pj_status_t pjmedia_vid_dev_opengl_init_buffers(gl_buffers *glb) { /* Attributes */ GLint attribLocation[NUM_ATTRIBUTES] = { ATTRIB_VERTEX, ATTRIB_TEXTUREPOSITON }; GLchar *attribName[NUM_ATTRIBUTES] = { "position", "texCoord" }; if (!glb->direct ) { glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &glb->rendBufW); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &glb->rendBufH); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glb->rendBuf); if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG("Unable to create frame buffer"); return -1; } } create_program(vertSrc, fragSrc, NUM_ATTRIBUTES, (const GLchar **)&attribName[0], attribLocation, &glb->directProg); if (!glb->directProg) { LOG("Unable to create program"); return -2; } return PJ_SUCCESS; }
void col::render::OpenGLESIOSContext::resizeRenderTarget(uint32_t x, uint32_t y, uint32_t width, uint32_t height) { makeCurrent(); deleteRenderTarget(); // framebuffer object GL_COMMAND(glGenFramebuffers(1, &m_defaultFramebuffer)); GL_COMMAND(glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFramebuffer)); // color target GL_COMMAND(glGenRenderbuffers(1, &m_colorRenderBuffer)); GL_COMMAND(glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderBuffer)); GL_COMMAND([m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)m_view.layer]); GL_COMMAND(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorRenderBuffer)); GLint actualWidth, actualHeight; GL_COMMAND(glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &actualWidth)); GL_COMMAND(glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &actualHeight)); // depth / stencil combo target GL_COMMAND(glGenRenderbuffers(1, &m_depthRenderBuffer)); GL_COMMAND(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderBuffer)); //GL_COMMAND(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, actualWidth, actualHeight)); GL_COMMAND(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, actualWidth, actualHeight)); GL_COMMAND(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderBuffer)); //GL_COMMAND(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderBuffer)); GL_COMMAND(glViewport(0, 0, actualWidth, actualHeight)); GL_COMMAND(GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER)); switch(status) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: COL_LOG_FATAL("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: COL_LOG_FATAL("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: COL_LOG_FATAL("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); break; case GL_FRAMEBUFFER_UNSUPPORTED: COL_LOG_FATAL("GL_FRAMEBUFFER_UNSUPPORTED"); break; case GL_FRAMEBUFFER_COMPLETE: break; default: COL_LOG_FATAL("Unknown framebuffer status"); break; } }
static bool getBoundRenderbufferDesc(Context &context, ImageDesc &desc) { glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &desc.width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &desc.height); desc.depth = 1; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &desc.internalFormat); return desc.valid(); }
void resize(ivec2 const& _dims) { bind(); GLint samples{}, format{}; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, _dims.x, _dims.y); }
RenderbufferRef Renderbuffer::fromGLRenderbuffer( const std::string& _name, const GLuint _imageID, const G3D::ImageFormat* _format) { GLint w, h; // Extract the width and height glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_WIDTH_EXT, &w); glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_WIDTH_EXT, &h); debugAssertGLOk(); // Create new renderbuffer return RenderBufferRef(new Renderbuffer(_name, _imageID, _format, w, h)); }
static bool getRenderbufferSize(GLint renderbuffer, GLint *width, GLint *height) { GLint bound_renderbuffer = 0; glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound_renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); *width = 0; *height = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, height); glBindRenderbuffer(GL_RENDERBUFFER, bound_renderbuffer); return *width > 0 && *height > 0; }
static void validate_current_renderbuffer(const char *type, int input_samples, int input_storage_samples) { int samples, storage_samples; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_STORAGE_SAMPLES_AMD, &storage_samples); piglit_check_gl_error(GL_NO_ERROR); if (samples != input_samples || storage_samples != input_storage_samples) { piglit_fail("Created %s buffer (samples = %u, storageSamples = %u), got (%u, %u)\n", type, input_samples, input_storage_samples, samples, storage_samples); } }
Handle<Value> GLESglGetRenderbufferParameterCallback(const Arguments& args) { //if less that nbr of formal parameters then do nothing if (args.Length() != 2) return v8::Undefined(); //get arguments unsigned target = args[0]->Uint32Value(); unsigned pname = args[1]->Uint32Value(); switch(pname) { //1 int value case GL_RENDERBUFFER_WIDTH: case GL_RENDERBUFFER_HEIGHT: case GL_RENDERBUFFER_INTERNAL_FORMAT: case GL_RENDERBUFFER_RED_SIZE: case GL_RENDERBUFFER_GREEN_SIZE: case GL_RENDERBUFFER_BLUE_SIZE: case GL_RENDERBUFFER_ALPHA_SIZE: case GL_RENDERBUFFER_DEPTH_SIZE: case GL_RENDERBUFFER_STENCIL_SIZE: { int ans = 0; glGetRenderbufferParameteriv((GLenum)target, (GLenum)pname, (GLint*)&ans); return Integer::New(ans); } } return v8::Undefined(); }
GLint RenderBufferObject::getParameter(GLenum pname) { GLint value = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, pname, &value); CheckGLError(); return value; }
/////////////////////////////////////////////////////////////////////////////// // return renderbuffer parameters as string using glGetRenderbufferParameteriv /////////////////////////////////////////////////////////////////////////////// std::string getRenderbufferParameters(GLuint id) { if (glIsRenderbuffer(id) == GL_FALSE) return "Not Renderbuffer object"; int width, height, format; std::string formatName; glBindRenderbuffer(GL_RENDERBUFFER, id); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); // get renderbuffer width glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); // get renderbuffer height glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); // get renderbuffer internal format glBindRenderbuffer(GL_RENDERBUFFER, 0); formatName = convertInternalFormatToString(format); std::stringstream ss; ss << width << "x" << height << ", " << formatName << "(" << format << ")"; return ss.str(); }
int getRenderbufferParameter(int renderbuffer, int param) { int result = 0; glGetRenderbufferParameteriv(renderbuffer, param, &result); return result; } //
inline void VL_glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { if (glGetRenderbufferParameteriv) glGetRenderbufferParameteriv(target, pname, params); else if (glGetRenderbufferParameterivEXT) glGetRenderbufferParameterivEXT(target, pname, params); else VL_UNSUPPORTED_FUNC(); }
/*------------------------------------- * Introspection (most) of a Texture Attributes -------------------------------------*/ bool RBOAttrib::introspect_attribs() noexcept { GLint fmt = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt); if (!fmt) { return false; } set_internal_format((rbo_format_t)fmt); return true; }
FrameBufferObjectSurface::FrameBufferObjectSurface(GLint surfaceWidth, GLint surfaceHeight) { previousFboID = 0; fboID = 0; if(surfaceWidth == 0){ glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); } else{ width = surfaceWidth; } if(surfaceHeight == 0){ glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); } else{ height = surfaceHeight; } //bitwiseTexMask = texturBufferMask; }
