0ad/source/renderer/backend/gl/Framebuffer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

203 lines
6.5 KiB
C++
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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Framebuffer.h"
#include "lib/code_annotation.h"
#include "lib/config2.h"
#include "ps/CLogger.h"
#include "renderer/backend/gl/Device.h"
#include "renderer/backend/gl/Texture.h"
namespace Renderer
{
namespace Backend
{
namespace GL
{
// static
std::unique_ptr<CFramebuffer> CFramebuffer::Create(
CDevice* device, const char* name, SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment)
{
ENSURE(colorAttachment || depthStencilAttachment);
std::unique_ptr<CFramebuffer> framebuffer(new CFramebuffer());
framebuffer->m_Device = device;
if (colorAttachment)
{
framebuffer->m_ClearColor = colorAttachment->clearColor;
framebuffer->m_ColorAttachmentLoadOp = colorAttachment->loadOp;
framebuffer->m_ColorAttachmentStoreOp = colorAttachment->storeOp;
}
if (depthStencilAttachment)
{
framebuffer->m_DepthStencilAttachmentLoadOp = depthStencilAttachment->loadOp;
framebuffer->m_DepthStencilAttachmentStoreOp = depthStencilAttachment->storeOp;
}
glGenFramebuffersEXT(1, &framebuffer->m_Handle);
if (!framebuffer->m_Handle)
{
LOGERROR("Failed to create CFramebuffer object");
return nullptr;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer->m_Handle);
if (colorAttachment)
{
CTexture* colorAttachmentTexture = colorAttachment->texture->As<CTexture>();
ENSURE(device->IsFramebufferFormatSupported(colorAttachmentTexture->GetFormat()));
ENSURE(colorAttachmentTexture->GetUsage() & Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT);
framebuffer->m_AttachmentMask |= GL_COLOR_BUFFER_BIT;
#if CONFIG2_GLES
ENSURE(colorAttachmentTexture->GetType() == CTexture::Type::TEXTURE_2D);
const GLenum textureTarget = GL_TEXTURE_2D;
#else
const GLenum textureTarget = colorAttachmentTexture->GetType() == CTexture::Type::TEXTURE_2D_MULTISAMPLE ?
GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
#endif
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
textureTarget, colorAttachmentTexture->GetHandle(), 0);
}
if (depthStencilAttachment)
{
CTexture* depthStencilAttachmentTexture = depthStencilAttachment->texture->As<CTexture>();
ENSURE(depthStencilAttachmentTexture->GetUsage() & Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT);
framebuffer->m_Width = depthStencilAttachmentTexture->GetWidth();
framebuffer->m_Height = depthStencilAttachmentTexture->GetHeight();
framebuffer->m_AttachmentMask |= GL_DEPTH_BUFFER_BIT;
const bool hasStencil =
depthStencilAttachmentTexture->GetFormat() == Format::D24_UNORM_S8_UINT ||
depthStencilAttachmentTexture->GetFormat() == Format::D32_SFLOAT_S8_UINT;
if (hasStencil)
framebuffer->m_AttachmentMask |= GL_STENCIL_BUFFER_BIT;
if (colorAttachment)
{
ENSURE(colorAttachment->texture->GetWidth() == depthStencilAttachmentTexture->GetWidth());
ENSURE(colorAttachment->texture->GetHeight() == depthStencilAttachmentTexture->GetHeight());
ENSURE(colorAttachment->texture->GetType() == depthStencilAttachmentTexture->GetType());
}
ENSURE(IsDepthFormat(depthStencilAttachmentTexture->GetFormat()));
#if CONFIG2_GLES
ENSURE(depthStencilAttachmentTexture->GetFormat() == Format::D24_UNORM);
const GLenum attachment = GL_DEPTH_ATTACHMENT;
ENSURE(depthStencilAttachmentTexture->GetType() == CTexture::Type::TEXTURE_2D);
const GLenum textureTarget = GL_TEXTURE_2D;
#else
const GLenum attachment = hasStencil ?
GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
const GLenum textureTarget = depthStencilAttachmentTexture->GetType() == CTexture::Type::TEXTURE_2D_MULTISAMPLE ?
GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
#endif
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
textureTarget, depthStencilAttachmentTexture->GetHandle(), 0);
}
else
{
framebuffer->m_Width = colorAttachment->texture->GetWidth();
framebuffer->m_Height = colorAttachment->texture->GetHeight();
}
ogl_WarnIfError();
#if !CONFIG2_GLES
if (!colorAttachment)
{
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
}
else
glDrawBuffer(GL_COLOR_ATTACHMENT0);
#endif
ogl_WarnIfError();
#if !CONFIG2_GLES
if (framebuffer->m_Device->GetCapabilities().debugLabels)
{
glObjectLabel(GL_FRAMEBUFFER, framebuffer->m_Handle, -1, name);
}
#else
UNUSED2(name);
#endif
const GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOGERROR("CFramebuffer object incomplete: 0x%04X", status);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return nullptr;
}
ogl_WarnIfError();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return framebuffer;
}
// static
std::unique_ptr<CFramebuffer> CFramebuffer::CreateBackbuffer(
CDevice* device,
const int surfaceDrawableWidth, const int surfaceDrawableHeight,
const AttachmentLoadOp colorAttachmentLoadOp,
const AttachmentStoreOp colorAttachmentStoreOp,
const AttachmentLoadOp depthStencilAttachmentLoadOp,
const AttachmentStoreOp depthStencilAttachmentStoreOp)
{
// Backbuffer for GL is a special case with a zero framebuffer.
std::unique_ptr<CFramebuffer> framebuffer(new CFramebuffer());
framebuffer->m_Device = device;
framebuffer->m_AttachmentMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
framebuffer->m_ClearColor = CColor(0.0f, 0.0f, 0.0f, 0.0f);
framebuffer->m_ColorAttachmentLoadOp = colorAttachmentLoadOp;
framebuffer->m_ColorAttachmentStoreOp = colorAttachmentStoreOp;
framebuffer->m_DepthStencilAttachmentLoadOp = depthStencilAttachmentLoadOp;
framebuffer->m_DepthStencilAttachmentStoreOp = depthStencilAttachmentStoreOp;
framebuffer->m_Width = surfaceDrawableWidth;
framebuffer->m_Height = surfaceDrawableHeight;
return framebuffer;
}
CFramebuffer::CFramebuffer() = default;
CFramebuffer::~CFramebuffer()
{
if (m_Handle)
glDeleteFramebuffersEXT(1, &m_Handle);
}
IDevice* CFramebuffer::GetDevice()
{
return m_Device;
}
} // namespace GL
} // namespace Backend
} // namespace Renderer