void Framebuffer2D::destroyBuffers(unsigned char bufferBit) { if( bufferBit & FBO_AUX0_BIT && glIsTexture(bufferHandle[FBO_AUX0])) glDeleteTextures(1, &bufferHandle[FBO_AUX0]); if( bufferBit & FBO_AUX1_BIT && glIsTexture(bufferHandle[FBO_AUX1])) glDeleteTextures(1, &bufferHandle[FBO_AUX1]); if( bufferBit & FBO_AUX2_BIT && glIsTexture(bufferHandle[FBO_AUX2])) glDeleteTextures(1, &bufferHandle[FBO_AUX2]); if( bufferBit & FBO_AUX3_BIT && glIsTexture(bufferHandle[FBO_AUX3])) glDeleteTextures(1, &bufferHandle[FBO_AUX3]); if(bufferBit & FBO_DEPTH_BIT && glIsTexture(bufferHandle[FBO_DEPTH])) glDeleteTextures(1, &bufferHandle[FBO_DEPTH]); if(bufferBit & RBO_DEPTH_BIT && glIsRenderbuffer(renderBufferDepthHandle)) { glDeleteRenderbuffers(1, &renderBufferDepthHandle); } }
TextureResource::~TextureResource(){ if(glIsTexture(ids[0])) glDeleteTextures(numTextures, ids); if (glIsFramebuffer(frameBuffer)) glDeleteFramebuffers(1, &frameBuffer); if (glIsRenderbuffer(renderBuffer)) glDeleteRenderbuffers(1, &renderBuffer); if (ids) delete[] ids; }
template<> template<> const GlObject<GlObject_Type::RenderBuffer>* GlObject<GlObject_Type::Resource>::ResourceCast() const { if (glIsRenderbuffer(RawGLHandle(this))) { return (GlObject<GlObject_Type::RenderBuffer>*)(this); } else { return (GlObject<GlObject_Type::RenderBuffer>*)RawGLHandle_Invalid; } }
GC3Dboolean GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer) { if (!renderbuffer) return GL_FALSE; makeContextCurrent(); return glIsRenderbuffer(renderbuffer); }
RenderTargetTexture::~RenderTargetTexture() { if (m_fbo && glIsFramebuffer(m_fbo)) { glDeleteFramebuffers(1, &m_fbo); } if (m_depthBuffer && glIsRenderbuffer(m_depthBuffer)) { glDeleteRenderbuffers(1, &m_depthBuffer); } }
RenderTargetDepthStencil::~RenderTargetDepthStencil() { if(glIsRenderbuffer(_depthStencilBuffer)) { glDeleteRenderbuffers(1, &_depthStencilBuffer); _depthStencilBuffer = 0; } #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_reBuildDepthStencilListener); #endif }
RenderTargetRenderBuffer::~RenderTargetRenderBuffer() { if(glIsRenderbuffer(_colorBuffer)) { glDeleteRenderbuffers(1, &_colorBuffer); _colorBuffer = 0; } #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_reBuildRenderBufferListener); #endif }
void GLFramebuffer::setWidthAndHeight(unsigned int width, unsigned int height) { mWidth = std::max(width, 1u); mHeight = std::max(height, 1u); if (not mFinished) { return; } glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); if (mDepthTexture != NULL) { GLTexture *glDepthTex = (GLTexture *)mDepthTexture; glBindTexture(GL_TEXTURE_2D, glDepthTex->mTexture); glDepthTex->allocData2D(mWidth, mHeight, mDepthFormat, Texture::Depth32F_Format, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, glDepthTex->mTexture, 0); } if (glIsRenderbuffer(mDepthRBO) and mDepthTexture == NULL) { glBindRenderbuffer(GL_RENDERBUFFER, mDepthRBO); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRBO); } unsigned int i=0; GLenum drawBuffers[mColorTextures.size()]; for (std::vector<ColorTexture>::iterator it = mColorTextures.begin(); it != mColorTextures.end(); ++it) { GLTexture *glTexture = (GLTexture *)it->texture; glBindTexture(GL_TEXTURE_2D, glTexture->mTexture); glTexture->allocData2D(mWidth*it->scale.x, mHeight*it->scale.y, it->format, Texture::RGBU8_Format, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_TEXTURE_2D, glTexture->mTexture, 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0+i; ++i; } glDrawBuffers(mColorTextures.size(), drawBuffers); }
