Minor OPENGL_COMPOSITOR refactoring.

This commit is contained in:
Maciej Suminski 2016-05-02 15:56:16 +02:00
parent 1927f3a787
commit 4cca3bc368
2 changed files with 73 additions and 57 deletions

View File

@ -1,7 +1,7 @@
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013-2015 CERN
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* This program is free software; you can redistribute it and/or
@ -29,6 +29,7 @@
*/
#include <gal/opengl/opengl_compositor.h>
#include <gal/opengl/utils.h>
#include <stdexcept>
#include <cassert>
@ -36,11 +37,9 @@
using namespace KIGFX;
OPENGL_COMPOSITOR::OPENGL_COMPOSITOR() :
m_initialized( false ), m_current( 0 ), m_currentFbo( DIRECT_RENDERING )
m_initialized( false ), m_curBuffer( 0 ),
m_mainFbo( 0 ), m_depthBuffer( 0 ), m_curFbo( DIRECT_RENDERING )
{
// Avoid not initialized members:
m_framebuffer = 0;
m_depthBuffer = 0;
}
@ -58,24 +57,25 @@ void OPENGL_COMPOSITOR::Initialize()
// We need framebuffer objects for drawing the screen contents
// Generate framebuffer and a depth buffer
glGenFramebuffersEXT( 1, &m_framebuffer );
glBindFramebufferEXT( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
glGenFramebuffersEXT( 1, &m_mainFbo );
checkGlError( "generating framebuffer" );
bindFb( m_mainFbo );
// Allocate memory for the depth buffer
// Attach the depth buffer to the framebuffer
glGenRenderbuffersEXT( 1, &m_depthBuffer );
checkGlError( "generating renderbuffer" );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_depthBuffer );
checkGlError( "binding renderbuffer" );
// Use here a size of 24 bits for the depth buffer, 8 bits for the stencil buffer
// this is required later for anti-aliasing
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, m_width, m_height );
checkGlError( "creating renderbuffer storage" );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER_EXT, m_depthBuffer );
checkGlError( "attaching renderbuffer" );
// Unbind the framebuffer, so by default all the rendering goes directly to the display
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING;
bindFb( DIRECT_RENDERING );
m_initialized = true;
}
@ -95,16 +95,24 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
{
assert( m_initialized );
unsigned int maxBuffers;
int maxBuffers, maxTextureSize;
// Get the maximum number of buffers
glGetIntegerv( GL_MAX_COLOR_ATTACHMENTS, (GLint*) &maxBuffers );
if( usedBuffers() >= maxBuffers )
if( (int) usedBuffers() >= maxBuffers )
{
throw std::runtime_error("Cannot create more framebuffers. OpenGL rendering "
throw std::runtime_error( "Cannot create more framebuffers. OpenGL rendering "
"backend requires at least 3 framebuffers. You may try to update/change "
"your graphic drivers.");
"your graphic drivers." );
}
glGetIntegerv( GL_MAX_TEXTURE_SIZE, (GLint*) &maxTextureSize );
if( maxTextureSize < (int) m_width || maxTextureSize < (int) m_height )
{
throw std::runtime_error( "Requested texture size is not supported. "
"Could not create a buffer." );
}
// GL_COLOR_ATTACHMENTn are consecutive integers
@ -113,18 +121,20 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
// Generate the texture for the pixel storage
glGenTextures( 1, &textureTarget );
checkGlError( "generating framebuffer texture target" );
glBindTexture( GL_TEXTURE_2D, textureTarget );
checkGlError( "binding framebuffer texture target" );
// Set texture parameters
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL );
checkGlError( "creating framebuffer texture" );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
// Bind the texture to the specific attachment point, clear and rebind the screen
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer );
m_currentFbo = m_framebuffer;
bindFb( m_mainFbo );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachmentPoint,
GL_TEXTURE_2D, textureTarget, 0 );
@ -140,34 +150,34 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
throw std::runtime_error( "The framebuffer attachment points are incomplete." );
throw std::runtime_error( "The framebuffer attachment points are incomplete." );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
throw std::runtime_error( "The framebuffer does not have at least one "
throw std::runtime_error( "The framebuffer does not have at least one "
"image attached to it." );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
throw std::runtime_error( "The framebuffer read buffer is incomplete." );
throw std::runtime_error( "The framebuffer read buffer is incomplete." );
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
throw std::runtime_error( "The combination of internal formats of the attached "
throw std::runtime_error( "The combination of internal formats of the attached "
"images violates an implementation-dependent set of restrictions." );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
throw std::runtime_error( "GL_RENDERBUFFER_SAMPLES is not the same for "
throw std::runtime_error( "GL_RENDERBUFFER_SAMPLES is not the same for "
"all attached renderbuffers" );
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT:
throw std::runtime_error( "Framebuffer incomplete layer targets errors." );
throw std::runtime_error( "Framebuffer incomplete layer targets errors." );
break;
default:
throw std::runtime_error( "Cannot create the framebuffer." );
throw std::runtime_error( "Cannot create the framebuffer." );
break;
}
@ -177,8 +187,7 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
ClearBuffer();
// Return to direct rendering (we were asked only to create a buffer, not switch to one)
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING;
bindFb( DIRECT_RENDERING );
// Store the new buffer
OPENGL_BUFFER buffer = { textureTarget, attachmentPoint };
@ -190,24 +199,18 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer()
void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
{
if( aBufferHandle > usedBuffers() )
return;
assert( m_initialized );
assert( aBufferHandle <= usedBuffers() );
// Change the rendering destination to the selected attachment point
if( aBufferHandle == DIRECT_RENDERING )
{
m_currentFbo = DIRECT_RENDERING;
}
else if( m_currentFbo != m_framebuffer )
{
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_framebuffer );
m_currentFbo = m_framebuffer;
}
// Either unbind the FBO for direct rendering, or bind the one with target textures
bindFb( aBufferHandle == DIRECT_RENDERING ? DIRECT_RENDERING : m_mainFbo );
if( m_currentFbo != DIRECT_RENDERING )
// Switch the target texture
if( m_curFbo != DIRECT_RENDERING )
{
m_current = aBufferHandle - 1;
glDrawBuffer( m_buffers[m_current].attachmentPoint );
m_curBuffer = aBufferHandle - 1;
glDrawBuffer( m_buffers[m_curBuffer].attachmentPoint );
checkGlError( "setting draw buffer" );
}
}
@ -227,8 +230,7 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
assert( aBufferHandle != 0 && aBufferHandle <= usedBuffers() );
// Switch to the main framebuffer and blit the scene
glBindFramebufferEXT( GL_FRAMEBUFFER, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING;
bindFb( DIRECT_RENDERING );
// Depth test has to be disabled to make transparency working
glDisable( GL_DEPTH_TEST );
@ -268,23 +270,33 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
}
void OPENGL_COMPOSITOR::bindFb( unsigned int aFb ) {
// Currently there are only 2 valid FBOs
assert( aFb == DIRECT_RENDERING || aFb == m_mainFbo );
if( m_curFbo != aFb )
{
glBindFramebufferEXT( GL_FRAMEBUFFER, aFb );
checkGlError( "switching framebuffer" );
m_curFbo = aFb;
}
}
void OPENGL_COMPOSITOR::clean()
{
assert( m_initialized );
glBindFramebufferEXT( GL_FRAMEBUFFER, DIRECT_RENDERING );
m_currentFbo = DIRECT_RENDERING;
bindFb( DIRECT_RENDERING );
OPENGL_BUFFERS::const_iterator it;
for( it = m_buffers.begin(); it != m_buffers.end(); ++it )
for( OPENGL_BUFFERS::const_iterator it = m_buffers.begin(); it != m_buffers.end(); ++it )
{
glDeleteTextures( 1, &it->textureTarget );
}
m_buffers.clear();
glDeleteFramebuffersEXT( 1, &m_framebuffer );
glDeleteFramebuffersEXT( 1, &m_mainFbo );
glDeleteRenderbuffersEXT( 1, &m_depthBuffer );
m_initialized = false;

