blob: 362b3ef189c55657231e088d72f69c8831f8f5c6 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtOpenGL module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
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** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
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** https://www.gnu.org/licenses/gpl-3.0.html.
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** $QT_END_LICENSE$
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****************************************************************************/
#include "qglframebufferobject.h"
#include "qglframebufferobject_p.h"
#include <qdebug.h>
#include <private/qgl_p.h>
#include <private/qfont_p.h>
#include "gl2paintengineex/qpaintengineex_opengl2_p.h"
#include <qimage.h>
#include <qwindow.h>
QT_BEGIN_NAMESPACE
extern QImage qt_gl_read_frame_buffer(const QSize&, bool, bool);
#define QGL_FUNC_CONTEXT const QGLContext *ctx = QGLContext::currentContext();
#define QGL_FUNCP_CONTEXT const QGLContext *ctx = QGLContext::currentContext();
#ifndef QT_NO_DEBUG
#define QT_RESET_GLERROR() \
{ \
while (QOpenGLContext::currentContext()->functions()->glGetError() != GL_NO_ERROR) {} \
}
#define QT_CHECK_GLERROR() \
{ \
GLenum err = QOpenGLContext::currentContext()->functions()->glGetError(); \
if (err != GL_NO_ERROR) { \
qDebug("[%s line %d] GL Error: %d", \
__FILE__, __LINE__, (int)err); \
} \
}
#else
#define QT_RESET_GLERROR() {}
#define QT_CHECK_GLERROR() {}
#endif
// ####TODO Properly #ifdef this class to use #define symbols actually defined
// by OpenGL/ES includes
#ifndef GL_MAX_SAMPLES
#define GL_MAX_SAMPLES 0x8D57
#endif
#ifndef GL_RENDERBUFFER_SAMPLES
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#endif
#ifndef GL_DEPTH24_STENCIL8
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 0x81A6
#endif
#ifndef GL_DEPTH_COMPONENT24_OES
#define GL_DEPTH_COMPONENT24_OES 0x81A6
#endif
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif
#ifndef GL_DEPTH_STENCIL_ATTACHMENT
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#endif
#ifndef GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL 0x84F9
#endif
/*!
\class QGLFramebufferObjectFormat
\inmodule QtOpenGL
\brief The QGLFramebufferObjectFormat class specifies the format of an OpenGL
framebuffer object.
\since 4.6
\obsolete
\ingroup painting-3D
A framebuffer object has several characteristics:
\list
\li \l{setSamples()}{Number of samples per pixels.}
\li \l{setAttachment()}{Depth and/or stencil attachments.}
\li \l{setTextureTarget()}{Texture target.}
\li \l{setInternalTextureFormat()}{Internal texture format.}
\endlist
Note that the desired attachments or number of samples per pixels might not
be supported by the hardware driver. Call QGLFramebufferObject::format()
after creating a QGLFramebufferObject to find the exact format that was
used to create the frame buffer object.
\note This class has been deprecated in favor of QOpenGLFramebufferObjectFormat.
\sa QGLFramebufferObject
*/
/*!
\internal
*/
void QGLFramebufferObjectFormat::detach()
{
if (d->ref.loadRelaxed() != 1) {
QGLFramebufferObjectFormatPrivate *newd
= new QGLFramebufferObjectFormatPrivate(d);
if (!d->ref.deref())
delete d;
d = newd;
}
}
/*!
Creates a QGLFramebufferObjectFormat object for specifying
the format of an OpenGL framebuffer object.
By default the format specifies a non-multisample framebuffer object with no
attachments, texture target \c GL_TEXTURE_2D, and internal format \c GL_RGBA8.
On OpenGL/ES systems, the default internal format is \c GL_RGBA.
\sa samples(), attachment(), internalTextureFormat()
*/
QGLFramebufferObjectFormat::QGLFramebufferObjectFormat()
{
d = new QGLFramebufferObjectFormatPrivate;
}
/*!
Constructs a copy of \a other.
