summaryrefslogtreecommitdiff
path: root/src/graphics/FBO.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/graphics/FBO.cpp')
-rw-r--r--src/graphics/FBO.cpp410
1 files changed, 410 insertions, 0 deletions
diff --git a/src/graphics/FBO.cpp b/src/graphics/FBO.cpp
new file mode 100644
index 0000000..e7837b5
--- /dev/null
+++ b/src/graphics/FBO.cpp
@@ -0,0 +1,410 @@
+//
+// libavg - Media Playback Engine.
+// Copyright (C) 2003-2014 Ulrich von Zadow
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library 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
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// Current versions can be found at www.libavg.de
+//
+
+#include "FBO.h"
+
+#include "OGLHelper.h"
+#include "GLContext.h"
+#include "Filterfliprgb.h"
+
+#include "../base/Exception.h"
+#include "../base/StringHelper.h"
+#include "../base/ObjectCounter.h"
+
+#include <stdio.h>
+
+using namespace std;
+using namespace boost;
+
+namespace avg {
+
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
+#endif
+
+#ifdef AVG_ENABLE_EGL
+#define GL_DEPTH_STENCIL_EXT GL_DEPTH24_STENCIL8_OES
+#endif
+
+FBO::FBO(const IntPoint& size, PixelFormat pf, unsigned numTextures,
+ unsigned multisampleSamples, bool bUsePackedDepthStencil, bool bUseStencil,
+ bool bMipmap)
+ : m_Size(size),
+ m_PF(pf),
+ m_MultisampleSamples(multisampleSamples),
+ m_bUsePackedDepthStencil(bUsePackedDepthStencil),
+ m_bUseStencil(bUseStencil),
+ m_bMipmap(bMipmap)
+{
+ ObjectCounter::get()->incRef(&typeid(*this));
+ AVG_ASSERT(numTextures == 1 || multisampleSamples == 1);
+ if (multisampleSamples > 1 && !(isMultisampleFBOSupported())) {
+ throw Exception(AVG_ERR_UNSUPPORTED,
+ "Multisample offscreen rendering is not supported by this OpenGL driver/card combination.");
+ }
+ if (multisampleSamples < 1) {
+ throwMultisampleError();
+ }
+ for (unsigned i=0; i<numTextures; ++i) {
+ GLTexturePtr pTex = GLTexturePtr(new GLTexture(size, pf, bMipmap));
+ pTex->generateMipmaps();
+ GLContext::checkError("FBO::FBO: generateMipmaps");
+ m_pTextures.push_back(pTex);
+ }
+ init();
+}
+
+FBO::~FBO()
+{
+ ObjectCounter::get()->decRef(&typeid(*this));
+
+ unsigned oldFBOID;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&oldFBOID);
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_FBO);
+
+ for (unsigned i=0; i<m_pTextures.size(); ++i) {
+ glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
+ GL_TEXTURE_2D, 0, 0);
+ }
+
+ GLContext* pContext = GLContext::getCurrent();
+ if (pContext) {
+ pContext->returnFBOToCache(m_FBO);
+ if (m_MultisampleSamples > 1) {
+ glproc::DeleteRenderbuffers(1, &m_ColorBuffer);
+ pContext->returnFBOToCache(m_OutputFBO);
+ }
+ if (m_bUsePackedDepthStencil && isPackedDepthStencilSupported()) {
+ glproc::DeleteRenderbuffers(1, &m_StencilBuffer);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, 0);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, 0);
+ if (m_MultisampleSamples > 1) {
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_OutputFBO);
+ glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, 0, 0);
+ }
+ } else if (m_bUseStencil) {
+ glproc::DeleteRenderbuffers(1, &m_StencilBuffer);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, 0);
+ }
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, oldFBOID);
+ GLContext::checkError("~FBO");
+ }
+}
+
+void FBO::activate() const
+{
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_FBO);
+ GLContext::checkError("FBO::activate: BindFramebuffer()");
+ checkError("activate");
+}
+
+PixelFormat FBO::getPF() const
+{
+ return m_PF;
+}
+
+unsigned FBO::getNumTextures() const
+{
+ return m_pTextures.size();
+}
+
+void FBO::copyToDestTexture() const
+{
+#ifndef AVG_ENABLE_EGL
+ if (m_MultisampleSamples != 1) {
+ // Copy Multisample FBO to destination fbo
+ glproc::BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, m_FBO);
+ glproc::BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, m_OutputFBO);
+ glproc::BlitFramebuffer(0, 0, m_Size.x, m_Size.y, 0, 0, m_Size.x, m_Size.y,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+#endif
+ if (m_bMipmap) {
+ for (unsigned i=0; i< m_pTextures.size(); ++i) {
+ m_pTextures[i]->generateMipmaps();
+ }
+ }
+}
+
+BitmapPtr FBO::getImage(int i) const
+{
+ GLContext* pContext = GLContext::getCurrent();
+ if (pContext->getMemoryMode() == MM_PBO) {
+ moveToPBO(i);
+ return getImageFromPBO();
+ } else {
+ BitmapPtr pBmp(new Bitmap(m_Size, m_PF));
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_OutputFBO);
+ glReadPixels(0, 0, m_Size.x, m_Size.y, GLTexture::getGLFormat(m_PF),
+ GLTexture::getGLType(m_PF), pBmp->getPixels());
+ GLContext::checkError("FBO::getImage ReadPixels()");
+ return pBmp;
+ }
+}
+
+void FBO::moveToPBO(int i) const
+{
+ AVG_ASSERT(GLContext::getCurrent()->getMemoryMode() == MM_PBO);
+#ifndef AVG_ENABLE_EGL
+ // Get data directly from the FBO using glReadBuffer. At least on NVidia/Linux, this
+ // is faster than reading stuff from the texture.
