LCOV - code coverage report
Current view: top level - eq/util - frameBufferObject.cpp (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 117 0.9 %
Date: 2016-07-30 05:04:55 Functions: 2 11 18.2 %

          Line data    Source code
       1             : 
       2             : /* Copyright (c) 2008-2015, Cedric Stalder <cedric.stalder@gmail.com>
       3             :  *                          Stefan Eilemann <eile@equalizergraphics.com>
       4             :  *                          Daniel Nachbaur <danielnachbaur@gmail.com>
       5             :  *
       6             :  * This library is free software; you can redistribute it and/or modify it under
       7             :  * the terms of the GNU Lesser General Public License version 2.1 as published
       8             :  * by the Free Software Foundation.
       9             :  *
      10             :  * This library is distributed in the hope that it will be useful, but WITHOUT
      11             :  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
      12             :  * FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more
      13             :  * details.
      14             :  *
      15             :  * You should have received a copy of the GNU Lesser General Public License
      16             :  * along with this library; if not, write to the Free Software Foundation, Inc.,
      17             :  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      18             :  */
      19             : 
      20             : #include "frameBufferObject.h"
      21             : 
      22             : #include <eq/gl.h>
      23             : #include <eq/fabric/pixelViewport.h>
      24             : 
      25             : #ifdef _WIN32
      26             : #  define bzero( ptr, size ) memset( ptr, 0, size );
      27             : #endif
      28             : 
      29             : namespace eq
      30             : {
      31             : namespace util
      32             : {
      33             : 
      34           0 : FrameBufferObject::FrameBufferObject( const GLEWContext* glewContext,
      35             :                                       const GLenum textureTarget )
      36             :     : _fboID( 0 )
      37             :     , _depth( textureTarget, glewContext )
      38             :     , _glewContext( glewContext )
      39           0 :     , _valid( false )
      40             : {
      41           0 :     LBASSERT( GLEW_EXT_framebuffer_object );
      42           0 :     _colors.push_back( new Texture( textureTarget, glewContext ));
      43           0 : }
      44             : 
      45           0 : FrameBufferObject::~FrameBufferObject()
      46             : {
      47           0 :     this->exit();
      48           0 :     for( Texture* color : _colors )
      49           0 :         delete color;
      50           0 : }
      51             : 
      52           0 : bool FrameBufferObject::addColorTexture()
      53             : {
      54           0 :     if( _colors.size() >= 16 )
      55             :     {
      56           0 :         LBWARN << "Too many color textures, can't add another one" << std::endl;
      57           0 :         return false;
      58             :     }
      59             : 
      60           0 :     _colors.push_back( new Texture(_colors.front()->getTarget(), _glewContext));
      61           0 :     _valid = false;
      62           0 :     return true;
      63             : }
      64             : 
      65           0 : Error FrameBufferObject::init( const int32_t width, const int32_t height,
      66             :                                const GLuint colorFormat,
      67             :                                const int32_t depthSize,
      68             :                                const int32_t stencilSize,
      69             :                                const int32_t samplesSize )
      70             : {
      71           0 :     LB_TS_THREAD( _thread );
      72             : 
      73             :     // Check for frame dimensions
      74             :     GLint maxViewportDims[2];
      75           0 :     EQ_GL_CALL( glGetIntegerv( GL_MAX_VIEWPORT_DIMS, &maxViewportDims[0] ));
      76           0 :     if( width > maxViewportDims[0] || height > maxViewportDims[1] )
      77           0 :         return Error( ERROR_FRAMEBUFFER_INVALID_SIZE );
      78             : 
      79             :     // Check for MAX_SAMPLES
      80             :     GLint maxSamples;
      81           0 :     glGetIntegerv( GL_MAX_SAMPLES, &maxSamples );
      82           0 :     if( samplesSize < 0 || samplesSize > maxSamples )
      83           0 :         return Error( ERROR_FRAMEBUFFER_INVALID_SAMPLES );
      84             : 
      85           0 :     if( _fboID )
      86           0 :         return Error( ERROR_FRAMEBUFFER_INITIALIZED );
      87             : 
      88             :     // generate and bind the framebuffer
      89           0 :     EQ_GL_CALL( glGenFramebuffersEXT( 1, &_fboID ));
      90           0 :     EQ_GL_CALL( glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, _fboID ));
      91             : 
      92             :     GLint mask;
      93           0 :     glGetIntegerv( GL_CONTEXT_PROFILE_MASK, &mask );
      94           0 :     const GLenum glError = glGetError(); // might get GL_INVALID_ENUM
      95             :     const bool coreContext =
      96           0 :         glError ? false : mask & GL_CONTEXT_CORE_PROFILE_BIT;
      97             : 
      98             :     // create and bind textures
      99           0 :     for( unsigned i = 0; i < _colors.size(); ++i )
     100             :     {
     101           0 :         _colors[i]->init( colorFormat, width, height );
     102           0 :         _colors[i]->bindToFBO( GL_COLOR_ATTACHMENT0 + i, width, height,
     103           0 :                                samplesSize );
     104           0 :         const Error error = _checkStatus();
     105           0 :         if( error )
     106             :         {
     107           0 :             LBDEBUG << "FrameBufferObject::init: " << error << " when binding "
     108           0 :                     << _colors.size() << " color texture(s) of format 0x"
     109           0 :                     << std::hex << colorFormat << std::dec << " size " << width
     110           0 :                     << "x" << height << " FBO " << _fboID << std::endl;
     111           0 :             exit();
     112           0 :             return error;
     113             :         }
     114             :     }
     115           0 :     if( stencilSize > 0 && ( GLEW_EXT_packed_depth_stencil || coreContext ))