*/
QGLFramebufferObjectFormat::QGLFramebufferObjectFormat(const QGLFramebufferObjectFormat &other)
{
d = other.d;
d->ref.ref();
}
/*!
Assigns \a other to this object.
*/
QGLFramebufferObjectFormat &QGLFramebufferObjectFormat::operator=(const QGLFramebufferObjectFormat &other)
{
if (d != other.d) {
other.d->ref.ref();
if (!d->ref.deref())
delete d;
d = other.d;
}
return *this;
}
/*!
Destroys the QGLFramebufferObjectFormat.
*/
QGLFramebufferObjectFormat::~QGLFramebufferObjectFormat()
{
if (!d->ref.deref())
delete d;
}
/*!
Sets the number of samples per pixel for a multisample framebuffer object
to \a samples. The default sample count of 0 represents a regular
non-multisample framebuffer object.
If the desired amount of samples per pixel is not supported by the hardware
then the maximum number of samples per pixel will be used. Note that
multisample framebuffer objects cannot be bound as textures. Also, the
\c{GL_EXT_framebuffer_multisample} extension is required to create a
framebuffer with more than one sample per pixel.
\sa samples()
*/
void QGLFramebufferObjectFormat::setSamples(int samples)
{
detach();
d->samples = samples;
}
/*!
Returns the number of samples per pixel if a framebuffer object
is a multisample framebuffer object. Otherwise, returns 0.
The default value is 0.
\sa setSamples()
*/
int QGLFramebufferObjectFormat::samples() const
{
return d->samples;
}
/*!
\since 4.8
Enables mipmapping if \a enabled is true; otherwise disables it.
Mipmapping is disabled by default.
If mipmapping is enabled, additional memory will be allocated for
the mipmap levels. The mipmap levels can be updated by binding the
texture and calling glGenerateMipmap(). Mipmapping cannot be enabled
for multisampled framebuffer objects.
\sa mipmap(), QGLFramebufferObject::texture()
*/
void QGLFramebufferObjectFormat::setMipmap(bool enabled)
{
detach();
d->mipmap = enabled;
}
/*!
\since 4.8
Returns \c true if mipmapping is enabled.
\sa setMipmap()
*/
bool QGLFramebufferObjectFormat::mipmap() const
{
return d->mipmap;
}
/*!
Sets the attachment configuration of a framebuffer object to \a attachment.
\sa attachment()
*/
void QGLFramebufferObjectFormat::setAttachment(QGLFramebufferObject::Attachment attachment)
{
detach();
d->attachment = attachment;
}
/*!
Returns the configuration of the depth and stencil buffers attached to
a framebuffer object. The default is QGLFramebufferObject::NoAttachment.
\sa setAttachment()
*/
QGLFramebufferObject::Attachment QGLFramebufferObjectFormat::attachment() const
{
return d->attachment;
}
/*!
Sets the texture target of the texture attached to a framebuffer object to
\a target. Ignored for multisample framebuffer objects.
\sa textureTarget(), samples()
*/
void QGLFramebufferObjectFormat::setTextureTarget(GLenum target)
{
detach();
d->target = target;
}
/*!
Returns the texture target of the texture attached to a framebuffer object.
Ignored for multisample framebuffer objects. The default is
\c GL_TEXTURE_2D.
\sa setTextureTarget(), samples()
*/
GLenum QGLFramebufferObjectFormat::textureTarget() const
{
return d->target;
}
/*!
Sets the internal format of a framebuffer object's texture or
multisample framebuffer object's color buffer to
\a internalTextureFormat.
\sa internalTextureFormat()
*/
void QGLFramebufferObjectFormat::setInternalTextureFormat(GLenum internalTextureFormat)
{
detach();
d->internal_format = internalTextureFormat;
}
/*!
Returns the internal format of a framebuffer object's texture or
multisample framebuffer object's color buffer. The default is
\c GL_RGBA8 on desktop OpenGL systems, and \c GL_RGBA on
OpenGL/ES systems.
\sa setInternalTextureFormat()
*/
GLenum QGLFramebufferObjectFormat::internalTextureFormat() const
{
return d->internal_format;
}
/*!
