1 /*
2 ===========================================================================
3 Copyright (C) 2006 Kirk Barnes
4 Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
5
6 This file is part of XreaL source code.
7
8 XreaL source code is free software; you can redistribute it
9 and/or modify it under the terms of the GNU General Public License as
10 published by the Free Software Foundation; either version 2 of the License,
11 or (at your option) any later version.
12
13 XreaL source code is distributed in the hope that it will be
14 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with XreaL source code; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21 ===========================================================================
22 */
23 // tr_fbo.c
24 #include "tr_local.h"
25
26 #include "tr_dsa.h"
27
28 /*
29 =============
30 R_CheckFBO
31 =============
32 */
R_CheckFBO(const FBO_t * fbo)33 qboolean R_CheckFBO(const FBO_t * fbo)
34 {
35 GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER);
36
37 if(code == GL_FRAMEBUFFER_COMPLETE)
38 return qtrue;
39
40 // an error occured
41 switch (code)
42 {
43 case GL_FRAMEBUFFER_UNSUPPORTED:
44 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
45 break;
46
47 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
48 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
49 break;
50
51 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
52 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
53 break;
54
55 case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
56 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
57 break;
58
59 case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
60 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
61 break;
62
63 case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
64 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete multisample\n", fbo->name);
65 break;
66
67 default:
68 ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
69 break;
70 }
71
72 return qfalse;
73 }
74
75 /*
76 ============
77 FBO_Create
78 ============
79 */
FBO_Create(const char * name,int width,int height)80 FBO_t *FBO_Create(const char *name, int width, int height)
81 {
82 FBO_t *fbo;
83
84 if(strlen(name) >= MAX_QPATH)
85 {
86 ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name);
87 }
88
89 if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
90 {
91 ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
92 }
93
94 if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
95 {
96 ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
97 }
98
99 if(tr.numFBOs == MAX_FBOS)
100 {
101 ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
102 }
103
104 fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
105 Q_strncpyz(fbo->name, name, sizeof(fbo->name));
106 fbo->index = tr.numFBOs++;
107 fbo->width = width;
108 fbo->height = height;
109
110 qglGenFramebuffers(1, &fbo->frameBuffer);
111
112 return fbo;
113 }
114
115 /*
116 =================
117 FBO_CreateBuffer
118 =================
119 */
FBO_CreateBuffer(FBO_t * fbo,int format,int index,int multisample)120 void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
121 {
122 uint32_t *pRenderBuffer;
123 GLenum attachment;
124 qboolean absent;
125
126 switch(format)
127 {
128 case GL_RGB:
129 case GL_RGBA:
130 case GL_RGB8:
131 case GL_RGBA8:
132 case GL_RGB16F_ARB:
133 case GL_RGBA16F_ARB:
134 case GL_RGB32F_ARB:
135 case GL_RGBA32F_ARB:
136 fbo->colorFormat = format;
137 pRenderBuffer = &fbo->colorBuffers[index];
138 attachment = GL_COLOR_ATTACHMENT0 + index;
139 break;
140
141 case GL_DEPTH_COMPONENT:
142 case GL_DEPTH_COMPONENT16_ARB:
143 case GL_DEPTH_COMPONENT24_ARB:
144 case GL_DEPTH_COMPONENT32_ARB:
145 fbo->depthFormat = format;
146 pRenderBuffer = &fbo->depthBuffer;
147 attachment = GL_DEPTH_ATTACHMENT;
148 break;
149
150 case GL_STENCIL_INDEX:
151 case GL_STENCIL_INDEX1:
152 case GL_STENCIL_INDEX4:
153 case GL_STENCIL_INDEX8:
154 case GL_STENCIL_INDEX16:
155 fbo->stencilFormat = format;
156 pRenderBuffer = &fbo->stencilBuffer;
157 attachment = GL_STENCIL_ATTACHMENT;
158 break;
159
160 case GL_DEPTH_STENCIL:
161 case GL_DEPTH24_STENCIL8:
162 fbo->packedDepthStencilFormat = format;
163 pRenderBuffer = &fbo->packedDepthStencilBuffer;
164 attachment = 0; // special for stencil and depth
165 break;
166
167 default:
168 ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
169 return;
170 }
171
172 absent = *pRenderBuffer == 0;
173 if (absent)
174 qglGenRenderbuffers(1, pRenderBuffer);
175
176 if (multisample && glRefConfig.framebufferMultisample)
177 qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height);
178 else
