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/**
* @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;
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;
}
}
}
bool LLRenderTarget::sUseFBO = false;
bool LLRenderTarget::sClearOnInvalidate = false;
U32 LLRenderTarget::sCurFBO = 0;
extern S32 gGLViewport[4];
U32 LLRenderTarget::sCurResX = 0;
U32 LLRenderTarget::sCurResY = 0;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mFBO(0),
mDepth(0),
mUseDepth(false),
mUsage(LLTexUnit::TT_TEXTURE)
{
}
LLRenderTarget::~LLRenderTarget()
{
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)
{
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, LLTexUnit::eTextureType usage, LLTexUnit::eTextureMipGeneration generateMipMaps)
{
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 + (U32)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)
{
LL_PROFILE_ZONE_SCOPED;
llassert(img != nullptr); // img must not be null
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)
{
glGenFramebuffers(1, (GLuint*)&mFBO);
}
mResX = img->getWidth();
mResY = img->getHeight();
mUsage = img->getTarget();
if (use_name == 0)
{
use_name = img->getTexName();
}
mTex.push_back(use_name);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
LLTexUnit::getInternalType(mUsage), use_name, 0);
stop_glerror();
check_framebuffer_status();
glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
}
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
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, LLTexUnit::getInternalType(mUsage), 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
mTex.clear();
}
bool LLRenderTarget::addColorAttachment(U32 color_fmt)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
llassert(!isBoundInStack());
if (color_fmt == 0)
{
return true;
}
U32 offset = static_cast<U32>(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();
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 GL_VERSION_3_1
if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
{
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
stop_glerror();
}
else
#endif
{
// 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()
{
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)
{
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()
{
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);
size_t z;
for (z = mTex.size() - 1; z >= 1; z--)
{
sBytesAllocated -= mResX*mResY*4;
glFramebufferTexture2D(GL_FRAMEBUFFER, static_cast<GLenum>(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()
{
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};
if (mTex.empty())
{ //no color buffer to draw to
GLenum buffers[] = {GL_NONE};
glDrawBuffers(0, buffers);
glReadBuffer(GL_NONE);
}
else
{
glDrawBuffers(static_cast<GLsizei>(mTex.size()), drawbuffers);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
check_framebuffer_status();
glViewport(0, 0, mResX, mResY);
sCurResX = mResX;
sCurResY = mResY;
mPreviousRT = sBoundTarget;
sBoundTarget = this;
}
void LLRenderTarget::clear(U32 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);
}
}
void LLRenderTarget::invalidate(U32 mask_in)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
if (!sClearOnInvalidate) { return; }
clear(mask_in);
}
U32 LLRenderTarget::getTexture(U32 attachment) const
{
if (attachment >= mTex.size())
{
LL_WARNS() << "Invalid attachment index " << attachment << " for size " << mTex.size() << LL_ENDL;
llassert(false);
return 0;
}
return mTex[attachment];
}
U32 LLRenderTarget::getNumTextures() const
{
return static_cast<U32>(mTex.size());
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
{
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index), filter_options == LLTexUnit::TFO_TRILINEAR || filter_options == LLTexUnit::TFO_ANISOTROPIC);
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
switch (mInternalFormat[index])
{
case GL_SRGB:
case GL_SRGB8:
#if GL_VERSION_2_1
case GL_SRGB_ALPHA:
#endif
case GL_SRGB8_ALPHA8:
isSRGB = true;
break;
default:
break;
}
gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);
}
void LLRenderTarget::flush()
{
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);
}
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];
glReadBuffer(GL_BACK);
GLenum drawbuffers[] = {GL_BACK};
glDrawBuffers(1, drawbuffers);
}
}
bool LLRenderTarget::isComplete() const
{
return !mTex.empty() || mDepth;
}
void LLRenderTarget::getViewport(S32* viewport)
{
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;
}
void LLRenderTarget::swapFBORefs(LLRenderTarget& other)
{
// Must be initialized
llassert(mFBO);
llassert(other.mFBO);
// Must be unbound
// *NOTE: mPreviousRT can be non-null even if this target is unbound - presumably for debugging purposes?
llassert(sCurFBO != mFBO);
llassert(sCurFBO != other.mFBO);
llassert(!isBoundInStack());
llassert(!other.isBoundInStack());
// Must be same type
llassert(mResX == other.mResX);
llassert(mResY == other.mResY);
llassert(mInternalFormat == other.mInternalFormat);
llassert(mTex.size() == other.mTex.size());
llassert(mDepth == other.mDepth);
llassert(mUseDepth == other.mUseDepth);
llassert(mGenerateMipMaps == other.mGenerateMipMaps);
llassert(mMipLevels == other.mMipLevels);
llassert(mUsage == other.mUsage);
std::swap(mFBO, other.mFBO);
std::swap(mTex, other.mTex);
}
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