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