// ********************************************************** Figure::render void render( bool update_axes_x=false, bool update_axes_y=false ) { glfwMakeContextCurrent( _window ); // TODO can also be set to another DataStructure glfwSetWindowUserPointer( _window, this); if( _offscreen ) { // set rendering destination to FBO glBindFramebuffer(GL_FRAMEBUFFER, _fbo); utils::gl::check_error(); } if( update_axes_x || update_axes_y ) { // Build proper axis by finding min/max on each axe BoundingBox bbox{ std::numeric_limits<double>::max(), (-std::numeric_limits<double>::max()), std::numeric_limits<double>::max(), -std::numeric_limits<double>::max() }; for( const auto& curve: _curves ) { auto b = curve->get_bbox(); if( b.x_min < bbox.x_min ) bbox.x_min = b.x_min; if( b.x_max > bbox.x_max ) bbox.x_max = b.x_max; if( b.y_min < bbox.y_min ) bbox.y_min = b.y_min; if( b.y_max > bbox.y_max ) bbox.y_max = b.y_max; } if( update_axes_x) _axis_x = Axis( "X", {bbox.x_min,bbox.x_max, 10, 2}); if( update_axes_y ) _axis_y = Axis( "Y", {bbox.y_min,bbox.y_max, 10, 2}); } // get window size if( _offscreen ) { glBindRenderbuffer( GL_RENDERBUFFER, _render_buf ); utils::gl::check_error(); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_height); utils::gl::check_error(); glBindRenderbuffer( GL_RENDERBUFFER, 0 ); utils::gl::check_error(); } else { glfwGetFramebufferSize( _window, &_width, &_height); } // Info for scaling View and axes auto x_min_win = _axis_x.get_range()._min - 0.08 * (_axis_x.get_range()._max - _axis_x.get_range()._min); auto x_max_win = _axis_x.get_range()._max + 0.08 * (_axis_x.get_range()._max - _axis_x.get_range()._min); auto ratio_x = (x_max_win-x_min_win) / (double) _width; auto y_min_win = _axis_y.get_range()._min - 0.08 * (_axis_y.get_range()._max - _axis_y.get_range()._min); auto y_max_win = _axis_y.get_range()._max + 0.08 * (_axis_y.get_range()._max - _axis_y.get_range()._min); auto ratio_y = (y_max_win-y_min_win) / (double) _height; glViewport(0, 0, _width, _height); glClearColor( 1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( x_min_win, x_max_win, y_min_win, y_max_win, 1.f, -1.f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Basic axes if( _draw_axes ) { _axis_x.render( ratio_x, ratio_y ); glPushMatrix(); // AXE_Y glRotated( 90.0, 0.0, 0.0, 1.0 ); _axis_y.render( ratio_y, ratio_x); glPopMatrix(); // AXE_Y } // All other objects for( const auto& curve: _curves) { curve->render(); } // GraphicText for( auto& txt: _text_list) { glPushMatrix(); { glTranslated( txt.x, txt.y, 0.0); glScaled( ratio_x, ratio_y, 1.0 ); _font->Render( txt.msg.c_str() ); } glPopMatrix(); } if( not _offscreen ) { // Draw tweak bars TwDraw(); glfwSwapBuffers( _window ); glfwPollEvents(); } }
void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz, QGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples) { QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext()); fbo_guard.setContext(ctx); bool ext_detected = (QGLExtensions::glExtensions() & QGLExtensions::FramebufferObject); if (!ext_detected || (ext_detected && !qt_resolve_framebufferobject_extensions(ctx))) return; size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo); fbo_guard.setId(fbo); glDevice.setFBO(q, attachment); QT_CHECK_GLERROR(); // init texture if (samples == 0) { glGenTextures(1, &texture); glBindTexture(target, texture); glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #ifndef QT_OPENGL_ES glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #else glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texture, 0); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); glBindTexture(target, 0); color_buffer = 0; } else { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples); samples = qBound(1, int(samples), int(maxSamples)); glGenRenderbuffers(1, &color_buffer); glBindRenderbuffer(GL_RENDERBUFFER_EXT, color_buffer); if (glRenderbufferStorageMultisampleEXT) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internal_format, size.width(), size.height()); } else { samples = 0; glRenderbufferStorage(GL_RENDERBUFFER_EXT, internal_format, size.width(), size.height()); } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_buffer); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); if (valid) glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &samples); } if (attachment == QGLFramebufferObject::CombinedDepthStencil && (QGLExtensions::glExtensions() & QGLExtensions::PackedDepthStencil)) { // depth and stencil buffer needs another extension glGenRenderbuffers(1, &depth_stencil_buffer); Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer); Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); GLint i = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); fbo_attachment = QGLFramebufferObject::CombinedDepthStencil; valid = checkFramebufferStatus(); if (!valid) glDeleteRenderbuffers(1, &depth_stencil_buffer); } else if (attachment == QGLFramebufferObject::Depth || attachment == QGLFramebufferObject::CombinedDepthStencil) { glGenRenderbuffers(1, &depth_stencil_buffer); Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer); Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES #define GL_DEPTH_COMPONENT16 0x81A5 glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT16, size.width(), size.height()); #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES #define GL_DEPTH_COMPONENT16 0x81A5 glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height()); #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } GLint i = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); fbo_attachment = QGLFramebufferObject::Depth; valid = checkFramebufferStatus(); if (!valid) glDeleteRenderbuffers(1, &depth_stencil_buffer); } else { fbo_attachment = QGLFramebufferObject::NoAttachment; } glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); if (!valid) { if (color_buffer) glDeleteRenderbuffers(1, &color_buffer); else glDeleteTextures(1, &texture); glDeleteFramebuffers(1, &fbo); fbo_guard.setId(0); } QT_CHECK_GLERROR(); format.setTextureTarget(target); format.setSamples(int(samples)); format.setAttachment(fbo_attachment); format.setInternalTextureFormat(internal_format); }
enum piglit_result piglit_display(void) { bool pass = true; GLchar label[11]; GLsizei length; GLuint ids[10]; GLint param; /* Throw some invalid inputs at glCreateRenderbuffers */ /* n is negative */ glCreateRenderbuffers(-1, ids); SUBTEST(GL_INVALID_VALUE, pass, "n < 0"); /* Throw some valid inputs at glCreateRenderbuffers. */ /* n is zero */ glCreateRenderbuffers(0, NULL); SUBTEST(GL_NO_ERROR, pass, "n == 0"); /* n is more than 1 */ glCreateRenderbuffers(10, ids); SUBTEST(GL_NO_ERROR, pass, "n > 1"); /* test the default state of dsa-created render buffer objects */ SUBTESTCONDITION(glIsRenderbuffer(ids[2]), pass, "IsRenderbuffer()"); glBindRenderbuffer(GL_RENDERBUFFER, ids[2]); piglit_check_gl_error(GL_NO_ERROR); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default width(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default height(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == GL_RGBA, pass, "default internal format == RGBA"); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_RED_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default red size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_GREEN_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default green size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_BLUE_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default blue size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default alpha size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default depth size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_STENCIL_SIZE, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default stencil size(%d) == 0", param); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, ¶m); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(param == 0, pass, "default no. of samples(%d) == 0", param); glGetObjectLabel(GL_RENDERBUFFER, ids[2], 11, &length, label); piglit_check_gl_error(GL_NO_ERROR); SUBTESTCONDITION(length == 0, pass, "default label size(%d) == 0", length); /* clean up */ glDeleteRenderbuffers(10, ids); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }
