diff options
Diffstat (limited to 'indra/llrender/llrendertarget.h')
-rw-r--r-- | indra/llrender/llrendertarget.h | 58 |
1 files changed, 49 insertions, 9 deletions
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index d6db054e45..d5d809b791 100644 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -33,6 +33,9 @@ #ifndef LL_LLRENDERTARGET_H #define LL_LLRENDERTARGET_H +// LLRenderTarget is unavailible on the mapserver since it uses FBOs. +#if !LL_MESA_HEADLESS + #include "llgl.h" #include "llrender.h" @@ -60,6 +63,7 @@ */ +class LLMultisampleBuffer; class LLRenderTarget { @@ -68,15 +72,25 @@ public: static BOOL sUseFBO; LLRenderTarget(); - ~LLRenderTarget(); + virtual ~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, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE); + void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE); + + //provide this render target with a multisample resource. + void setSampleBuffer(LLMultisampleBuffer* buffer); + + //add color buffer attachment + //limit of 4 color attachments per render target + virtual void addColorAttachment(U32 color_fmt); //allocate a depth texture - void allocateDepth(); + virtual void allocateDepth(); + + //share depth buffer with provided render target + virtual void shareDepthBuffer(LLRenderTarget& target); //free any allocated resources //safe to call redundantly @@ -84,14 +98,14 @@ public: //bind target for rendering //applies appropriate viewport - void bindTarget(); + virtual 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(); + void clear(U32 mask = 0xFFFFFFFF); //get applied viewport void getViewport(S32* viewport); @@ -104,10 +118,12 @@ public: LLTexUnit::eTextureType getUsage(void) const { return mUsage; } - U32 getTexture(void) const { return mTex; } + U32 getTexture(U32 attachment = 0) const; U32 getDepth(void) const { return mDepth; } + void bindTexture(U32 index, S32 channel); + //flush rendering operations //must be called when rendering is complete //should be used 1:1 with bindTarget @@ -116,23 +132,47 @@ public: // the current depth texture. A depth texture will be allocated if needed. 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); + //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; -private: +protected: + friend class LLMultisampleBuffer; U32 mResX; U32 mResY; - U32 mTex; + std::vector<U32> mTex; U32 mFBO; U32 mDepth; - U32 mStencil; + BOOL mStencil; BOOL mUseDepth; BOOL mRenderDepth; LLTexUnit::eTextureType mUsage; + U32 mSamples; + LLMultisampleBuffer* mSampleBuffer; }; +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 |