void rtt::delete_buffer(rtt::fbo* buffer) { for(size_t i = 0; i < buffer->attachment_count; i++) { if(buffer->tex[i] == 0) continue; glDeleteTextures(1, &buffer->tex[i]); } for(size_t i = 0; i < buffer->attachment_count; i++) { if(buffer->resolve_buffer[i] <= A2E_DEFAULT_FRAMEBUFFER) break; glDeleteFramebuffers(1, &buffer->resolve_buffer[i]); } // depending on how these were created, they can either be renderbuffers or textures if(buffer->color_buffer > A2E_DEFAULT_RENDERBUFFER && glIsRenderbuffer(buffer->color_buffer)) { glDeleteRenderbuffers(1, &buffer->color_buffer); buffer->color_buffer = 0; } if(buffer->depth_buffer > A2E_DEFAULT_RENDERBUFFER && glIsRenderbuffer(buffer->depth_buffer)) { glDeleteRenderbuffers(1, &buffer->depth_buffer); buffer->depth_buffer = 0; } if(buffer->color_buffer > 0 && glIsTexture(buffer->color_buffer)) { glDeleteTextures(1, &buffer->color_buffer); buffer->color_buffer = 0; } if(buffer->depth_buffer > 0 && glIsTexture(buffer->depth_buffer)) { glDeleteTextures(1, &buffer->depth_buffer); buffer->depth_buffer = 0; } // glDeleteFramebuffers(1, &buffer->fbo_id); const auto iter = find(begin(buffers), end(buffers), buffer); if(iter != end(buffers)) { buffers.erase(iter); delete buffer; } }
void GL3LightingManager::freeResources() { if (glIsFramebuffer(_renderFrameBuffer)) { glDeleteFramebuffers(1, &_renderFrameBuffer); _renderFrameBuffer = 0; } if (glIsTexture(_gBufferTextures[0])) { glDeleteTextures(NUM_GBUFFERS, _gBufferTextures); memset(_gBufferTextures, 0, sizeof(_gBufferTextures)); } if (glIsRenderbuffer(_depthRenderBuffer)) { glDeleteRenderbuffers(1, &_depthRenderBuffer); _depthRenderBuffer = 0; } }
GLFramebuffer::~GLFramebuffer() { if (glIsRenderbuffer(mDepthRBO)) { glDeleteRenderbuffers(1, &mDepthRBO); } DELETE(Texture, mDepthTexture); for (std::vector<ColorTexture>::iterator it = mColorTextures.begin(); it != mColorTextures.end(); ++it) { DELETE(Texture, it->texture); } glDeleteFramebuffers(1, &mFramebuffer); }
/////////////////////////////////////////////////////////////////////////////// // 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(); }
template<> void Destroy<GlObject_Type::Resource>(RawGLHandle object) { // // We don't know the type of this resource. // fall back to the simpliest possible polymorphism... // // Just check the type and // if (glIsTexture(object)) { glDeleteTextures(1, &object); } else if (glIsBuffer(object)) { glDeleteBuffers(1, &object); } else if (glIsFramebuffer(object)) { glDeleteFramebuffers(1, &object); } else if (glIsRenderbuffer(object)) { glDeleteRenderbuffers(1, &object); } }
gl::boolean_t is_renderbuffer(gl::uint_t renderbuffer) { return glIsRenderbuffer(renderbuffer); }
FBO::~FBO() { if (this->id_depth != 0 && glIsRenderbuffer(this->id_depth)) glDeleteRenderbuffers(1, &this->id_depth); if (glIsFramebuffer(this->id) == GL_TRUE) glDeleteFramebuffers(1, &this->id); }
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); }