Files
ppsspp/gfx_es2/fbo.cpp
T

381 lines
12 KiB
C++

#include <string.h>
#include "base/logging.h"
#include "gfx/gl_common.h"
#include "gfx_es2/fbo.h"
#include "gfx/gl_common.h"
#include "gfx_es2/gl_state.h"
#if defined(USING_GLES2) && !defined(BLACKBERRY)
#ifndef GL_READ_FRAMEBUFFER
// Careful - our ES3 header defines these. Means that we must make sure
// to only use them if ES3 support is detected to be available and otherwise
// use GL_FRAMEBUFFER only.
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
#ifndef GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif
#endif
#ifdef IOS
extern void bindDefaultFBO();
#endif
struct FBO {
GLuint handle;
GLuint color_texture;
GLuint z_stencil_buffer; // Either this is set, or the two below.
GLuint z_buffer;
GLuint stencil_buffer;
int width;
int height;
FBOColorDepth colorDepth;
bool native_fbo;
};
static FBO *g_overriddenBackbuffer;
// On PC, we always use GL_DEPTH24_STENCIL8.
// On Android, we try to use what's available.
#ifndef USING_GLES2
FBO *fbo_ext_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffersEXT(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffersEXT(1, &fbo->z_stencil_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height);
//glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return fbo;
}
#endif
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
CheckGLExtensions();
#ifndef USING_GLES2
if(!gl_extensions.FBO_ARB)
return fbo_ext_create(width, height, num_color_textures, z_stencil, colorDepth);
#endif
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffers(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef USING_GLES2
if (gl_extensions.OES_packed_depth_stencil) {
ILOG("Creating %i x %i FBO using DEPTH24_STENCIL8", width, height);
// Standard method
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil combined
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
} else {
ILOG("Creating %i x %i FBO using separate stencil", width, height);
// TEGRA
fbo->z_stencil_buffer = 0;
// 16/24-bit Z, separate 8-bit stencil
glGenRenderbuffers(1, &fbo->z_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, gl_extensions.OES_depth24 ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, width, height);
// 8-bit stencil buffer
glGenRenderbuffers(1, &fbo->stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->stencil_buffer);
}
#else
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return fbo;
}
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo)
{
if (!fbo)
fbo = new FBO();
fbo->native_fbo = true;
fbo->handle = native_fbo;
fbo->color_texture = 0;
fbo->z_stencil_buffer = 0;
fbo->z_buffer = 0;
fbo->stencil_buffer = 0;
fbo->width = 0;
fbo->height = 0;
fbo->colorDepth = FBO_8888;
return fbo;
}
void fbo_unbind() {
if (g_overriddenBackbuffer) {
fbo_bind_as_render_target(g_overriddenBackbuffer);
return;
}
CheckGLExtensions();
if (gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
}
#ifdef IOS
bindDefaultFBO();
#endif
}
void fbo_override_backbuffer(FBO *fbo) {
g_overriddenBackbuffer = fbo;
}
void fbo_bind_as_render_target(FBO *fbo) {
if (gl_extensions.FBO_ARB) {
#ifndef USING_GLES2
if (true) {
#else
if (gl_extensions.GLES3) {
#endif
// GL_DRAW_FRAMEBUFFER is actually the same value as GL_FRAMEBUFFER so this is a bit redundant.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo->handle);
} else {
// This will collide with bind_for_read - but there's nothing in ES 2.0
// that actually separate them anyway of course, so doesn't matter.
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
}
}else{
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
#endif
}
// Always restore viewport after render target binding
glstate.viewport.restore();
}
// For GL_EXT_FRAMEBUFFER_BLIT and similar.
void fbo_bind_for_read(FBO *fbo) {
if (gl_extensions.FBO_ARB) {
#ifndef USING_GLES2
if (true) {
#else
if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) {
#endif
// GL_READ_FRAMEBUFFER is defined to the same value as GL_READ_FRAMEBUFFER_NV.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo->handle);
} else {
// This will collide with bind_as_render_target - but there's nothing in ES 2.0
// that actually separate them anyway of course, so doesn't matter.
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
}
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
#endif
}
}
void fbo_bind_color_as_texture(FBO *fbo, int color) {
if (fbo) {
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
}
}
void fbo_destroy(FBO *fbo) {
if (fbo->native_fbo) {
delete fbo;
return;
}
if (gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo->handle);
glDeleteRenderbuffers(1, &fbo->z_stencil_buffer);
glDeleteRenderbuffers(1, &fbo->z_buffer);
glDeleteRenderbuffers(1, &fbo->stencil_buffer);
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &fbo->handle);
glDeleteRenderbuffersEXT(1, &fbo->z_stencil_buffer);
#endif
}
glDeleteTextures(1, &fbo->color_texture);
delete fbo;
}
void fbo_get_dimensions(FBO *fbo, int *w, int *h) {
*w = fbo->width;
*h = fbo->height;
}
int fbo_get_color_texture(FBO *fbo) {
return fbo->color_texture;
}
int fbo_get_depth_buffer(FBO *fbo) {
return fbo->z_buffer;
}
int fbo_get_stencil_buffer(FBO *fbo) {
return fbo->stencil_buffer;
}