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Diffstat (limited to 'indra/llrender/llrendertarget.cpp')
-rw-r--r--indra/llrender/llrendertarget.cpp414
1 files changed, 116 insertions, 298 deletions
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index cd2556d435..ef2a7395da 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -31,8 +31,7 @@
#include "llgl.h"
LLRenderTarget* LLRenderTarget::sBoundTarget = NULL;
-
-
+U32 LLRenderTarget::sBytesAllocated = 0;
void check_framebuffer_status()
{
@@ -44,6 +43,7 @@ void check_framebuffer_status()
case GL_FRAMEBUFFER_COMPLETE:
break;
default:
+ llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
ll_fail("check_framebuffer_status failed");
break;
}
@@ -61,9 +61,7 @@ LLRenderTarget::LLRenderTarget() :
mStencil(0),
mUseDepth(false),
mRenderDepth(false),
- mUsage(LLTexUnit::TT_TEXTURE),
- mSamples(0),
- mSampleBuffer(NULL)
+ mUsage(LLTexUnit::TT_TEXTURE)
{
}
@@ -72,15 +70,12 @@ LLRenderTarget::~LLRenderTarget()
release();
}
-
-void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
-{
- mSampleBuffer = buffer;
-}
-
-void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
+bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
stop_glerror();
+ release();
+ stop_glerror();
+
mResX = resx;
mResY = resy;
@@ -88,15 +83,15 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
mUsage = usage;
mUseDepth = depth;
- release();
-
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
- stop_glerror();
- allocateDepth();
- stop_glerror();
+ if (!allocateDepth())
+ {
+ llwarns << "Failed to allocate depth buffer for render target." << llendl;
+ return false;
+ }
}
glGenFramebuffers(1, (GLuint *) &mFBO);
@@ -122,14 +117,14 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
stop_glerror();
}
- addColorAttachment(color_fmt);
+ return addColorAttachment(color_fmt);
}
-void LLRenderTarget::addColorAttachment(U32 color_fmt)
+bool LLRenderTarget::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
- return;
+ return true;
}
U32 offset = mTex.size();
@@ -145,29 +140,48 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
stop_glerror();
- LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ {
+ clear_glerror();
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ if (glGetError() != GL_NO_ERROR)
+ {
+ llwarns << "Could not allocate color buffer for render target." << llendl;
+ 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);
@@ -180,15 +194,24 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
mTex.push_back(tex);
+ if (gDebugGL)
+ { //bind and unbind to validate target
+ bindTarget();
+ flush();
+ }
+
+ return true;
}
-void LLRenderTarget::allocateDepth()
+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);
}
@@ -196,10 +219,23 @@ void LLRenderTarget::allocateDepth()
{
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);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
+
+ sBytesAllocated += mResX*mResY*4;
+
+ if (glGetError() != GL_NO_ERROR)
+ {
+ llwarns << "Unable to allocate depth buffer for render target." << llendl;
+ return false;
+ }
+
+ return true;
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
@@ -238,6 +274,9 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
+
+ check_framebuffer_status();
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
target.mUseDepth = true;
@@ -255,18 +294,20 @@ void LLRenderTarget::release()
}
else
{
- LLImageGL::deleteTextures(1, &mDepth);
+ LLImageGL::deleteTextures(1, &mDepth, true);
stop_glerror();
}
mDepth = 0;
+
+ sBytesAllocated -= mResX*mResY*4;
}
else if (mUseDepth && mFBO)
{ //detach shared depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (mStencil)
{ //attached as a renderbuffer
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
mStencil = false;
}
else
@@ -284,11 +325,13 @@ void LLRenderTarget::release()
if (mTex.size() > 0)
{
- LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
+ sBytesAllocated -= mResX*mResY*4*mTex.size();
+ LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
mTex.clear();
}
+
+ mResX = mResY = 0;
- mSampleBuffer = NULL;
sBoundTarget = NULL;
}
@@ -297,34 +340,27 @@ void LLRenderTarget::bindTarget()
if (mFBO)
{
stop_glerror();
- if (mSampleBuffer)
- {
- mSampleBuffer->bindTarget(this);
- stop_glerror();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ stop_glerror();
+ if (gGLManager.mHasDrawBuffers)
+ { //setup multiple render targets
+ GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3};
+ glDrawBuffersARB(mTex.size(), drawbuffers);
}
- else
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- stop_glerror();
- if (gGLManager.mHasDrawBuffers)
- { //setup multiple render targets
- GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3};
- glDrawBuffersARB(mTex.size(), drawbuffers);
- }
- if (mTex.empty())
- { //no color buffer to draw to
- glDrawBuffer(GL_NONE);
- glReadBuffer(GL_NONE);
- }
+ if (mTex.empty())
+ { //no color buffer to draw to
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
- check_framebuffer_status();
+ check_framebuffer_status();
- stop_glerror();
- }
+ stop_glerror();
}
glViewport(0, 0, mResX, mResY);
@@ -406,50 +442,8 @@ void LLRenderTarget::flush(bool fetch_depth)