     116             :     {
     117           0 :         _depth.init( GL_DEPTH24_STENCIL8, width, height );
     118             :         _depth.bindToFBO( GL_DEPTH_STENCIL_ATTACHMENT, width, height,
     119           0 :                           samplesSize );
     120           0 :         const Error error = _checkStatus();
     121           0 :         if( error )
     122             :         {
     123           0 :             LBDEBUG << "FrameBufferObject::init: " << error
     124           0 :                     << " when binding GL_DEPTH24_STENCIL8 texture" << std::endl;
     125           0 :             exit();
     126           0 :             return error;
     127             :         }
     128             :     }
     129           0 :     else if( depthSize > 0 )
     130             :     {
     131           0 :         _depth.init( GL_DEPTH_COMPONENT, width, height );
     132           0 :         _depth.bindToFBO( GL_DEPTH_ATTACHMENT, width, height, samplesSize );
     133           0 :         const Error error = _checkStatus();
     134           0 :         if( error )
     135             :         {
     136           0 :             LBDEBUG << "FrameBufferObject::init: " << error
     137           0 :                     << " when binding GL_DEPTH_COMPONENT texture" << std::endl;
     138           0 :             exit();
     139           0 :             return error;
     140             :         }
     141             :     }
     142             : 
     143           0 :     const Error error = _checkStatus();
     144           0 :     if( error )
     145             :     {
     146           0 :         LBDEBUG << "FrameBufferObject::init: " << error << std::endl;
     147           0 :         exit();
     148             :     }
     149           0 :     return error;
     150             : }
     151             : 
     152           0 : void FrameBufferObject::exit()
     153             : {
     154           0 :     LB_TS_THREAD( _thread );
     155           0 :     if( _fboID )
     156             :     {
     157           0 :         glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
     158           0 :         glDeleteFramebuffersEXT( 1, &_fboID );
     159           0 :         _fboID = 0;
     160             :     }
     161             : 
     162           0 :     for( size_t i = 0; i < _colors.size(); ++i )
     163           0 :         _colors[i]->flush();
     164           0 :     _depth.flush();
     165             : 
     166           0 :     _valid = false;
     167           0 : }
     168             : 
     169           0 : Error FrameBufferObject::_checkStatus()
     170             : {
     171           0 :     _valid = false;
     172             : 
     173           0 :     const GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
     174           0 :     switch( status )
     175             :     {
     176             :     case GL_FRAMEBUFFER_COMPLETE_EXT:
     177           0 :         _valid = true;
     178           0 :         return Error( ERROR_NONE );
     179             : 
     180             :     case 0: // error?!
     181           0 :         EQ_GL_ERROR( "glCheckFramebufferStatusEXT" );
     182           0 :         return Error( ERROR_FRAMEBUFFER_STATUS );
     183             : 
     184             :     case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
     185           0 :         return Error( ERROR_FRAMEBUFFER_UNSUPPORTED );
     186             : 
     187             :     case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
     188           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT );
     189             : 
     190             :     case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
     191           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_ATTACHMENT );
     192             : 
     193             :     case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
     194           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_DIMENSIONS );
     195             : 
     196             :     case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
     197           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_FORMATS );
     198             : 
     199             :     case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
     200           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER );
     201             : 
     202             :     case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
     203           0 :         return Error( ERROR_FRAMEBUFFER_INCOMPLETE_READ_BUFFER );
     204             : 
     205             :     default:
     206           0 :         LBWARN << "Unhandled frame buffer status 0x" << std::hex
     207           0 :                << status << std::dec << std::endl;
     208           0 :         return Error( ERROR_FRAMEBUFFER_STATUS );
     209             :     }
     210             : }
     211             : 
     212           0 : void FrameBufferObject::bind( const uint32_t target )
     213             : {
     214           0 :     LB_TS_THREAD( _thread );
     215           0 :     LBASSERT( _fboID );
     216           0 :     EQ_GL_CALL( glBindFramebufferEXT( target, _fboID ));
     217           0 : }
     218             : 
     219           0 : void FrameBufferObject::unbind( const uint32_t target )
     220             : {
     221           0 :     EQ_GL_CALL( glBindFramebufferEXT( target, 0 ));
     222           0 : }
     223             : 
     224           0 : Error FrameBufferObject::resize( const int32_t width, const int32_t height )
     225             : {
     226           0 :     LB_TS_THREAD( _thread );
     227           0 :     LBASSERT( width > 0 && height > 0 );
     228             : 
     229           0 :     LBASSERT( !_colors.empty( ));
     230           0 :     Texture* color = _colors.front();
     231             : 
     232           0 :     if( color->getWidth() == width && color->getHeight() == height && _valid )
     233           0 :         return Error( ERROR_NONE );
     234             : 
     235           0 :     for( size_t i = 0; i < _colors.size(); ++i )
     236           0 :         _colors[i]->resize( width, height );
     237             : 
     238           0 :     if ( _depth.isValid( ))
     239           0 :         _depth.resize( width, height );
     240             : 
     241           0 :     return _checkStatus();
     242             : }
     243             : 
     244             : }
     245          42 : }

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