uintptr_t processFn(struct fnargs* args, char* parg) { uintptr_t ret = 0; switch (args->fn) { case glfnUNDEFINED: abort(); // bad glfn break; case glfnActiveTexture: glActiveTexture((GLenum)args->a0); break; case glfnAttachShader: glAttachShader((GLint)args->a0, (GLint)args->a1); break; case glfnBindAttribLocation: glBindAttribLocation((GLint)args->a0, (GLint)args->a1, (GLchar*)args->a2); break; case glfnBindBuffer: glBindBuffer((GLenum)args->a0, (GLuint)args->a1); break; case glfnBindFramebuffer: glBindFramebuffer((GLenum)args->a0, (GLint)args->a1); break; case glfnBindRenderbuffer: glBindRenderbuffer((GLenum)args->a0, (GLint)args->a1); break; case glfnBindTexture: glBindTexture((GLenum)args->a0, (GLint)args->a1); break; case glfnBlendColor: glBlendColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3); break; case glfnBlendEquation: glBlendEquation((GLenum)args->a0); break; case glfnBlendEquationSeparate: glBlendEquationSeparate((GLenum)args->a0, (GLenum)args->a1); break; case glfnBlendFunc: glBlendFunc((GLenum)args->a0, (GLenum)args->a1); break; case glfnBlendFuncSeparate: glBlendFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3); break; case glfnBufferData: glBufferData((GLenum)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg, (GLenum)args->a2); break; case glfnBufferSubData: glBufferSubData((GLenum)args->a0, (GLint)args->a1, (GLsizeiptr)args->a2, (GLvoid*)parg); break; case glfnCheckFramebufferStatus: ret = glCheckFramebufferStatus((GLenum)args->a0); break; case glfnClear: glClear((GLenum)args->a0); break; case glfnClearColor: glClearColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3); break; case glfnClearDepthf: glClearDepthf(*(GLfloat*)&args->a0); break; case glfnClearStencil: glClearStencil((GLint)args->a0); break; case glfnColorMask: glColorMask((GLboolean)args->a0, (GLboolean)args->a1, (GLboolean)args->a2, (GLboolean)args->a3); break; case glfnCompileShader: glCompileShader((GLint)args->a0); break; case glfnCompressedTexImage2D: glCompressedTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLsizeiptr)args->a6, (GLvoid*)parg); break; case glfnCompressedTexSubImage2D: glCompressedTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLenum)args->a6, (GLsizeiptr)args->a7, (GLvoid*)parg); break; case glfnCopyTexImage2D: glCopyTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7); break; case glfnCopyTexSubImage2D: glCopyTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7); break; case glfnCreateProgram: ret = glCreateProgram(); break; case glfnCreateShader: ret = glCreateShader((GLenum)args->a0); break; case glfnCullFace: glCullFace((GLenum)args->a0); break; case glfnDeleteBuffer: glDeleteBuffers(1, (const GLuint*)(&args->a0)); break; case glfnDeleteFramebuffer: glDeleteFramebuffers(1, (const GLuint*)(&args->a0)); break; case glfnDeleteProgram: glDeleteProgram((GLint)args->a0); break; case glfnDeleteRenderbuffer: glDeleteRenderbuffers(1, (const GLuint*)(&args->a0)); break; case glfnDeleteShader: glDeleteShader((GLint)args->a0); break; case glfnDeleteTexture: glDeleteTextures(1, (const GLuint*)(&args->a0)); break; case glfnDepthFunc: glDepthFunc((GLenum)args->a0); break; case glfnDepthMask: glDepthMask((GLboolean)args->a0); break; case glfnDepthRangef: glDepthRangef(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1); break; case glfnDetachShader: glDetachShader((GLint)args->a0, (GLint)args->a1); break; case glfnDisable: glDisable((GLenum)args->a0); break; case glfnDisableVertexAttribArray: glDisableVertexAttribArray((GLint)args->a0); break; case glfnDrawArrays: glDrawArrays((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2); break; case glfnDrawElements: glDrawElements((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (void*)args->a3); break; case glfnEnable: glEnable((GLenum)args->a0); break; case glfnEnableVertexAttribArray: glEnableVertexAttribArray((GLint)args->a0); break; case glfnFinish: glFinish(); break; case glfnFlush: glFlush(); break; case glfnFramebufferRenderbuffer: glFramebufferRenderbuffer((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3); break; case glfnFramebufferTexture2D: glFramebufferTexture2D((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4); break; case glfnFrontFace: glFrontFace((GLenum)args->a0); break; case glfnGenBuffer: glGenBuffers(1, (GLuint*)&ret); break; case glfnGenFramebuffer: glGenFramebuffers(1, (GLuint*)&ret); break; case glfnGenRenderbuffer: glGenRenderbuffers(1, (GLuint*)&ret); break; case glfnGenTexture: glGenTextures(1, (GLuint*)&ret); break; case glfnGenerateMipmap: glGenerateMipmap((GLenum)args->a0); break; case glfnGetActiveAttrib: glGetActiveAttrib( (GLuint)args->a0, (GLuint)args->a1, (GLsizei)args->a2, NULL, (GLint*)&ret, (GLenum*)args->a3, (GLchar*)parg); break; case glfnGetActiveUniform: glGetActiveUniform( (GLuint)args->a0, (GLuint)args->a1, (GLsizei)args->a2, NULL, (GLint*)&ret, (GLenum*)args->a3, (GLchar*)parg); break; case glfnGetAttachedShaders: glGetAttachedShaders((GLuint)args->a0, (GLsizei)args->a1, (GLsizei*)&ret, (GLuint*)parg); break; case glfnGetAttribLocation: ret = glGetAttribLocation((GLint)args->a0, (GLchar*)args->a1); break; case glfnGetBooleanv: glGetBooleanv((GLenum)args->a0, (GLboolean*)parg); break; case glfnGetBufferParameteri: glGetBufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret); break; case glfnGetFloatv: glGetFloatv((GLenum)args->a0, (GLfloat*)parg); break; case glfnGetIntegerv: glGetIntegerv((GLenum)args->a0, (GLint*)parg); break; case glfnGetError: ret = glGetError(); break; case glfnGetFramebufferAttachmentParameteriv: glGetFramebufferAttachmentParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint*)&ret); break; case glfnGetProgramiv: glGetProgramiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret); break; case glfnGetProgramInfoLog: glGetProgramInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg); break; case glfnGetRenderbufferParameteriv: glGetRenderbufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret); break; case glfnGetShaderiv: glGetShaderiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret); break; case glfnGetShaderInfoLog: glGetShaderInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg); break; case glfnGetShaderPrecisionFormat: glGetShaderPrecisionFormat((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg, &((GLint*)parg)[2]); break; case glfnGetShaderSource: glGetShaderSource((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg); break; case glfnGetString: ret = (uintptr_t)glGetString((GLenum)args->a0); break; case glfnGetTexParameterfv: glGetTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg); break; case glfnGetTexParameteriv: glGetTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg); break; case glfnGetUniformfv: glGetUniformfv((GLuint)args->a0, (GLint)args->a1, (GLfloat*)parg); break; case glfnGetUniformiv: glGetUniformiv((GLuint)args->a0, (GLint)args->a1, (GLint*)parg); break; case glfnGetUniformLocation: ret = glGetUniformLocation((GLint)args->a0, (GLchar*)args->a1); break; case glfnGetVertexAttribfv: glGetVertexAttribfv((GLuint)args->a0, (GLenum)args->a1, (GLfloat*)parg); break; case glfnGetVertexAttribiv: glGetVertexAttribiv((GLuint)args->a0, (GLenum)args->a1, (GLint*)parg); break; case glfnHint: glHint((GLenum)args->a0, (GLenum)args->a1); break; case glfnIsBuffer: ret = glIsBuffer((GLint)args->a0); break; case glfnIsEnabled: ret = glIsEnabled((GLenum)args->a0); break; case glfnIsFramebuffer: