/* 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