179 qglNamedRenderbufferStorageEXT(*pRenderBuffer, format, fbo->width, fbo->height);
180
181 if(absent)
182 {
183 if (attachment == 0)
184 {
185 qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer);
186 qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer);
187 }
188 else
189 {
190 qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER, *pRenderBuffer);
191 }
192 }
193 }
194
195
196 /*
197 =================
198 FBO_AttachImage
199 =================
200 */
FBO_AttachImage(FBO_t * fbo,image_t * image,GLenum attachment,GLuint cubemapside)201 void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside)
202 {
203 GLenum target = GL_TEXTURE_2D;
204 int index;
205
206 if (image->flags & IMGFLAG_CUBEMAP)
207 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside;
208
209 qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0);
210 index = attachment - GL_COLOR_ATTACHMENT0;
211 if (index >= 0 && index <= 15)
212 fbo->colorImage[index] = image;
213 }
214
215
216 /*
217 ============
218 FBO_Bind
219 ============
220 */
FBO_Bind(FBO_t * fbo)221 void FBO_Bind(FBO_t * fbo)
222 {
223 if (!glRefConfig.framebufferObject)
224 {
225 ri.Printf(PRINT_WARNING, "FBO_Bind() called without framebuffers enabled!\n");
226 return;
227 }
228
229 if (glState.currentFBO == fbo)
230 return;
231
232 if (r_logFile->integer)
233 {
234 // don't just call LogComment, or we will get a call to va() every frame!
235 GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL"));
236 }
237
238 GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0);
239 glState.currentFBO = fbo;
240 }
241
242 /*
243 ============
244 FBO_Init
245 ============
246 */
FBO_Init(void)247 void FBO_Init(void)
248 {
249 int i;
250 int hdrFormat, multisample = 0;
251
252 ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
253
254 if(!glRefConfig.framebufferObject)
255 return;
256
257 tr.numFBOs = 0;
258
259 GL_CheckErrors();
260
261 R_IssuePendingRenderCommands();
262
263 hdrFormat = GL_RGBA8;
264 if (r_hdr->integer && glRefConfig.textureFloat)
265 hdrFormat = GL_RGBA16F_ARB;
266
267 if (glRefConfig.framebufferMultisample)
268 qglGetIntegerv(GL_MAX_SAMPLES, &multisample);
269
270 if (r_ext_framebuffer_multisample->integer < multisample)
271 multisample = r_ext_framebuffer_multisample->integer;
272
273 if (multisample < 2 || !glRefConfig.framebufferBlit)
274 multisample = 0;
275
276 if (multisample != r_ext_framebuffer_multisample->integer)
277 ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
278
279 // only create a render FBO if we need to resolve MSAA or do HDR
280 // otherwise just render straight to the screen (tr.renderFbo = NULL)
281 if (multisample && glRefConfig.framebufferMultisample)
282 {
283 tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
284 FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
285 FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample);
286 R_CheckFBO(tr.renderFbo);
287
288 tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
289 FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
290 FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
291 R_CheckFBO(tr.msaaResolveFbo);
292 }
293 else if (r_hdr->integer)
294 {
295 tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
296 FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
297 FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
298 R_CheckFBO(tr.renderFbo);
299 }
300
301 // clear render buffer
302 // this fixes the corrupt screen bug with r_hdr 1 on older hardware
303 if (tr.renderFbo)
304 {
305 GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer);
306 qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
307 }
308
309 if (tr.screenScratchImage)
310 {
311 tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
312 FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0);
313 FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
314 R_CheckFBO(tr.screenScratchFbo);
315 }
316
317 if (tr.sunRaysImage)
318 {
319 tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
320 FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0);
321 FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
322 R_CheckFBO(tr.sunRaysFbo);
323 }
324
325 if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
326 {
327 for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
328 {
329 tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
330 // FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
331 FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
332 FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0);
333 R_CheckFBO(tr.pshadowFbos[i]);
334 }
335 }
336
337 if (tr.sunShadowDepthImage[0])
338 {
339 for (i = 0; i < 4; i++)
340 {
341 tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