ret = glIsFramebuffer((GLint)args->a0); break; case glfnIsProgram: ret = glIsProgram((GLint)args->a0); break; case glfnIsRenderbuffer: ret = glIsRenderbuffer((GLint)args->a0); break; case glfnIsShader: ret = glIsShader((GLint)args->a0); break; case glfnIsTexture: ret = glIsTexture((GLint)args->a0); break; case glfnLineWidth: glLineWidth(*(GLfloat*)&args->a0); break; case glfnLinkProgram: glLinkProgram((GLint)args->a0); break; case glfnPixelStorei: glPixelStorei((GLenum)args->a0, (GLint)args->a1); break; case glfnPolygonOffset: glPolygonOffset(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1); break; case glfnReadPixels: glReadPixels((GLint)args->a0, (GLint)args->a1, (GLsizei)args->a2, (GLsizei)args->a3, (GLenum)args->a4, (GLenum)args->a5, (void*)parg); break; case glfnReleaseShaderCompiler: glReleaseShaderCompiler(); break; case glfnRenderbufferStorage: glRenderbufferStorage((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLint)args->a3); break; case glfnSampleCoverage: glSampleCoverage(*(GLfloat*)&args->a0, (GLboolean)args->a1); break; case glfnScissor: glScissor((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3); break; case glfnShaderSource: #if defined(os_ios) || defined(os_osx) glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar *const *)args->a2, NULL); #else glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar **)args->a2, NULL); #endif break; case glfnStencilFunc: glStencilFunc((GLenum)args->a0, (GLint)args->a1, (GLuint)args->a2); break; case glfnStencilFuncSeparate: glStencilFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLuint)args->a3); break; case glfnStencilMask: glStencilMask((GLuint)args->a0); break; case glfnStencilMaskSeparate: glStencilMaskSeparate((GLenum)args->a0, (GLuint)args->a1); break; case glfnStencilOp: glStencilOp((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2); break; case glfnStencilOpSeparate: glStencilOpSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3); break; case glfnTexImage2D: glTexImage2D( (GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLsizei)args->a3, (GLsizei)args->a4, 0, // border (GLenum)args->a5, (GLenum)args->a6, (const GLvoid*)parg); break; case glfnTexSubImage2D: glTexSubImage2D( (GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLsizei)args->a4, (GLsizei)args->a5, (GLenum)args->a6, (GLenum)args->a7, (const GLvoid*)parg); break; case glfnTexParameterf: glTexParameterf((GLenum)args->a0, (GLenum)args->a1, *(GLfloat*)&args->a2); break; case glfnTexParameterfv: glTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg); break; case glfnTexParameteri: glTexParameteri((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2); break; case glfnTexParameteriv: glTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg); break; case glfnUniform1f: glUniform1f((GLint)args->a0, *(GLfloat*)&args->a1); break; case glfnUniform1fv: glUniform1fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform1i: glUniform1i((GLint)args->a0, (GLint)args->a1); break; case glfnUniform1iv: glUniform1iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform2f: glUniform2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2); break; case glfnUniform2fv: glUniform2fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform2i: glUniform2i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2); break; case glfnUniform2iv: glUniform2iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform3f: glUniform3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3); break; case glfnUniform3fv: glUniform3fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform3i: glUniform3i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3); break; case glfnUniform3iv: glUniform3iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform4f: glUniform4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4); break; case glfnUniform4fv: glUniform4fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniform4i: glUniform4i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4); break; case glfnUniform4iv: glUniform4iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg); break; case glfnUniformMatrix2fv: glUniformMatrix2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg); break; case glfnUniformMatrix3fv: glUniformMatrix3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg); break; case glfnUniformMatrix4fv: glUniformMatrix4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg); break; case glfnUseProgram: glUseProgram((GLint)args->a0); break; case glfnValidateProgram: glValidateProgram((GLint)args->a0); break; case glfnVertexAttrib1f: glVertexAttrib1f((GLint)args->a0, *(GLfloat*)&args->a1); break; case glfnVertexAttrib1fv: glVertexAttrib1fv((GLint)args->a0, (GLfloat*)parg); break; case glfnVertexAttrib2f: glVertexAttrib2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2); break; case glfnVertexAttrib2fv: glVertexAttrib2fv((GLint)args->a0, (GLfloat*)parg); break; case glfnVertexAttrib3f: glVertexAttrib3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3); break; case glfnVertexAttrib3fv: glVertexAttrib3fv((GLint)args->a0, (GLfloat*)parg); break; case glfnVertexAttrib4f: glVertexAttrib4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4); break; case glfnVertexAttrib4fv: glVertexAttrib4fv((GLint)args->a0, (GLfloat*)parg); break; case glfnVertexAttribPointer: glVertexAttribPointer((GLuint)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLboolean)args->a3, (GLsizei)args->a4, (const GLvoid*)args->a5); break; case glfnViewport: glViewport((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3); break; } return ret; }
void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz, QGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples) { QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext()); fbo_guard.setContext(ctx); bool ext_detected = (QGLExtensions::glExtensions() & QGLExtensions::FramebufferObject); if (!ext_detected || (ext_detected && !qt_resolve_framebufferobject_extensions(ctx))) return; size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo); fbo_guard.setId(fbo); glDevice.setFBO(q, attachment); QT_CHECK_GLERROR(); // init texture if (samples == 0) { glGenTextures(1, &texture); glBindTexture(target, texture); glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #ifndef QT_OPENGL_ES glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #else glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texture, 0); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); glBindTexture(target, 0); color_buffer = 0; } else { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples); samples = qBound(0, int(samples), int(maxSamples)); glGenRenderbuffers(1, &color_buffer); glBindRenderbuffer(GL_RENDERBUFFER_EXT, color_buffer); if (glRenderbufferStorageMultisampleEXT && samples > 0) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internal_format, size.width(), size.height()); } else { samples = 0; glRenderbufferStorage(GL_RENDERBUFFER_EXT, internal_format, size.width(), size.height()); } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_buffer); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); if (valid) glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &samples); } // In practice, a combined depth-stencil buffer is supported by all desktop platforms, while a // separate stencil buffer is not. On embedded devices however, a combined depth-stencil buffer // might not be supported while separate buffers are, according to QTBUG-12861. if (attachment == QGLFramebufferObject::CombinedDepthStencil && (QGLExtensions::glExtensions() & QGLExtensions::PackedDepthStencil)) { // depth and stencil buffer needs another extension