View File

@ -1,7 +1,7 @@
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* This program is free software; you can redistribute it and/or
@ -58,10 +58,10 @@ public:
/// @copydoc COMPOSITOR::GetBuffer()
inline virtual unsigned int GetBuffer() const
{
if( m_currentFbo == DIRECT_RENDERING )
if( m_curFbo == DIRECT_RENDERING )
return DIRECT_RENDERING;
return m_current + 1;
return m_curBuffer + 1;
}
/// @copydoc COMPOSITOR::ClearBuffer()
@ -74,6 +74,7 @@ public:
static const unsigned int DIRECT_RENDERING = 0;
protected:
// Buffers are simply textures storing a result of certain target rendering.
typedef struct
{
GLuint textureTarget; ///< Main texture handle
@ -81,16 +82,19 @@ protected:
} OPENGL_BUFFER;
bool m_initialized; ///< Initialization status flag
unsigned int m_current; ///< Currently used buffer handle
GLuint m_framebuffer; ///< Main FBO handle
unsigned int m_curBuffer; ///< Currently used buffer handle
GLuint m_mainFbo; ///< Main FBO handle (storing all target textures)
GLuint m_depthBuffer; ///< Depth buffer handle
typedef std::deque<OPENGL_BUFFER> OPENGL_BUFFERS;
/// Stores information about initialized buffers
OPENGL_BUFFERS m_buffers;
/// Store the currently used FBO name in case there was more than one compositor used
GLuint m_currentFbo;
/// Store the used FBO name in case there was more than one compositor used
GLuint m_curFbo;
/// Binds a specific Framebuffer Object.
void bindFb( unsigned int aFb );
/**
* Function clean()