+ copyToDestTexture();
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_OutputFBO);
+
+ m_pOutputPBO->activate();
+ GLContext::checkError("FBO::moveToPBO BindBuffer()");
+ glReadBuffer(GL_COLOR_ATTACHMENT0+i);
+ GLContext::checkError("FBO::moveToPBO ReadBuffer()");
+
+ glReadPixels(0, 0, m_Size.x, m_Size.y, GLTexture::getGLFormat(m_PF),
+ GLTexture::getGLType(m_PF), 0);
+ GLContext::checkError("FBO::moveToPBO ReadPixels()");
+#endif
+}
+
+BitmapPtr FBO::getImageFromPBO() const
+{
+#ifdef AVG_ENABLE_EGL
+ AVG_ASSERT(false);
+ return BitmapPtr();
+#else
+ AVG_ASSERT(GLContext::getCurrent()->getMemoryMode() == MM_PBO);
+ m_pOutputPBO->activate();
+ GLContext::checkError("FBO::getImageFromPBO BindBuffer()");
+
+ BitmapPtr pBmp(new Bitmap(m_Size, m_PF));
+ void * pPBOPixels = glproc::MapBuffer(GL_PIXEL_PACK_BUFFER_EXT, GL_READ_ONLY);
+ GLContext::checkError("FBO::getImageFromPBO MapBuffer()");
+ Bitmap PBOBitmap(m_Size, m_PF, (unsigned char *)pPBOPixels,
+ m_Size.x*getBytesPerPixel(m_PF), false);
+ pBmp->copyPixels(PBOBitmap);
+ glproc::UnmapBuffer(GL_PIXEL_PACK_BUFFER_EXT);
+ GLContext::checkError("FBO::getImageFromPBO UnmapBuffer()");
+ return pBmp;
+#endif
+}
+
+GLTexturePtr FBO::getTex(int i) const
+{
+ return m_pTextures[i];
+}
+
+const IntPoint& FBO::getSize() const
+{
+ return m_Size;
+}
+
+unsigned FBO::getID() const
+{
+ return m_FBO;
+}
+
+void FBO::init()
+{
+ GLContext* pContext = GLContext::getCurrent();
+ if (m_bUsePackedDepthStencil && !isPackedDepthStencilSupported()) {
+ throw Exception(AVG_ERR_UNSUPPORTED, "OpenGL implementation does not support offscreen cropping (GL_EXT_packed_depth_stencil).");
+ }
+ if (m_MultisampleSamples > 1 && !isMultisampleFBOSupported()) {
+ throw Exception(AVG_ERR_UNSUPPORTED, "OpenGL implementation does not support multisample offscreen rendering (GL_EXT_framebuffer_multisample).");
+ }
+#ifndef AVG_ENABLE_EGL
+ if (GLContext::getCurrent()->getMemoryMode() == MM_PBO) {
+ m_pOutputPBO = PBOPtr(new PBO(m_Size, m_PF, GL_STREAM_READ));
+ }
+#endif
+
+ m_FBO = pContext->genFBO();
+ GLContext::checkError("FBO::init: GenFramebuffers()");
+
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_FBO);
+ GLContext::checkError("FBO::init: BindFramebuffer()");
+
+ IntPoint glSize = m_pTextures[0]->getGLSize();
+ if (m_MultisampleSamples == 1) {
+ for (unsigned i=0; i<m_pTextures.size(); ++i) {
+ glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
+ GL_TEXTURE_2D, m_pTextures[i]->getID(), 0);
+ GLContext::checkError("FBO: glFramebufferTexture2D()");
+ }
+ if (m_bUsePackedDepthStencil) {
+ glproc::GenRenderbuffers(1, &m_StencilBuffer);
+ glproc::BindRenderbuffer(GL_RENDERBUFFER, m_StencilBuffer);
+ glproc::RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL_EXT,
+ glSize.x, glSize.y);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, m_StencilBuffer);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, m_StencilBuffer);
+ GLContext::checkError("FBO::init: FramebufferRenderbuffer(DEPTH_STENCIL)");
+ } else if (m_bUseStencil) {
+ glproc::GenRenderbuffers(1, &m_StencilBuffer);
+ glproc::BindRenderbuffer(GL_RENDERBUFFER, m_StencilBuffer);
+ glproc::RenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8,
+ glSize.x, glSize.y);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, m_StencilBuffer);
+ GLContext::checkError("FBO::init: FramebufferRenderbuffer(STENCIL)");
+ }
+ m_OutputFBO = m_FBO;
+ } else {
+#ifdef AVG_ENABLE_EGL
+ AVG_ASSERT(false);
+#else
+ glproc::GenRenderbuffers(1, &m_ColorBuffer);
+ glproc::BindRenderbuffer(GL_RENDERBUFFER, m_ColorBuffer);
+ GLContext::enableErrorLog(false);
+ glproc::RenderbufferStorageMultisample(GL_RENDERBUFFER, m_MultisampleSamples,
+ GL_RGBA8, glSize.x, glSize.y);
+ GLContext::enableErrorLog(true);
+ GLenum err = glGetError();