Returns \c true if all the options of this framebuffer object format
are the same as \a other; otherwise returns \c false.
*/
bool QGLFramebufferObjectFormat::operator==(const QGLFramebufferObjectFormat& other) const
{
if (d == other.d)
return true;
else
return d->equals(other.d);
}
/*!
Returns \c false if all the options of this framebuffer object format
are the same as \a other; otherwise returns \c true.
*/
bool QGLFramebufferObjectFormat::operator!=(const QGLFramebufferObjectFormat& other) const
{
return !(*this == other);
}
void QGLFBOGLPaintDevice::setFBO(QGLFramebufferObject* f,
QGLFramebufferObject::Attachment attachment)
{
fbo = f;
m_thisFBO = fbo->d_func()->fbo(); // This shouldn't be needed
// The context that the fbo was created in may not have depth
// and stencil buffers, but the fbo itself might.
fboFormat = QGLContext::currentContext()->format();
if (attachment == QGLFramebufferObject::CombinedDepthStencil) {
fboFormat.setDepth(true);
fboFormat.setStencil(true);
} else if (attachment == QGLFramebufferObject::Depth) {
fboFormat.setDepth(true);
fboFormat.setStencil(false);
} else {
fboFormat.setDepth(false);
fboFormat.setStencil(false);
}
GLenum format = f->format().internalTextureFormat();
reqAlpha = (format != GL_RGB
#ifdef GL_RGB5
&& format != GL_RGB5
#endif
#ifdef GL_RGB8
&& format != GL_RGB8
#endif
);
}
QGLContext *QGLFBOGLPaintDevice::context() const
{
return const_cast<QGLContext *>(QGLContext::currentContext());
}
bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const
{
QGL_FUNCP_CONTEXT;
if (!ctx)
return false; // Context no longer exists.
GLenum status = ctx->contextHandle()->functions()->glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_NO_ERROR:
case GL_FRAMEBUFFER_COMPLETE:
return true;
case GL_FRAMEBUFFER_UNSUPPORTED:
qDebug("QGLFramebufferObject: Unsupported framebuffer format.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
qDebug("QGLFramebufferObject: Framebuffer incomplete attachment.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
qDebug("QGLFramebufferObject: Framebuffer incomplete, missing attachment.");
break;
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT
case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT:
qDebug("QGLFramebufferObject: Framebuffer incomplete, duplicate attachment.");
break;
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
qDebug("QGLFramebufferObject: Framebuffer incomplete, attached images must have same dimensions.");
break;
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_FORMATS
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
qDebug("QGLFramebufferObject: Framebuffer incomplete, attached images must have same format.");
break;
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
qDebug("QGLFramebufferObject: Framebuffer incomplete, missing draw buffer.");
break;
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
qDebug("QGLFramebufferObject: Framebuffer incomplete, missing read buffer.");
break;
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
qDebug("QGLFramebufferObject: Framebuffer incomplete, attachments must have same number of samples per pixel.");
break;
#endif
default:
qDebug() <<"QGLFramebufferObject: An undefined error has occurred: "<< status;
break;
}
return false;
}
namespace
{
void freeFramebufferFunc(QGLContext *ctx, GLuint id)
{
Q_ASSERT(ctx);
ctx->contextHandle()->functions()->glDeleteFramebuffers(1, &id);
}
void freeRenderbufferFunc(QGLContext *ctx, GLuint id)
{
Q_ASSERT(ctx);
ctx->contextHandle()->functions()->glDeleteRenderbuffers(1, &id);
}
void freeTextureFunc(QGLContext *ctx, GLuint id)
{
Q_UNUSED(ctx);
ctx->contextHandle()->functions()->glDeleteTextures(1, &id);
}
}
void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz,
QGLFramebufferObject::Attachment attachment,
GLenum texture_target, GLenum internal_format,
GLint samples, bool mipmap)
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
funcs.initializeOpenGLFunctions();
if (!funcs.hasOpenGLFeature(QOpenGLFunctions::Framebuffers))
return;
ctx->d_ptr->refreshCurrentFbo();
size = sz;
target = texture_target;
// texture dimensions
QT_RESET_GLERROR(); // reset error state
GLuint fbo = 0;
funcs.glGenFramebuffers(1, &fbo);