342 // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
343 // This at least gets sun shadows working on older GPUs (Intel)
344 FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
345 FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0);
346 R_CheckFBO(tr.sunShadowFbo[i]);
347 }
348 }
349
350 if (tr.screenShadowImage)
351 {
352 tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
353 FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0);
354 R_CheckFBO(tr.screenShadowFbo);
355 }
356
357 if (tr.textureScratchImage[0])
358 {
359 for (i = 0; i < 2; i++)
360 {
361 tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
362 FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0);
363 R_CheckFBO(tr.textureScratchFbo[i]);
364 }
365 }
366
367 if (tr.calcLevelsImage)
368 {
369 tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
370 FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0);
371 R_CheckFBO(tr.calcLevelsFbo);
372 }
373
374 if (tr.targetLevelsImage)
375 {
376 tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
377 FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0);
378 R_CheckFBO(tr.targetLevelsFbo);
379 }
380
381 if (tr.quarterImage[0])
382 {
383 for (i = 0; i < 2; i++)
384 {
385 tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
386 FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0);
387 R_CheckFBO(tr.quarterFbo[i]);
388 }
389 }
390
391 if (tr.hdrDepthImage)
392 {
393 tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
394 FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0);
395 R_CheckFBO(tr.hdrDepthFbo);
396 }
397
398 if (tr.screenSsaoImage)
399 {
400 tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
401 FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0);
402 R_CheckFBO(tr.screenSsaoFbo);
403 }
404
405 if (tr.renderCubeImage)
406 {
407 tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
408 FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0);
409 FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
410 R_CheckFBO(tr.renderCubeFbo);
411 }
412
413 GL_CheckErrors();
414
415 GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
416 glState.currentFBO = NULL;
417 }
418
419 /*
420 ============
421 FBO_Shutdown
422 ============
423 */
FBO_Shutdown(void)424 void FBO_Shutdown(void)
425 {
426 int i, j;
427 FBO_t *fbo;
428
429 ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n");
430
431 if(!glRefConfig.framebufferObject)
432 return;
433
434 FBO_Bind(NULL);
435
436 for(i = 0; i < tr.numFBOs; i++)
437 {
438 fbo = tr.fbos[i];
439
440 for(j = 0; j < glRefConfig.maxColorAttachments; j++)
441 {
442 if(fbo->colorBuffers[j])
443 qglDeleteRenderbuffers(1, &fbo->colorBuffers[j]);
444 }
445
446 if(fbo->depthBuffer)
447 qglDeleteRenderbuffers(1, &fbo->depthBuffer);
448
449 if(fbo->stencilBuffer)
450 qglDeleteRenderbuffers(1, &fbo->stencilBuffer);
451
452 if(fbo->frameBuffer)
453 qglDeleteFramebuffers(1, &fbo->frameBuffer);
454 }
455 }
456
457 /*
458 ============
459 R_FBOList_f
460 ============
461 */
R_FBOList_f(void)462 void R_FBOList_f(void)
463 {
464 int i;
465 FBO_t *fbo;
466
467 if(!glRefConfig.framebufferObject)
468 {
469 ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n");
470 return;
471 }
472
473 ri.Printf(PRINT_ALL, " size name\n");
474 ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
475
476 for(i = 0; i < tr.numFBOs; i++)
477 {
478 fbo = tr.fbos[i];
479
480 ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name);
481 }
482
483 ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
484 }
485
FBO_BlitFromTexture(struct image_s * src,vec4_t inSrcTexCorners,vec2_t inSrcTexScale,FBO_t * dst,ivec4_t inDstBox,struct shaderProgram_s * shaderProgram,vec4_t inColor,int blend)486 void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
487 {
488 ivec4_t dstBox;
489 vec4_t color;
490 vec4_t quadVerts[4];
491 vec2_t texCoords[4];
492 vec2_t invTexRes;
493 FBO_t *oldFbo = glState.currentFBO;
494 mat4_t projection;
495 int width, height;
496
497 if (!src)
498 {
499 ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n");
500 return;
501 }
502
503 width = dst ? dst->width : glConfig.vidWidth;
504 height = dst ? dst->height : glConfig.vidHeight;
505
506 if (inSrcTexCorners)
507 {
508 VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]);
509 VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]);
510 VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]);
511 VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]);
512 }
513 else
514 {
515 VectorSet2(texCoords[0], 0.0f, 1.0f);
516 VectorSet2(texCoords[1], 1.0f, 1.0f);
517 VectorSet2(texCoords[2], 1.0f, 0.0f);
518 VectorSet2(texCoords[3], 0.0f, 0.0f);
519 }
520
521 // framebuffers are 0 bottom, Y up.