glGenRenderbuffers(1, &depth_buffer); Q_ASSERT(!glIsRenderbuffer(depth_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_buffer); Q_ASSERT(glIsRenderbuffer(depth_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); stencil_buffer = depth_buffer; glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &depth_buffer); stencil_buffer = depth_buffer = 0; } } if (depth_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil || (attachment == QGLFramebufferObject::Depth))) { glGenRenderbuffers(1, &depth_buffer); Q_ASSERT(!glIsRenderbuffer(depth_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_buffer); Q_ASSERT(glIsRenderbuffer(depth_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES if (QGLExtensions::glExtensions() & QGLExtensions::Depth24) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT24_OES, size.width(), size.height()); } else { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT16, size.width(), size.height()); } #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES if (QGLExtensions::glExtensions() & QGLExtensions::Depth24) { glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_OES, size.width(), size.height()); } else { glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height()); } #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &depth_buffer); depth_buffer = 0; } } if (stencil_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil)) { glGenRenderbuffers(1, &stencil_buffer); Q_ASSERT(!glIsRenderbuffer(stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, stencil_buffer); Q_ASSERT(glIsRenderbuffer(stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_STENCIL_INDEX8_EXT, size.width(), size.height()); #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_STENCIL_INDEX, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, size.width(), size.height()); #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, size.width(), size.height()); #endif } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &stencil_buffer); stencil_buffer = 0; } } // The FBO might have become valid after removing the depth or stencil buffer. valid = checkFramebufferStatus(); if (depth_buffer && stencil_buffer) { fbo_attachment = QGLFramebufferObject::CombinedDepthStencil; } else if (depth_buffer) { fbo_attachment = QGLFramebufferObject::Depth; } else { fbo_attachment = QGLFramebufferObject::NoAttachment; } glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); if (!valid) { if (color_buffer) glDeleteRenderbuffers(1, &color_buffer); else glDeleteTextures(1, &texture); if (depth_buffer) glDeleteRenderbuffers(1, &depth_buffer); if (stencil_buffer && depth_buffer != stencil_buffer) glDeleteRenderbuffers(1, &stencil_buffer); glDeleteFramebuffers(1, &fbo); fbo_guard.setId(0); } QT_CHECK_GLERROR(); format.setTextureTarget(target); format.setSamples(int(samples)); format.setAttachment(fbo_attachment); format.setInternalTextureFormat(internal_format); }
void get_renderbuffer_parameteriv(renderbuffer_target_t target, gl::enum_t pname, gl::int_t * params) { glGetRenderbufferParameteriv(static_cast<GLenum>(target), pname, params); }
static inline GLuint downsampledFramebuffer(GLuint oldFbo, GLint drawbuffer, GLint colorRb, GLint depthRb, GLint stencilRb, GLuint *rbs, GLint *numRbs) { GLuint fbo; GLint format; GLint w, h; *numRbs = 0; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindRenderbuffer(GL_RENDERBUFFER, colorRb); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &w); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &h); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); glGenRenderbuffers(1, &rbs[*numRbs]); glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]); glRenderbufferStorage(GL_RENDERBUFFER, format, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffer, GL_RENDERBUFFER, rbs[*numRbs]); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glDrawBuffer(drawbuffer); glReadBuffer(drawbuffer); glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, fbo); ++*numRbs; if (stencilRb == depthRb && stencilRb) { //combined depth and stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, depthRb); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &w); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &h); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); glGenRenderbuffers(1, &rbs[*numRbs]); glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]); glRenderbufferStorage(GL_RENDERBUFFER, format, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[*numRbs]); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, fbo); ++*numRbs; } else { if (depthRb) { glBindRenderbuffer(GL_RENDERBUFFER, depthRb); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &w); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &h); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); glGenRenderbuffers(1, &rbs[*numRbs]); glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]); glRenderbufferStorage(GL_RENDERBUFFER, format, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[*numRbs]); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glDrawBuffer(GL_DEPTH_ATTACHMENT); glReadBuffer(GL_DEPTH_ATTACHMENT); glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_DEPTH_BUFFER_BIT, GL_NEAREST); ++*numRbs; } if (stencilRb) { glBindRenderbuffer(GL_RENDERBUFFER, stencilRb); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &w); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &h); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format); glGenRenderbuffers(1, &rbs[*numRbs]); glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]); glRenderbufferStorage(GL_RENDERBUFFER, format, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[*numRbs]); glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glDrawBuffer(GL_STENCIL_ATTACHMENT); glReadBuffer(GL_STENCIL_ATTACHMENT); glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_STENCIL_BUFFER_BIT, GL_NEAREST); ++*numRbs; } } return fbo; }
/** * gdk_cairo_draw_from_gl: * @cr: a cairo context * @window: The window we're rendering for (not necessarily into) * @source: The GL ID of the source buffer * @source_type: The type of the @source * @buffer_scale: The scale-factor that the @source buffer is allocated for * @x: The source x position in @source to start copying from in GL coordinates * @y: The source y position in @source to start copying from in GL coordinates * @width: The width of the region to draw * @height: The height of the region to draw * * This is the main way to draw GL content in GTK+. It takes a render buffer ID * (@source_type == #GL_RENDERBUFFER) or a texture id (@source_type == #GL_TEXTURE) * and draws it onto @cr with an OVER operation, respecting the current clip. * The top left corner of the rectangle specified by @x, @y, @width and @height * will be drawn at the current (0,0) position of the cairo_t. * * This will work for *all* cairo_t, as long as @window is realized, but the * fallback implementation that reads back the pixels from the buffer may be * used in the general case. In the case of direct drawing to a window with * no special effects applied to @cr it will however use a more efficient * approach. * * For #GL_RENDERBUFFER the code will always fall back to software for buffers * with alpha components, so make sure you use #GL_TEXTURE if using alpha. * * Calling this may change the current GL context. * * Since: 3.16 */ void gdk_cairo_draw_from_gl (cairo_t *cr, GdkWindow *window, int source, int source_type, int buffer_scale, int x, int y, int width, int height) { GdkGLContext *paint_context; cairo_surface_t *image; cairo_matrix_t matrix; int dx, dy, window_scale; gboolean trivial_transform; cairo_surface_t *group_target; GdkWindow *direct_window, *impl_window; guint framebuffer; int alpha_size = 0; cairo_region_t *clip_region; GdkGLContextPaintData *paint_data; impl_window = window->impl_window; window_scale = gdk_window_get_scale_factor (impl_window); paint_context = gdk_window_get_paint_gl_context (window, NULL); if (paint_context == NULL) { g_warning ("gdk_cairo_draw_gl_render_buffer failed - no paint context"); return; } clip_region = gdk_cairo_region_from_clip (cr); gdk_gl_context_make_current (paint_context); paint_data = gdk_gl_context_get_paint_data (paint_context); if (paint_data->tmp_framebuffer == 0) glGenFramebuffersEXT (1, &paint_data->tmp_framebuffer); if (source_type == GL_RENDERBUFFER) { glBindRenderbuffer (GL_RENDERBUFFER, source); glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, &alpha_size); } else if (source_type == GL_TEXTURE) { glBindTexture (GL_TEXTURE_2D, source); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &alpha_size); } else { g_warning ("Unsupported gl source type %d\n", source_type); return; } group_target = cairo_get_group_target (cr); direct_window = cairo_surface_get_user_data (group_target, &direct_key); cairo_get_matrix (cr, &matrix); dx = matrix.x0; dy = matrix.y0; /* Trivial == integer-only translation */ trivial_transform = (double)dx == matrix.x0 && (double)dy == matrix.y0 && matrix.xx == 1.0 && matrix.xy == 0.0 && matrix.yx == 0.0 && matrix.yy == 1.0; /* For direct paint of non-alpha renderbuffer, we can just do a bitblit */ if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_GL) == 0 && source_type == GL_RENDERBUFFER && alpha_size == 0 && direct_window != NULL && direct_window->current_paint.use_gl && trivial_transform && clip_region != NULL) { int unscaled_window_height; int i; /* Create a framebuffer with the source renderbuffer and make it the current target for reads */ framebuffer = paint_data->tmp_framebuffer; glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer); glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, source); glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, 0); /* Translate to impl coords */ cairo_region_translate (clip_region, dx, dy); glEnable (GL_SCISSOR_TEST); gdk_window_get_unscaled_size (impl_window, NULL, &unscaled_window_height); glDrawBuffer (GL_BACK); #define FLIP_Y(_y) (unscaled_window_height - (_y)) for (i = 0; i < cairo_region_num_rectangles (clip_region); i++) { cairo_rectangle_int_t clip_rect, dest; cairo_region_get_rectangle (clip_region, i, &clip_rect); clip_rect.x *= window_scale; clip_rect.y *= window_scale; clip_rect.width *= window_scale; clip_rect.height *= window_scale; glScissor (clip_rect.x, FLIP_Y (clip_rect.y + clip_rect.height), clip_rect.width, clip_rect.height); dest.x = dx * window_scale; dest.y = dy * window_scale; dest.width = width * window_scale / buffer_scale; dest.height = height * window_scale / buffer_scale; if (gdk_rectangle_intersect (&clip_rect, &dest, &dest)) { int clipped_src_x = x + (dest.x - dx * window_scale); int clipped_src_y = y + (height - dest.height - (dest.y - dy * window_scale)); glBlitFramebufferEXT(clipped_src_x, clipped_src_y, (clipped_src_x + dest.width), (clipped_src_y + dest.height), dest.x, FLIP_Y(dest.y + dest.height), dest.x + dest.width, FLIP_Y(dest.y), GL_COLOR_BUFFER_BIT, GL_NEAREST); if (impl_window->current_paint.flushed_region) { cairo_rectangle_int_t flushed_rect; flushed_rect.x = dest.x / window_scale; flushed_rect.y = dest.y / window_scale; flushed_rect.width = (dest.x + dest.width + window_scale - 1) / window_scale - flushed_rect.x; flushed_rect.height = (dest.y + dest.height + window_scale - 1) / window_scale - flushed_rect.y; cairo_region_union_rectangle (impl_window->current_paint.flushed_region, &flushed_rect); cairo_region_subtract_rectangle (impl_window->current_paint.need_blend_region, &flushed_rect); } } } glDisable (GL_SCISSOR_TEST); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); #undef FLIP_Y } /* For direct paint of alpha or non-alpha textures we can use texturing */ else if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_GL) == 0 && source_type == GL_TEXTURE && direct_window != NULL && direct_window->current_paint.use_gl && trivial_transform && clip_region != NULL) { int unscaled_window_height; GLint texture_width; GLint texture_height; int i, n_rects, n_quads; GdkTexturedQuad *quads; cairo_rectangle_int_t clip_rect; /* Translate to impl coords */ cairo_region_translate (clip_region, dx, dy); if (alpha_size != 0) { cairo_region_t *opaque_region, *blend_region; opaque_region = cairo_region_copy (clip_region); cairo_region_subtract (opaque_region, impl_window->current_paint.flushed_region); cairo_region_subtract (opaque_region, impl_window->current_paint.need_blend_region); if (!cairo_region_is_empty (opaque_region)) gdk_gl_texture_from_surface (impl_window->current_paint.surface, opaque_region); blend_region = cairo_region_copy (clip_region); cairo_region_intersect (blend_region, impl_window->current_paint.need_blend_region); glEnable (GL_BLEND); if (!cairo_region_is_empty (blend_region)) gdk_gl_texture_from_surface (impl_window->current_paint.surface, blend_region); cairo_region_destroy (opaque_region); cairo_region_destroy (blend_region); } glBindTexture (GL_TEXTURE_2D, source); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texture_width); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texture_height); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable (GL_SCISSOR_TEST); gdk_window_get_unscaled_size (impl_window, NULL, &unscaled_window_height); #define FLIP_Y(_y) (unscaled_window_height - (_y)) cairo_region_get_extents (clip_region, &clip_rect); glScissor (clip_rect.x * window_scale, FLIP_Y ((clip_rect.y + clip_rect.height) * window_scale), clip_rect.width * window_scale, clip_rect.height * window_scale); n_quads = 0; n_rects = cairo_region_num_rectangles (clip_region); quads = g_new (GdkTexturedQuad, n_rects); for (i = 0; i < n_rects; i++) { cairo_rectangle_int_t dest; cairo_region_get_rectangle (clip_region, i, &clip_rect); clip_rect.x *= window_scale; clip_rect.y *= window_scale; clip_rect.width *= window_scale; clip_rect.height *= window_scale; dest.x = dx * window_scale; dest.y = dy * window_scale; dest.width = width * window_scale / buffer_scale; dest.height = height * window_scale / buffer_scale; if (gdk_rectangle_intersect (&clip_rect, &dest, &dest)) { int clipped_src_x = x + (dest.x - dx * window_scale); int clipped_src_y = y + (height - dest.height - (dest.y - dy * window_scale)); GdkTexturedQuad quad = { dest.x, FLIP_Y(dest.y), dest.x + dest.width, FLIP_Y(dest.y + dest.height), clipped_src_x / (float)texture_width, (clipped_src_y + dest.height) / (float)texture_height, (clipped_src_x + dest.width) / (float)texture_width, clipped_src_y / (float)texture_height, }; quads[n_quads++] = quad; if (impl_window->current_paint.flushed_region) { cairo_rectangle_int_t flushed_rect; flushed_rect.x = dest.x / window_scale; flushed_rect.y = dest.y / window_scale; flushed_rect.width = (dest.x + dest.width + window_scale - 1) / window_scale - flushed_rect.x; flushed_rect.height = (dest.y + dest.height + window_scale - 1) / window_scale - flushed_rect.y; cairo_region_union_rectangle (impl_window->current_paint.flushed_region, &flushed_rect); cairo_region_subtract_rectangle (impl_window->current_paint.need_blend_region, &flushed_rect); } } } if (n_quads > 0) gdk_gl_texture_quads (paint_context, GL_TEXTURE_2D, n_quads, quads); g_free (quads); if (alpha_size != 0) glDisable (GL_BLEND); #undef FLIP_Y } else { /* Software fallback */ /* TODO: avoid reading back non-required data due to dest clip */ image = cairo_surface_create_similar_image (cairo_get_target (cr), (alpha_size == 0) ? CAIRO_FORMAT_RGB24 : CAIRO_FORMAT_ARGB32, width, height); cairo_surface_set_device_scale (image, buffer_scale, buffer_scale); framebuffer = paint_data->tmp_framebuffer; glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer); if (source_type == GL_RENDERBUFFER) { /* Create a framebuffer with the source renderbuffer and make it the current target for reads */ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, source); } else { glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, source, 0); } glPixelStorei (GL_PACK_ALIGNMENT, 4); glPixelStorei (GL_PACK_ROW_LENGTH, cairo_image_surface_get_stride (image) / 4); glReadPixels (x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, cairo_image_surface_get_data (image)); glPixelStorei (GL_PACK_ROW_LENGTH, 0); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); cairo_surface_mark_dirty (image); /* Invert due to opengl having different origin */ cairo_scale (cr, 1, -1); cairo_translate (cr, 0, -height / buffer_scale); cairo_set_source_surface (cr, image, 0, 0); cairo_set_operator (cr, CAIRO_OPERATOR_OVER); cairo_paint (cr); cairo_surface_destroy (image); } if (clip_region) cairo_region_destroy (clip_region); }