funcs.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint texture = 0;
GLuint color_buffer = 0;
GLuint depth_buffer = 0;
GLuint stencil_buffer = 0;
QT_CHECK_GLERROR();
// init texture
if (samples == 0) {
funcs.glGenTextures(1, &texture);
funcs.glBindTexture(target, texture);
funcs.glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
if (mipmap) {
int width = size.width();
int height = size.height();
int level = 0;
while (width > 1 || height > 1) {
width = qMax(1, width >> 1);
height = qMax(1, height >> 1);
++level;
funcs.glTexImage2D(target, level, internal_format, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
}
funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
funcs.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
target, texture, 0);
QT_CHECK_GLERROR();
valid = checkFramebufferStatus();
funcs.glBindTexture(target, 0);
color_buffer = 0;
} else {
mipmap = false;
GLint maxSamples;
funcs.glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
samples = qBound(0, int(samples), int(maxSamples));
funcs.glGenRenderbuffers(1, &color_buffer);
funcs.glBindRenderbuffer(GL_RENDERBUFFER, color_buffer);
if (funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample) && samples > 0) {
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
internal_format, size.width(), size.height());
} else {
samples = 0;
funcs.glRenderbufferStorage(GL_RENDERBUFFER, internal_format,
size.width(), size.height());
}
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color_buffer);
QT_CHECK_GLERROR();
valid = checkFramebufferStatus();
if (valid)
funcs.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
}
// In practice, a combined depth-stencil buffer is supported by all desktop platforms, while a
// separate stencil buffer is not. On embedded devices however, a combined depth-stencil buffer
// might not be supported while separate buffers are, according to QTBUG-12861.
if (attachment == QGLFramebufferObject::CombinedDepthStencil
&& funcs.hasOpenGLExtension(QOpenGLExtensions::PackedDepthStencil)) {
// depth and stencil buffer needs another extension
funcs.glGenRenderbuffers(1, &depth_buffer);
funcs.glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
Q_ASSERT(funcs.glIsRenderbuffer(depth_buffer));
#ifndef Q_OS_WASM
if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample))
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH24_STENCIL8, size.width(), size.height());
else
funcs.glRenderbufferStorage(GL_RENDERBUFFER,
GL_DEPTH24_STENCIL8, size.width(), size.height());
stencil_buffer = depth_buffer;
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_buffer);
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencil_buffer);
#else
// webgl does not allow separate depth and stencil attachments
if (samples != 0) {
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_STENCIL, size.width(), size.height());
} else {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL,
size.width(), size.height());
}
stencil_buffer = depth_buffer;
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depth_buffer);
#endif
valid = checkFramebufferStatus();
if (!valid) {
funcs.glDeleteRenderbuffers(1, &depth_buffer);
stencil_buffer = depth_buffer = 0;
}
}
if (depth_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil
|| (attachment == QGLFramebufferObject::Depth)))
{
funcs.glGenRenderbuffers(1, &depth_buffer);
funcs.glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
Q_ASSERT(funcs.glIsRenderbuffer(depth_buffer));
if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)) {
#ifdef QT_OPENGL_ES
if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24)) {
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT24_OES, size.width(), size.height());
} else {
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT16, size.width(), size.height());
}
#else
if (ctx->contextHandle()->isOpenGLES()) {
if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24))
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT24, size.width(), size.height());
else
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT16, size.width(), size.height());
} else {
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
