Files
renderdoc/renderdoc/driver/gl/gl_outputwindow.cpp
T
baldurk 71c104761a Fix sRGB handling on GLES
* Check for EXT_sRGB_write_control extension before enabling. The equivalent
  extension EXT_framebuffer_sRGB on desktop GL has been core since 3.1.
* Look for EGL_KHR_gl_colorspace extension and request an sRGB surface when
  creating window surfaces.
2018-07-13 15:43:55 +01:00

262 lines
8.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_driver.h"
#include "gl_replay.h"
void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
{
if(m_pDriver == NULL)
return;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &drv = *m_pDriver;
// create fake backbuffer for this output window.
// We'll make an FBO for this backbuffer on the replay context, so we can
// use the replay context to do the hard work of rendering to it, then just
// blit across to the real default framebuffer on the output window context
drv.glGenFramebuffers(1, &outwin.BlitData.windowFBO);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO);
drv.glGenTextures(1, &outwin.BlitData.backbuffer);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
drv.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8_ALPHA8,
outwin.width, outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
outwin.BlitData.backbuffer, 0);
if(depth)
{
drv.glGenTextures(1, &outwin.BlitData.depthstencil);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
drv.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
NULL);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
}
else
{
outwin.BlitData.depthstencil = 0;
}
outwin.BlitData.replayFBO = 0;
}
void GLReplay::InitOutputWindow(OutputWindow &outwin)
{
if(m_pDriver == NULL)
return;
MakeCurrentReplayContext(&outwin);
WrappedOpenGL &drv = *m_pDriver;
drv.glGenVertexArrays(1, &outwin.BlitData.emptyVAO);
drv.glBindVertexArray(outwin.BlitData.emptyVAO);
drv.glGenFramebuffers(1, &outwin.BlitData.readFBO);
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outwin.BlitData.readFBO);
drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
}
bool GLReplay::CheckResizeOutputWindow(uint64_t id)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return false;
OutputWindow &outw = m_OutputWindows[id];
if(outw.ctx == 0)
return false;
int32_t w, h;
GetOutputWindowDimensions(id, w, h);
if(w != outw.width || h != outw.height)
{
outw.width = w;
outw.height = h;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &drv = *m_pDriver;
bool haddepth = false;
drv.glDeleteTextures(1, &outw.BlitData.backbuffer);
if(outw.BlitData.depthstencil)
{
haddepth = true;
drv.glDeleteTextures(1, &outw.BlitData.depthstencil);
}
drv.glDeleteFramebuffers(1, &outw.BlitData.windowFBO);
CreateOutputWindowBackbuffer(outw, haddepth);
return true;
}
return false;
}
void GLReplay::BindOutputWindow(uint64_t id, bool depth)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(m_DebugCtx);
m_pDriver->glBindFramebuffer(eGL_FRAMEBUFFER, outw.BlitData.windowFBO);
m_pDriver->glViewport(0, 0, outw.width, outw.height);
m_pDriver->glFramebufferTexture2D(
eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_TEXTURE_2D,
depth && outw.BlitData.depthstencil ? outw.BlitData.depthstencil : 0, 0);
DebugData.outWidth = float(outw.width);
DebugData.outHeight = float(outw.height);
}
void GLReplay::ClearOutputWindowColor(uint64_t id, FloatVector col)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
MakeCurrentReplayContext(m_DebugCtx);
m_pDriver->glClearBufferfv(eGL_COLOR, 0, &col.x);
}
void GLReplay::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
MakeCurrentReplayContext(m_DebugCtx);
m_pDriver->glClearBufferfi(eGL_DEPTH_STENCIL, 0, depth, (GLint)stencil);
}
void GLReplay::FlipOutputWindow(uint64_t id)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(&outw);
WrappedOpenGL &drv = *m_pDriver;
// go directly to real function so we don't try to bind the 'fake' backbuffer FBO.
GL.glBindFramebuffer(eGL_FRAMEBUFFER, 0);
drv.glViewport(0, 0, outw.width, outw.height);
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outw.BlitData.readFBO);
drv.glFramebufferTexture2D(eGL_READ_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
outw.BlitData.backbuffer, 0);
drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
if(HasExt[EXT_framebuffer_sRGB])
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
drv.glBlitFramebuffer(0, 0, outw.width, outw.height, 0, 0, outw.width, outw.height,
GL_COLOR_BUFFER_BIT, eGL_NEAREST);
SwapBuffers(&outw);
}
uint64_t GLReplay::MakeOutputWindow(WindowingData window, bool depth)
{
OutputWindow win = m_pDriver->m_Platform.MakeOutputWindow(window, depth, m_ReplayCtx);
if(!win.ctx)
return 0;
m_pDriver->m_Platform.GetOutputWindowDimensions(win, win.width, win.height);
MakeCurrentReplayContext(&win);
m_pDriver->RegisterReplayContext(win, m_ReplayCtx.ctx, true, true);
InitOutputWindow(win);
CreateOutputWindowBackbuffer(win, depth);
uint64_t ret = m_OutputWindowID++;
m_OutputWindows[ret] = win;
return ret;
}
void GLReplay::DestroyOutputWindow(uint64_t id)
{
auto it = m_OutputWindows.find(id);
if(id == 0 || it == m_OutputWindows.end())
return;
OutputWindow &outw = it->second;
MakeCurrentReplayContext(&outw);
m_pDriver->glDeleteFramebuffers(1, &outw.BlitData.readFBO);
m_pDriver->m_Platform.DeleteReplayContext(outw);
m_OutputWindows.erase(it);
}
void GLReplay::GetOutputWindowDimensions(uint64_t id, int32_t &w, int32_t &h)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
m_pDriver->m_Platform.GetOutputWindowDimensions(outw, w, h);
}
bool GLReplay::IsOutputWindowVisible(uint64_t id)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return false;
return m_pDriver->m_Platform.IsOutputWindowVisible(m_OutputWindows[id]);
}