Пример #1
0
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
{
	ivec4_t srcBoxFinal, dstBoxFinal;
	GLuint srcFb, dstFb;

	if (!glRefConfig.framebufferBlit)
	{
		FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
		return;
	}

	// get to a neutral state first
	//FBO_Bind(NULL);

	srcFb = src ? src->frameBuffer : 0;
	dstFb = dst ? dst->frameBuffer : 0;

	if (!srcBox)
	{
		if (src)
		{
			VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
		}
		else
		{
			VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
		}
	}
	else
	{
		VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
	}

	if (!dstBox)
	{
		if (dst)
		{
			VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
		}
		else
		{
			VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
		}
	}
	else
	{
		VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
	}

	GL_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, srcFb);
	GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
	qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
	                      dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
						  buffers, filter);

	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
	glState.currentFBO = NULL;
}
Пример #2
0
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
{
	ivec4_t srcBoxFinal, dstBoxFinal;
	GLuint srcFb, dstFb;

	if (!glRefConfig.framebufferBlit)
	{
		FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
		return;
	}

	srcFb = src ? src->frameBuffer : 0;
	dstFb = dst ? dst->frameBuffer : 0;

	if (!srcBox)
	{
		int width =  src ? src->width  : glConfig.vidWidth;
		int height = src ? src->height : glConfig.vidHeight;

		VectorSet4(srcBoxFinal, 0, 0, width, height);
	}
	else
	{
		VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
	}

	if (!dstBox)
	{
		int width  = dst ? dst->width  : glConfig.vidWidth;
		int height = dst ? dst->height : glConfig.vidHeight;

		VectorSet4(dstBoxFinal, 0, 0, width, height);
	}
	else
	{
		VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
	}

	GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb);
	GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb);
	qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
	                      dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
						  buffers, filter);

	GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
	glState.currentFBO = NULL;
}
Пример #3
0
/*
============
FBO_Bind
============
*/
void FBO_Bind(FBO_t * fbo)
{
	if (glState.currentFBO == fbo)
		return;
		
	if (r_logFile->integer)
	{
		// don't just call LogComment, or we will get a call to va() every frame!
		GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL"));
	}

	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, fbo ? fbo->frameBuffer : 0);
	glState.currentFBO = fbo;
}
Пример #4
0
/*
============
FBO_Bind
============
*/
void FBO_Bind(FBO_t * fbo)
{
	if (!glRefConfig.framebufferObject)
	{
		ri.Printf(PRINT_WARNING, "FBO_Bind() called without framebuffers enabled!\n");
		return;
	}

	if (glState.currentFBO == fbo)
		return;
		
	if (r_logFile->integer)
	{
		// don't just call LogComment, or we will get a call to va() every frame!
		GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL"));
	}

	GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0);
	glState.currentFBO = fbo;
}
Пример #5
0
GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
	GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
	qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, renderbuffertarget, renderbuffer);
}
Пример #6
0
GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
	GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
	GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
	qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
}
Пример #7
0
GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
{
	GL_BindFramebuffer(target, framebuffer);
	return qglCheckFramebufferStatusEXT(target);
}
Пример #8
0
/*
============
FBO_Init
============
*/
void FBO_Init(void)
{
	int             i;
	int             hdrFormat, multisample = 0;

	ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");

	if(!glRefConfig.framebufferObject)
		return;

	tr.numFBOs = 0;

	GL_CheckErrors();

	R_IssuePendingRenderCommands();

	hdrFormat = GL_RGBA8;
	if (r_hdr->integer && glRefConfig.textureFloat)
		hdrFormat = GL_RGBA16F_ARB;

	if (glRefConfig.framebufferMultisample)
		qglGetIntegerv(GL_MAX_SAMPLES, &multisample);

	if (r_ext_framebuffer_multisample->integer < multisample)
		multisample = r_ext_framebuffer_multisample->integer;

	if (multisample < 2 || !glRefConfig.framebufferBlit)
		multisample = 0;

	if (multisample != r_ext_framebuffer_multisample->integer)
		ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
	
	// only create a render FBO if we need to resolve MSAA or do HDR
	// otherwise just render straight to the screen (tr.renderFbo = NULL)
	if (multisample && glRefConfig.framebufferMultisample)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
		FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample);
		R_CheckFBO(tr.renderFbo);

		tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.msaaResolveFbo);
	}
	else if (r_hdr->integer)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.renderFbo);
	}

	// clear render buffer
	// this fixes the corrupt screen bug with r_hdr 1 on older hardware
	if (tr.renderFbo)
	{
		GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer);
		qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	}

	if (tr.screenScratchImage)
	{
		tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
		FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.screenScratchFbo);
	}

	if (tr.sunRaysImage)
	{
		tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.sunRaysFbo);
	}

	if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
	{
		for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
		{
			tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
			// FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
			FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
			FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0);
			R_CheckFBO(tr.pshadowFbos[i]);
		}
	}

	if (tr.sunShadowDepthImage[0])
	{
		for (i = 0; i < 4; i++)
		{
			tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
			// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
			// This at least gets sun shadows working on older GPUs (Intel)
			FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
			FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0);
			R_CheckFBO(tr.sunShadowFbo[i]);
		}
	}

	if (tr.screenShadowImage)
	{
		tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
		FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.screenShadowFbo);
	}

	if (tr.textureScratchImage[0])
	{
		for (i = 0; i < 2; i++)
		{
			tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
			FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0);
			R_CheckFBO(tr.textureScratchFbo[i]);
		}
	}

	if (tr.calcLevelsImage)
	{
		tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
		FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.calcLevelsFbo);
	}

	if (tr.targetLevelsImage)
	{
		tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
		FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.targetLevelsFbo);
	}

	if (tr.quarterImage[0])
	{
		for (i = 0; i < 2; i++)
		{
			tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
			FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0);
			R_CheckFBO(tr.quarterFbo[i]);
		}
	}

	if (tr.hdrDepthImage)
	{
		tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
		FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.hdrDepthFbo);
	}

	if (tr.screenSsaoImage)
	{
		tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
		FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.screenSsaoFbo);
	}

	if (tr.renderCubeImage)
	{
		tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
		FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
		R_CheckFBO(tr.renderCubeFbo);
	}

	GL_CheckErrors();

	GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
	glState.currentFBO = NULL;
}