/** * @file llrendertarget.cpp * @brief LLRenderTarget implementation * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "linden_common.h" #include "llrendertarget.h" #include "llrender.h" #include "llgl.h" LLRenderTarget* LLRenderTarget::sBoundTarget = NULL; void check_framebuffer_status() { if (gDebugGL) { GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); switch (status) { case GL_FRAMEBUFFER_COMPLETE: break; default: llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl; ll_fail("check_framebuffer_status failed"); break; } } } bool LLRenderTarget::sUseFBO = false; LLRenderTarget::LLRenderTarget() : mResX(0), mResY(0), mTex(0), mFBO(0), mDepth(0), mStencil(0), mUseDepth(false), mRenderDepth(false), mUsage(LLTexUnit::TT_TEXTURE), mSamples(0) { } LLRenderTarget::~LLRenderTarget() { release(); } void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples) { stop_glerror(); mResX = resx; mResY = resy; mStencil = stencil; mUsage = usage; mUseDepth = depth; mSamples = samples; mSamples = gGLManager.getNumFBOFSAASamples(mSamples); if (mSamples > 1 && gGLManager.mHasTextureMultisample) { mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE; //no support for multisampled stencil targets yet mStencil = false; } else { mSamples = 0; } release(); if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { if (depth) { stop_glerror(); allocateDepth(); stop_glerror(); } 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, 0); } stop_glerror(); } addColorAttachment(color_fmt); } void LLRenderTarget::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; LLImageGL::generateTextures(1, &tex); gGL.getTexUnit(0)->bindManual(mUsage, tex); stop_glerror(); #ifdef GL_ARB_texture_multisample if (mSamples > 1) { glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE); } else #else llassert_always(mSamples <= 1); #endif { LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } stop_glerror(); if (mSamples == 0) { 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, 0); } mTex.push_back(tex); if (gDebugGL) { //bind and unbind to validate target bindTarget(); flush(); } } void LLRenderTarget::allocateDepth() { if (mStencil) { //use render buffers where stencil buffers are in play glGenRenderbuffers(1, (GLuint *) &mDepth); glBindRenderbuffer(GL_RENDERBUFFER, mDepth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY); glBindRenderbuffer(GL_RENDERBUFFER, 0); } else { LLImageGL::generateTextures(1, &mDepth); gGL.getTexUnit(0)->bindManual(mUsage, mDepth); if (mSamples == 0) { U32 internal_type = LLTexUnit::getInternalType(mUsage); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } #ifdef GL_ARB_texture_multisample else { glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE); } #else llassert_always(mSamples <= 1); #endif } } void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) { if (!mFBO || !target.mFBO) { llerrs << "Cannot share depth buffer between non FBO render targets." << llendl; } if (target.mDepth) { llerrs << "Attempting to override existing depth buffer. Detach existing buffer first." << llendl; } if (target.mUseDepth) { llerrs << "Attempting to override existing shared depth buffer. Detach existing buffer first." << llendl; } 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, 0); target.mUseDepth = true; } } void LLRenderTarget::release() { if (mDepth) { if (mStencil) { glDeleteRenderbuffers(1, (GLuint*) &mDepth); stop_glerror(); } else { LLImageGL::deleteTextures(1, &mDepth, true); stop_glerror(); } mDepth = 0; } 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); mStencil = false; } else { //attached as a texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0); } mUseDepth = false; } if (mFBO) { glDeleteFramebuffers(1, (GLuint *) &mFBO); mFBO = 0; } if (mTex.size() > 0) { LLImageGL::deleteTextures(mTex.size(), &mTex[0], true); mTex.clear(); } sBoundTarget = NULL; } void LLRenderTarget::bindTarget() { if (mFBO) { 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); } if (mTex.empty()) { //no color buffer to draw to glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } check_framebuffer_status(); stop_glerror(); } glViewport(0, 0, mResX, mResY); sBoundTarget = this; } // static void LLRenderTarget::unbindTarget() { if (gGLManager.mHasFramebufferObject) { glBindFramebuffer(GL_FRAMEBUFFER, 0); } sBoundTarget = NULL; } 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); } } U32 LLRenderTarget::getTexture(U32 attachment) const { if (attachment > mTex.size()-1) { llerrs << "Invalid attachment index." << llendl; } if (mTex.empty()) { return 0; } return mTex[attachment]; } void LLRenderTarget::bindTexture(U32 index, S32 channel) { gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); } 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, 0); 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) { GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE; LLGLDepthTest depth(write_depth, write_depth); gGL.flush(); if (!source.mFBO || !mFBO) { llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl; } 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, 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_READ_FRAMEBUFFER, 0); stop_glerror(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, 0); stop_glerror(); } } //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) { llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl; } { 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, 0); stop_glerror(); } } bool LLRenderTarget::isComplete() const { return (!mTex.empty() || mDepth) ? true : false; } void LLRenderTarget::getViewport(S32* viewport) { viewport[0] = 0; viewport[1] = 0; viewport[2] = mResX; viewport[3] = mResY; }