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