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-rwxr-xr-x[-rw-r--r--]indra/llrender/llrendertarget.h74
1 files changed, 30 insertions, 44 deletions
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index ae8613d9be..6dc84d978d 100644..100755
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -28,7 +28,6 @@
#define LL_LLRENDERTARGET_H
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
-#if !LL_MESA_HEADLESS
#include "llgl.h"
#include "llrender.h"
@@ -57,34 +56,40 @@
*/
-class LLMultisampleBuffer;
-
class LLRenderTarget
{
public:
//whether or not to use FBO implementation
- static BOOL sUseFBO;
+ static bool sUseFBO;
+ static U32 sBytesAllocated;
+ static U32 sCurFBO;
+ static U32 sCurResX;
+ static U32 sCurResY;
+
LLRenderTarget();
- virtual ~LLRenderTarget();
+ ~LLRenderTarget();
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
- void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE);
+ bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
- //provide this render target with a multisample resource.
- void setSampleBuffer(LLMultisampleBuffer* buffer);
+ //resize existing attachments to use new resolution and color format
+ // CAUTION: if the GL runs out of memory attempting to resize, this render target will be undefined
+ // DO NOT use for screen space buffers or for scratch space for an image that might be uploaded
+ // DO use for render targets that resize often and aren't likely to ruin someone's day if they break
+ void resize(U32 resx, U32 resy);
//add color buffer attachment
//limit of 4 color attachments per render target
- virtual void addColorAttachment(U32 color_fmt);
+ bool addColorAttachment(U32 color_fmt);
//allocate a depth texture
- virtual void allocateDepth();
+ bool allocateDepth();
//share depth buffer with provided render target
- virtual void shareDepthBuffer(LLRenderTarget& target);
+ void shareDepthBuffer(LLRenderTarget& target);
//free any allocated resources
//safe to call redundantly
@@ -92,11 +97,8 @@ public:
//bind target for rendering
//applies appropriate viewport
- virtual void bindTarget();
+ void bindTarget();
- //unbind target for rendering
- static void unbindTarget();
-
//clear render targer, clears depth buffer if present,
//uses scissor rect if in copy-to-texture mode
void clear(U32 mask = 0xFFFFFFFF);
@@ -113,9 +115,10 @@ public:
LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
U32 getTexture(U32 attachment = 0) const;
+ U32 getNumTextures() const;
U32 getDepth(void) const { return mDepth; }
- BOOL hasStencil() const { return mStencil; }
+ bool hasStencil() const { return mStencil; }
void bindTexture(U32 index, S32 channel);
@@ -125,7 +128,7 @@ public:
// call bindTarget once, do all your rendering, call flush once
// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
// the current depth texture. A depth texture will be allocated if needed.
- void flush(BOOL fetch_depth = FALSE);
+ void flush(bool fetch_depth = FALSE);
void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
@@ -136,45 +139,28 @@ public:
//Returns TRUE if target is ready to be rendered into.
//That is, if the target has been allocated with at least
//one renderable attachment (i.e. color buffer, depth buffer).
- BOOL isComplete() const;
+ bool isComplete() const;
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
protected:
- friend class LLMultisampleBuffer;
U32 mResX;
U32 mResY;
std::vector<U32> mTex;
+ std::vector<U32> mInternalFormat;
U32 mFBO;
+ U32 mPreviousFBO;
+ U32 mPreviousResX;
+ U32 mPreviousResY;
+
U32 mDepth;
- BOOL mStencil;
- BOOL mUseDepth;
- BOOL mRenderDepth;
+ bool mStencil;
+ bool mUseDepth;
+ bool mRenderDepth;
LLTexUnit::eTextureType mUsage;
- U32 mSamples;
- LLMultisampleBuffer* mSampleBuffer;
-
- static LLRenderTarget* sBoundTarget;
+ static LLRenderTarget* sBoundTarget;
};
-class LLMultisampleBuffer : public LLRenderTarget
-{
-public:
- LLMultisampleBuffer();
- virtual ~LLMultisampleBuffer();
-
- void releaseSampleBuffer();
-
- virtual void bindTarget();
- void bindTarget(LLRenderTarget* ref);
- virtual void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo);
- void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples);
- virtual void addColorAttachment(U32 color_fmt);
- virtual void allocateDepth();
-};
-
-#endif //!LL_MESA_HEADLESS
-
#endif