFILE_GPU_ZONE("rt generate mipmaps");
+ bindTexture(0, 0, LLTexUnit::TFO_TRILINEAR);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
-//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;
- return;
- }
-
- {
- GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
-
- LLGLDepthTest depth(write_depth, write_depth);
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- stop_glerror();
- check_framebuffer_status();
- stop_glerror();
- glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
+ if (mPreviousRT)
+ {
+ // a bit hacky -- pop the RT stack back two frames and push
+ // the previous frame back on to play nice with the GL state machine
+ sBoundTarget = mPreviousRT->mPreviousRT;
+ mPreviousRT->bindTarget();
+ }
+ else
+ {
+ sBoundTarget = nullptr;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ sCurFBO = 0;
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ sCurResX = gGLViewport[2];
+ sCurResY = gGLViewport[3];
+ }
}
bool LLRenderTarget::isComplete() const
{
- return (!mTex.empty() || mDepth) ? true : false;
+ return (!mTex.empty() || mDepth) ? true : false;
}
void LLRenderTarget::getViewport(S32* viewport)
{
- viewport[0] = 0;
- viewport[1] = 0;
- viewport[2] = mResX;
- viewport[3] = mResY;
+ viewport[0] = 0;
+ viewport[1] = 0;
+ viewport[2] = mResX;
+ viewport[3] = mResY;
}
+bool LLRenderTarget::isBoundInStack() const
+{
+ LLRenderTarget* cur = sBoundTarget;
+ while (cur && cur != this)
+ {
+ cur = cur->mPreviousRT;
+ }
+
+ return cur == this;
+}