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https://github.com/libretro/scummvm.git
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It's useless for backend code flow. Instead move into UpdateScreen() as short time solution.
190 lines
6.6 KiB
C++
190 lines
6.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/textconsole.h"
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#include "common/util.h"
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#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
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#include "backends/graphics3d/opengl/framebuffer.h"
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#include "graphics/opengl/context.h"
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#if !defined(GL_DEPTH24_STENCIL8)
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#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#endif
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#if !defined(GL_DEPTH_COMPONENT24)
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#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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#endif
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namespace OpenGL {
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static bool usePackedBuffer() {
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return OpenGLContext.packedDepthStencilSupported;
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}
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static bool useDepthComponent24() {
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return OpenGLContext.OESDepth24;
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}
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FrameBuffer::FrameBuffer(uint width, uint height) :
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TextureGL(width, height) {
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if (!OpenGLContext.framebufferObjectSupported) {
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error("FrameBuffer Objects are not supported by the current OpenGL context");
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}
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init();
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}
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FrameBuffer::FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
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TextureGL(texture_name, width, height, texture_width, texture_height) {
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init();
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}
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FrameBuffer::~FrameBuffer() {
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glDeleteRenderbuffers(2, _renderBuffers);
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glDeleteFramebuffers(1, &_frameBuffer);
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}
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void FrameBuffer::init() {
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glGenFramebuffers(1, &_frameBuffer);
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glGenRenderbuffers(2, _renderBuffers);
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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if (usePackedBuffer()) {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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} else {
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[0]);
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const char *glVersion = (const char *)glGetString(GL_VERSION);
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if (strstr(glVersion, "WebGL 1.0") != NULL) {
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// See https://www.khronos.org/registry/webgl/specs/latest/1.0/#FBO_ATTACHMENTS
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// and https://github.com/emscripten-core/emscripten/issues/4832
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#ifndef GL_DEPTH_STENCIL
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#define GL_DEPTH_STENCIL 0x84F9
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#endif
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, _texWidth, _texHeight);
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#ifndef GL_DEPTH_STENCIL_ATTACHMENT
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#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
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#endif
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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} else {
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glRenderbufferStorage(GL_RENDERBUFFER, useDepthComponent24() ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[0]);
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glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffers[1]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _texWidth, _texHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderBuffers[1]);
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}
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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error("Framebuffer is not complete! status: %d", status);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::attach() {
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glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
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glViewport(0, 0, _width, _height);
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}
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void FrameBuffer::detach() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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#if !USE_FORCED_GLES2
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MultiSampleFrameBuffer::MultiSampleFrameBuffer(uint width, uint height, int samples)
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: FrameBuffer(width,height) {
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if (!OpenGLContext.framebufferObjectMultisampleSupported) {
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error("The current OpenGL context does not support multisample framebuffer objects!");
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}
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if (samples > OpenGLContext.multisampleMaxSamples) {
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warning("Requested anti-aliasing with '%d' samples, but the current OpenGL context supports '%d' samples at most",
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samples, OpenGLContext.multisampleMaxSamples);
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}
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_msSamples = MIN(samples, OpenGLContext.multisampleMaxSamples);
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init();
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}
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MultiSampleFrameBuffer::~MultiSampleFrameBuffer() {
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glDeleteRenderbuffers(1, &_msColorId);
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glDeleteRenderbuffers(1, &_msDepthId);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &_msFrameBufferId);
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}
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void MultiSampleFrameBuffer::init() {
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glGenFramebuffers(1, &_msFrameBufferId);
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glBindFramebuffer(GL_FRAMEBUFFER, _msFrameBufferId);
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glGenRenderbuffers(1, &_msColorId);
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glBindRenderbuffer(GL_RENDERBUFFER, _msColorId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msSamples, GL_RGBA8, getTexWidth(), getTexHeight());
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glGenRenderbuffers(1, &_msDepthId);
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glBindRenderbuffer(GL_RENDERBUFFER, _msDepthId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msSamples, GL_DEPTH24_STENCIL8, getTexWidth(), getTexHeight());
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _msColorId);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _msDepthId);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _msDepthId);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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error("Framebuffer is not complete! status: %d", status);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void MultiSampleFrameBuffer::attach() {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, getFrameBufferName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _msFrameBufferId);
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glViewport(0, 0, getWidth(), getHeight());
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}
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void MultiSampleFrameBuffer::detach() {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, _msFrameBufferId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFrameBufferName());
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glBlitFramebuffer(0, 0, getWidth(), getHeight(), 0, 0, getWidth(), getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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#endif // !USE_FORCED_GLES2
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} // End of namespace OpenGL
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#endif
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