UInt2 getRenderBufferSize() { int width, height; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); return UInt2(width,height); }
bool RenderTargetTexture::Init(RenderTarget::Properties* props) { m_properties = *static_cast<RenderTargetTextureProperties*>(props); Clear(); // generate frame buffer glGenFramebuffers(1, &m_fb); // create color texture if (m_color_texture) safe_delete(m_color_texture); m_color_texture = new Texture2D; m_color_texture->Create(m_properties.m_texture_width, m_properties.m_texture_height, ImageModule::IMAGE_FORMAT_RGBA8, 0, false); // if multisample // generate render buffers glGenRenderbuffers(1, &m_depth_rb); glGenRenderbuffers(1, &m_color_rb); // generate resolve frame buffer glGenFramebuffers(1, &m_resolve_fb); // tune resolve frame buffer glBindFramebuffer(GL_FRAMEBUFFER, m_resolve_fb); // bind color texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_color_texture->GetCode(), 0); Check(); // tune render frame buffer glBindFramebuffer(GL_FRAMEBUFFER, m_fb); // tune color render buffer glBindRenderbuffer(GL_RENDERBUFFER, m_color_rb); int max_samples; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); // for csaa some extra staff needed // create a regular MSAA color buffer glRenderbufferStorageMultisample(GL_RENDERBUFFER, max_samples, GL_RGBA8, m_color_texture->GetWidth(), m_color_texture->GetHeight()); // check the number of samples glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &max_samples); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_color_rb); Check(); // tune depth render buffer glBindRenderbuffer(GL_RENDERBUFFER, m_depth_rb); // for csaa another method should be used // create a regular MSAA depth buffer glRenderbufferStorageMultisample(GL_RENDERBUFFER, max_samples, GL_DEPTH_COMPONENT24, m_color_texture->GetWidth(), m_color_texture->GetHeight()); // attach depth buffer to frame buffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depth_rb); Check(); glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; }
void FrameBuffer::Init(GLint width, GLint height) { Clear(); // generate frame buffer glGenFramebuffers(1, &m_fb); // create color texture m_color_texture.reset(new Texture2D); m_color_texture->Create(width, height, GL_RGBA8, 0); // if multisample // generate render buffers glGenRenderbuffers(1, &m_depth_rb); glGenRenderbuffers(1, &m_color_rb); // generate resolve frame buffer glGenFramebuffers(1, &m_resolve_fb); // tune resolve frame buffer glBindFramebuffer(GL_FRAMEBUFFER, m_resolve_fb); // bind color texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_color_texture->GetCode(), 0); Check(); // tune render frame buffer glBindFramebuffer(GL_FRAMEBUFFER, m_fb); // tune color render buffer glBindRenderbuffer(GL_RENDERBUFFER, m_color_rb); int max_samples; glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_samples); // for csaa some extra staff needed // create a regular MSAA color buffer glRenderbufferStorageMultisample(GL_RENDERBUFFER, max_samples, GL_RGBA8, m_color_texture->GetWidth(), m_color_texture->GetHeight()); // check the number of samples glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &max_samples); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_color_rb); Check(); // tune depth render buffer glBindRenderbuffer(GL_RENDERBUFFER, m_depth_rb); // for csaa another method should be used // create a regular MSAA depth buffer glRenderbufferStorageMultisample(GL_RENDERBUFFER, max_samples, GL_DEPTH_COMPONENT24, m_color_texture->GetWidth(), m_color_texture->GetHeight()); // attach depth buffer to frame buffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depth_rb); Check(); glBindFramebuffer(GL_FRAMEBUFFER, 0); // // //glGenTextures(1, &m_texture); // //glBindTexture(GL_TEXTURE_2D, m_texture); // //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // // //glBindTexture(GL_TEXTURE_2D, 0); // // // // // create frame buffer // // // glGenFramebuffers(1, &m_fbo); // CHECK_GL_ERROR(L"Can't generate frame buffer"); // // // // Create render buffer object // // // glGenRenderbuffers(1, &m_rbo); // CHECK_GL_ERROR(L"Can't generate render buffer"); // // // // Bind created frame buffer // // // glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); // CHECK_GL_ERROR(L"Can't bind frame buffer"); // // // // Bind texture // // //// m_texture_2d->Bind(); // // // // attach created texture // // // int code = m_texture_2d->GetCode(); // glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, code, 0); // CHECK_GL_ERROR(L"Can't attach texture to the frame buffer"); // // // // bind created render buffer // // // glBindRenderbuffer(GL_RENDERBUFFER, m_rbo); // CHECK_GL_ERROR(L"Can't bind render buffer"); // // // // init storage parameters // // // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); // CHECK_GL_ERROR(L"Can't glRenderBufferstorage"); // // // // attach depth buffer // // // glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbo); // CHECK_GL_ERROR(L"Can't attach depth buffer fo frame buffer"); // Check(); // // //glBindRenderbuffer(GL_RENDERBUFFER, 0); // //CHECK_GL_ERROR(L"Can't unibnd render target buffer"); // glBindFramebuffer(GL_FRAMEBUFFER, 0); // CHECK_GL_ERROR(L"Can't unbind frame buffer object"); }
void RenderBufferObject::query(GLenum pname, GLint *ret) const { bind(); glGetRenderbufferParameteriv(target, pname, ret); }
void GraphicsContext3D::getRenderbufferParameteriv(GC3Denum target, GC3Denum paramName, GC3Dint* value) { makeContextCurrent(); glGetRenderbufferParameteriv(target, paramName, value); }
void dumpFramebuffer(JSONWriter &json, Context &context) { json.beginMember("framebuffer"); json.beginObject(); GLint boundDrawFbo = 0, boundReadFbo = 0; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &boundDrawFbo); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &boundReadFbo); if (!boundDrawFbo) { dumpDrawableImages(json, context); } else if (context.ES) { dumpFramebufferAttachments(json, context, GL_FRAMEBUFFER); } else { GLint colorRb = 0, stencilRb = 0, depthRb = 0; GLint draw_buffer0 = GL_NONE; glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer0); bool multisample = false; GLint boundRb = 0; glGetIntegerv(GL_RENDERBUFFER_BINDING, &boundRb); GLint object_type; glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, draw_buffer0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type); if (object_type == GL_RENDERBUFFER) { glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, draw_buffer0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &colorRb); glBindRenderbuffer(GL_RENDERBUFFER, colorRb); GLint samples = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); if (samples) { multisample = true; } } glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type); if (object_type == GL_RENDERBUFFER) { glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthRb); glBindRenderbuffer(GL_RENDERBUFFER, depthRb); GLint samples = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); if (samples) { multisample = true; } } glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type); if (object_type == GL_RENDERBUFFER) { glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &stencilRb); glBindRenderbuffer(GL_RENDERBUFFER, stencilRb); GLint samples = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); if (samples) { multisample = true; } } glBindRenderbuffer(GL_RENDERBUFFER, boundRb); GLuint rbs[3]; GLint numRbs = 0; GLuint fboCopy = 0; if (multisample) { // glReadPixels doesnt support multisampled buffers so we need // to blit the fbo to a temporary one fboCopy = downsampledFramebuffer(context, boundDrawFbo, draw_buffer0, colorRb, depthRb, stencilRb, rbs, &numRbs); } dumpFramebufferAttachments(json, context, GL_DRAW_FRAMEBUFFER); if (multisample) { glBindRenderbuffer(GL_RENDERBUFFER_BINDING, boundRb); glDeleteRenderbuffers(numRbs, rbs); glDeleteFramebuffers(1, &fboCopy); } glBindFramebuffer(GL_READ_FRAMEBUFFER, boundReadFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, boundDrawFbo); } json.endObject(); json.endMember(); // framebuffer }
void RenderingEngine::Initialize() { const unsigned int* faces[] = { Face0, Face1, Face2, Face3, Face4, Face5 }; // Load the background texture: glGenTextures(1, &m_textures.Metal); glBindTexture(GL_TEXTURE_2D, m_textures.Metal); { PVRTextureHeader* header = (PVRTextureHeader*) Metal; GLsizei w = header->Width; GLsizei h = header->Height; const unsigned int* texels = Metal + header->HeaderSize / 4; GLenum format = GL_RGB; GLenum type = GL_UNSIGNED_SHORT_5_6_5; glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, type, texels); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Load the cubemap texture: PVRTextureHeader* header = (PVRTextureHeader*) faces[0]; const unsigned int* faceData[] = { faces[0] + header->HeaderSize / 4, faces[1] + header->HeaderSize / 4, faces[2] + header->HeaderSize / 4, faces[3] + header->HeaderSize / 4, faces[4] + header->HeaderSize / 4, faces[5] + header->HeaderSize / 4 }; m_textures.Cubemap = CreateCubemap((void**) faceData, header->Width, GL_RGB, GL_UNSIGNED_SHORT_5_6_5); // Create some geometry: m_kleinBottle = CreateDrawable(KleinBottle(0.2), VertexFlagsNormals); //m_kleinBottle = CreateDrawable(Sphere(1), VertexFlagsNormals); m_quad = CreateDrawable(Quad(6, 9), VertexFlagsTexCoords); // Extract width and height from the color buffer: ivec2 screenSize; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &screenSize.x); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &screenSize.y); // Create the depth buffer: glGenRenderbuffers(1, &m_renderbuffers.Depth); glBindRenderbuffer(GL_RENDERBUFFER, m_renderbuffers.Depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenSize.x, screenSize.y); // Create the on-screen FBO: glGenFramebuffers(1, &m_framebuffers.Screen); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers.Screen); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_renderbuffers.Color); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderbuffers.Depth); glBindRenderbuffer(GL_RENDERBUFFER, m_renderbuffers.Color); // Create the GLSL programs: BuildProgram(SimpleVertexShader, SimpleFragmentShader, m_simple); BuildProgram(CubemapVertexShader, CubemapFragmentShader, m_cubemap); // Set up various GL state: glViewport(0, 0, screenSize.x, screenSize.y); glEnable(GL_DEPTH_TEST); // Set up the transforms: const float NearPlane = 5, FarPlane = 50; const float Scale = 0.004; const float HalfWidth = Scale * screenSize.x / 2; const float HalfHeight = Scale * screenSize.y / 2; mat4 projection = mat4::Frustum(-HalfWidth, HalfWidth, -HalfHeight, HalfHeight, NearPlane, FarPlane); glUseProgram(m_cubemap.Program); glUniformMatrix4fv(m_cubemap.Uniforms.Projection, 1, 0, projection.Pointer()); glUseProgram(m_simple.Program); glUniformMatrix4fv(m_simple.Uniforms.Projection, 1, 0, projection.Pointer()); }
void RenderingEngine::Initialize(const vector<ISurface*>& surfaces) { vector<ISurface*>::const_iterator surface; for (surface = surfaces.begin(); surface != surfaces.end(); ++surface) { // Create the VBO for the vertices. vector<float> vertices; (*surface)->GenerateVertices(vertices, VertexFlagsNormals|VertexFlagsTexCoords); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), &vertices[0], GL_STATIC_DRAW); // Create a new VBO for the indices if needed. int indexCount = (*surface)->GetTriangleIndexCount(); GLuint indexBuffer; if (!m_drawables.empty() && indexCount == m_drawables[0].IndexCount) { indexBuffer = m_drawables[0].IndexBuffer; } else { vector<GLushort> indices(indexCount); (*surface)->GenerateTriangleIndices(indices); glGenBuffers(1, &indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLushort), &indices[0], GL_STATIC_DRAW); } int lineIndexCount = (*surface)->GetLineIndexCount(); GLuint lineIndexBuffer; vector<GLushort> lineIndices(lineIndexCount); (*surface)->GenerateLineIndices(lineIndices); glGenBuffers(1, &lineIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lineIndexCount * sizeof(GLushort), &lineIndices[0], GL_STATIC_DRAW); Drawable drawable = { vertexBuffer, indexBuffer , indexCount}; m_drawables.push_back(drawable); } // Extract width and height. int width, height; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); // Create a depth buffer that has the same size as the color buffer. glGenRenderbuffers(1, &m_depthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // Create the framebuffer object. GLuint framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorRenderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer); // Create the GLSL program. GLuint program = BuildProgram(SimpleVertexShader, SimpleFragmentShader); glUseProgram(program); // Extract the handles to attributes and uniforms. m_attributes.Position = glGetAttribLocation(program, "Position"); m_attributes.Normal = glGetAttribLocation(program, "Normal"); m_attributes.Diffuse = glGetAttribLocation(program, "DiffuseMaterial"); m_attributes.TextureCoord = glGetAttribLocation(program, "TextureCoord"); m_uniforms.Projection = glGetUniformLocation(program, "Projection"); m_uniforms.Modelview = glGetUniformLocation(program, "Modelview"); m_uniforms.NormalMatrix = glGetUniformLocation(program, "NormalMatrix"); m_uniforms.LightPosition = glGetUniformLocation(program, "LightPosition"); m_uniforms.AmbientMaterial = glGetUniformLocation(program, "AmbientMaterial"); m_uniforms.SpecularMaterial = glGetUniformLocation(program, "SpecularMaterial"); m_uniforms.Shininess = glGetUniformLocation(program, "Shininess"); // Set up some default material parameters. glUniform3f(m_uniforms.AmbientMaterial, 0.04f, 0.04f, 0.04f); glUniform3f(m_uniforms.SpecularMaterial, 0.5, 0.5, 0.5); glUniform1f(m_uniforms.Shininess, 50); // Set the active sampler to stage 0. Not really necessary since the uniform // defaults to zero anyway, but good practice. glActiveTexture(GL_TEXTURE0); glUniform1i(m_uniforms.Sampler, 0); // Load the texture. glGenTextures(1,&m_gridTexture); glBindTexture(GL_TEXTURE_2D, m_gridTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); m_resourceManager = CreateResourceManager(); m_resourceManager->LoadPngImage("Grid16.png"); void* pixels = m_resourceManager->GetImageData(); ivec2 size = m_resourceManager->GetImageSize(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); m_resourceManager->UnloadImage(); // Initialize various state. glEnableVertexAttribArray(m_attributes.Position); glEnableVertexAttribArray(m_attributes.Normal); glEnableVertexAttribArray(m_attributes.TextureCoord); glEnable(GL_DEPTH_TEST); // Set up transforms. m_translation = mat4::Translate(0, 0, -7); }