+ if (err == GL_INVALID_VALUE) {
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
+ glproc::DeleteFramebuffers(1, &m_FBO);
+ glproc::DeleteRenderbuffers(1, &m_ColorBuffer);
+ m_pOutputPBO = PBOPtr();
+ throwMultisampleError();
+ }
+ GLContext::checkError("FBO::init: RenderbufferStorageMultisample");
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, m_ColorBuffer);
+ GLContext::checkError("FBO::init: FramebufferRenderbuffer");
+ if (m_bUsePackedDepthStencil) {
+ glproc::GenRenderbuffers(1, &m_StencilBuffer);
+ glproc::BindRenderbuffer(GL_RENDERBUFFER, m_StencilBuffer);
+ glproc::RenderbufferStorageMultisample(GL_RENDERBUFFER,
+ m_MultisampleSamples, GL_DEPTH_STENCIL_EXT, glSize.x, glSize.y);
+ GLenum err = glGetError();
+ if (err == GL_INVALID_OPERATION) {
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
+ glproc::DeleteFramebuffers(1, &m_FBO);
+ glproc::DeleteRenderbuffers(1, &m_ColorBuffer);
+ m_pOutputPBO = PBOPtr();
+ throwMultisampleError();
+ }
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, m_StencilBuffer);
+ glproc::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, m_StencilBuffer);
+ GLContext::checkError("FBO::init: FramebufferRenderbuffer(STENCIL)");
+ } else {
+ AVG_ASSERT_MSG(!m_bUseStencil,
+ "Multisample FBO with stencil & not depth buffers not implemented yet.");
+ }
+ checkError("init multisample");
+ m_OutputFBO = pContext->genFBO();
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, m_OutputFBO);
+ glproc::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, m_pTextures[0]->getID(), 0);
+
+ GLContext::checkError("FBO::init: Multisample init");
+#endif
+ }
+
+ checkError("init");
+ glproc::BindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void FBO::throwMultisampleError()
+{
+ throw(Exception(AVG_ERR_UNSUPPORTED,
+ string("Unsupported value for number of multisample samples (")
+ + toString(m_MultisampleSamples) + ")."));
+}
+
+bool FBO::isFBOSupported()
+{
+ return GLContext::getCurrent()->isGLES() ||
+ queryOGLExtension("GL_EXT_framebuffer_object");
+}
+
+bool FBO::isMultisampleFBOSupported()
+{
+#ifdef AVG_ENABLE_EGL
+ return false;
+#else
+ int maxSamples;
+ glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
+ GLenum err = glGetError();
+ if (err != GL_NO_ERROR) {
+ return false;
+ }
+ return queryOGLExtension("GL_EXT_framebuffer_multisample") &&
+ queryOGLExtension("GL_EXT_framebuffer_blit") && maxSamples > 1;
+#endif
+}
+
+bool FBO::isPackedDepthStencilSupported()
+{
+ return queryOGLExtension("GL_EXT_packed_depth_stencil") ||
+ queryOGLExtension("GL_OES_packed_depth_stencil");
+}
+
+void FBO::checkError(const string& sContext)
+{
+ GLenum status = glproc::CheckFramebufferStatus(GL_FRAMEBUFFER);
+ string sErr;
+ switch (status) {
+ case GL_FRAMEBUFFER_COMPLETE:
+ return;
+ case GL_FRAMEBUFFER_UNSUPPORTED:
+ sErr = "GL_FRAMEBUFFER_UNSUPPORTED";
+ throw Exception(AVG_ERR_UNSUPPORTED, string("Framebuffer error: ")+sErr);
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+ sErr = "GL_INCOMPLETE_ATTACHMENT";
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+ sErr = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+ sErr = "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
+ break;
+#ifndef AVG_ENABLE_EGL
+ case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
+ sErr = "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
+ sErr = "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT";
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
+ sErr = "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT";
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ sErr = "GL_FRAMEBUFFER_BINDING_EXT";
+ break;
+#endif
+ default:
+ sErr = "Unknown error";
+ break;
+ }
+ cerr << "Framebuffer error (" << sContext << "): " << sErr << endl;
+ AVG_ASSERT(false);
+}
+
+}
+
+