else
{
stop_glerror();
-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
stop_glerror();
-
- if (mSampleBuffer)
- {
- LLGLEnable multisample(GL_MULTISAMPLE);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- stop_glerror();
- check_framebuffer_status();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
- check_framebuffer_status();
-
- stop_glerror();
- glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- stop_glerror();
-
- if (mTex.size() > 1)
- {
- for (U32 i = 1; i < mTex.size(); ++i)
- {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- LLTexUnit::getInternalType(mUsage), mTex[i], 0);
- stop_glerror();
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
- stop_glerror();
- glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- stop_glerror();
- }
-
- for (U32 i = 0; i < mTex.size(); ++i)
- {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
- LLTexUnit::getInternalType(mUsage), mTex[i], 0);
- stop_glerror();
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
- stop_glerror();
- }
- }
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
@@ -463,40 +457,40 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
gGL.flush();
if (!source.mFBO || !mFBO)
{
- llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
+ llwarns << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
+ return;
}
- if (mSampleBuffer)
+
+ if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
{
- mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+ 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, 0);
+ stop_glerror();
}
else
{
- if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
- {
- stop_glerror();
-
- glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
- gGL.getTexUnit(0)->bind(this, true);
- stop_glerror();
- glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- 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_FRAMEBUFFER, 0);
- stop_glerror();
- }
+ 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, 0);
+ stop_glerror();
}
}
@@ -539,179 +533,3 @@ void LLRenderTarget::getViewport(S32* viewport)
viewport[3] = mResY;
}
-//==================================================
-// LLMultisampleBuffer implementation
-//==================================================
-LLMultisampleBuffer::LLMultisampleBuffer()
-{
-
-}
-
-LLMultisampleBuffer::~LLMultisampleBuffer()
-{
- release();
-}
-
-void LLMultisampleBuffer::release()
-{
- if (mFBO)
- {
- glDeleteFramebuffers(1, (GLuint *) &mFBO);
- mFBO = 0;
- }
-
- if (mTex.size() > 0)
- {
- glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
- mTex.clear();
- }
-
- if (mDepth)
- {
- glDeleteRenderbuffers(1, (GLuint *) &mDepth);
- mDepth = 0;
- }
-}
-
-void LLMultisampleBuffer::bindTarget()
-{
- bindTarget(this);
-}
-
-void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
-{
- if (!ref)
- {
- ref = this;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- if (gGLManager.mHasDrawBuffers)
- { //setup multiple render targets
- GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3};
- glDrawBuffersARB(ref->mTex.size(), drawbuffers);
- }
-
- check_framebuffer_status();
-
- glViewport(0, 0, mResX, mResY);
-
- sBoundTarget = this;
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo )
-{
- allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
-{
- stop_glerror();
- mResX = resx;
- mResY = resy;
-
- mUsage = usage;
- mUseDepth = depth;
- mStencil = stencil;
-
- release();
-
- mSamples = samples;
-
- if (mSamples <= 1)
- {
- llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
- }
-
- stop_glerror();
-
- if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
- {
-
- if (depth)
- {
- stop_glerror();
- allocateDepth();
- stop_glerror();
- }
-
- glGenFramebuffers(1, (GLuint *) &mFBO);
-
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- if (mDepth)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- if (mStencil)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- }
- }
-
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- stop_glerror();
- }
-
- addColorAttachment(color_fmt);
-}
-
-void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
-{
- if (color_fmt == 0)
- {
- return;
- }
-
- U32 offset = mTex.size();
- if (offset >= 4 ||
- (offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
- {
- llerrs << "Too many color attachments!" << llendl;
- }
-
- U32 tex;
- glGenRenderbuffers(1, &tex);
-
- glBindRenderbuffer(GL_RENDERBUFFER, tex);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
- stop_glerror();
-
- if (mFBO)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
- stop_glerror();
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- switch (status)
- {
- case GL_FRAMEBUFFER_COMPLETE:
- break;
- default:
- llerrs << "WTF? " << std::hex << status << llendl;
- break;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
-
- mTex.push_back(tex);
-}
-
-void LLMultisampleBuffer::allocateDepth()
-{
- glGenRenderbuffers(1, (GLuint* ) &mDepth);
- glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
- if (mStencil)
- {
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
- }
- else
- {
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16, mResX, mResY);
- }
-}
-