522 if (inDstBox)
523 {
524 dstBox[0] = inDstBox[0];
525 dstBox[1] = height - inDstBox[1] - inDstBox[3];
526 dstBox[2] = inDstBox[0] + inDstBox[2];
527 dstBox[3] = height - inDstBox[1];
528 }
529 else
530 {
531 VectorSet4(dstBox, 0, height, width, 0);
532 }
533
534 if (inSrcTexScale)
535 {
536 VectorCopy2(inSrcTexScale, invTexRes);
537 }
538 else
539 {
540 VectorSet2(invTexRes, 1.0f, 1.0f);
541 }
542
543 if (inColor)
544 {
545 VectorCopy4(inColor, color);
546 }
547 else
548 {
549 VectorCopy4(colorWhite, color);
550 }
551
552 if (!shaderProgram)
553 {
554 shaderProgram = &tr.textureColorShader;
555 }
556
557 FBO_Bind(dst);
558
559 qglViewport( 0, 0, width, height );
560 qglScissor( 0, 0, width, height );
561
562 Mat4Ortho(0, width, height, 0, 0, 1, projection);
563
564 GL_Cull( CT_TWO_SIDED );
565
566 GL_BindToTMU(src, TB_COLORMAP);
567
568 VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f);
569 VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f);
570 VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f);
571 VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f);
572
573 invTexRes[0] /= src->width;
574 invTexRes[1] /= src->height;
575
576 GL_State( blend );
577
578 GLSL_BindProgram(shaderProgram);
579
580 GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
581 GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
582 GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
583 GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
584 GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
585
586 RB_InstantQuad2(quadVerts, texCoords);
587
588 FBO_Bind(oldFbo);
589 }
590
FBO_Blit(FBO_t * src,ivec4_t inSrcBox,vec2_t srcTexScale,FBO_t * dst,ivec4_t dstBox,struct shaderProgram_s * shaderProgram,vec4_t color,int blend)591 void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
592 {
593 vec4_t srcTexCorners;
594
595 if (!src)
596 {
597 ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n");
598 return;
599 }
600
601 if (inSrcBox)
602 {
603 srcTexCorners[0] = inSrcBox[0] / (float)src->width;
604 srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height;
605 srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width;
606 srcTexCorners[3] = inSrcBox[1] / (float)src->height;
607 }
608 else
609 {
610 VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f);
611 }
612
613 FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
614 }
615
FBO_FastBlit(FBO_t * src,ivec4_t srcBox,FBO_t * dst,ivec4_t dstBox,int buffers,int filter)616 void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
617 {
618 ivec4_t srcBoxFinal, dstBoxFinal;
619 GLuint srcFb, dstFb;
620
621 if (!glRefConfig.framebufferBlit)
622 {
623 FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
624 return;
625 }
626
627 srcFb = src ? src->frameBuffer : 0;
628 dstFb = dst ? dst->frameBuffer : 0;
629
630 if (!srcBox)
631 {
632 int width = src ? src->width : glConfig.vidWidth;
633 int height = src ? src->height : glConfig.vidHeight;
634
635 VectorSet4(srcBoxFinal, 0, 0, width, height);
636 }
637 else
638 {
639 VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
640 }
641
642 if (!dstBox)
643 {
644 int width = dst ? dst->width : glConfig.vidWidth;
645 int height = dst ? dst->height : glConfig.vidHeight;
646
647 VectorSet4(dstBoxFinal, 0, 0, width, height);
648 }
649 else
650 {
651 VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
652 }
653
654 GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb);
655 GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb);
656 qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
657 dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
658 buffers, filter);
659
660 GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
661 glState.currentFBO = NULL;
662 }
663