GL_DEPTH_COMPONENT, size.width(), size.height());
}
#endif
} else {
#ifdef QT_OPENGL_ES
if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24)) {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES,
size.width(), size.height());
} else {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
size.width(), size.height());
}
#else
if (ctx->contextHandle()->isOpenGLES()) {
if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24)) {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
size.width(), size.height());
} else {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
size.width(), size.height());
}
} else {
funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.width(), size.height());
}
#endif
}
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_buffer);
valid = checkFramebufferStatus();
if (!valid) {
funcs.glDeleteRenderbuffers(1, &depth_buffer);
depth_buffer = 0;
}
}
if (stencil_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil)) {
funcs.glGenRenderbuffers(1, &stencil_buffer);
funcs.glBindRenderbuffer(GL_RENDERBUFFER, stencil_buffer);
Q_ASSERT(funcs.glIsRenderbuffer(stencil_buffer));
#ifdef QT_OPENGL_ES
GLenum storage = GL_STENCIL_INDEX8;
#else
GLenum storage = ctx->contextHandle()->isOpenGLES() ? GL_STENCIL_INDEX8 : GL_STENCIL_INDEX;
#endif
if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample))
funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, storage, size.width(), size.height());
else
funcs.glRenderbufferStorage(GL_RENDERBUFFER, storage, size.width(), size.height());
funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencil_buffer);
valid = checkFramebufferStatus();
if (!valid) {
funcs.glDeleteRenderbuffers(1, &stencil_buffer);
stencil_buffer = 0;
}
}
// The FBO might have become valid after removing the depth or stencil buffer.
valid = checkFramebufferStatus();
if (depth_buffer && stencil_buffer) {
fbo_attachment = QGLFramebufferObject::CombinedDepthStencil;
} else if (depth_buffer) {
fbo_attachment = QGLFramebufferObject::Depth;
} else {
fbo_attachment = QGLFramebufferObject::NoAttachment;
}
funcs.glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_ptr->current_fbo);
if (valid) {
fbo_guard = createSharedResourceGuard(ctx, fbo, freeFramebufferFunc);
if (color_buffer)
color_buffer_guard = createSharedResourceGuard(ctx, color_buffer, freeRenderbufferFunc);
else
texture_guard = createSharedResourceGuard(ctx, texture, freeTextureFunc);
if (depth_buffer)
depth_buffer_guard = createSharedResourceGuard(ctx, depth_buffer, freeRenderbufferFunc);
if (stencil_buffer) {
if (stencil_buffer == depth_buffer)
stencil_buffer_guard = depth_buffer_guard;
else
stencil_buffer_guard = createSharedResourceGuard(ctx, stencil_buffer, freeRenderbufferFunc);
}
} else {
if (color_buffer)
funcs.glDeleteRenderbuffers(1, &color_buffer);
else
funcs.glDeleteTextures(1, &texture);
if (depth_buffer)
funcs.glDeleteRenderbuffers(1, &depth_buffer);
if (stencil_buffer && depth_buffer != stencil_buffer)
funcs.glDeleteRenderbuffers(1, &stencil_buffer);
funcs.glDeleteFramebuffers(1, &fbo);
}
QT_CHECK_GLERROR();
format.setTextureTarget(target);
format.setSamples(int(samples));
format.setAttachment(fbo_attachment);
format.setInternalTextureFormat(internal_format);
format.setMipmap(mipmap);
glDevice.setFBO(q, attachment);
}
/*!
\class QGLFramebufferObject
\inmodule QtOpenGL
\brief The QGLFramebufferObject class encapsulates an OpenGL framebuffer object.
\since 4.2
\obsolete
\ingroup painting-3D
The QGLFramebufferObject class encapsulates an OpenGL framebuffer
object, defined by the \c{GL_EXT_framebuffer_object} extension. In
addition it provides a rendering surface that can be painted on
with a QPainter, rendered to using native GL calls, or both. This
surface can be bound and used as a regular texture in your own GL
drawing code. By default, the QGLFramebufferObject class
generates a 2D GL texture (using the \c{GL_TEXTURE_2D} target),
which is used as the internal rendering target.
\b{It is important to have a current GL context when creating a
QGLFramebufferObject, otherwise initialization will fail.}
OpenGL framebuffer objects and pbuffers (see
\l{QGLPixelBuffer}{QGLPixelBuffer}) can both be used to render to
offscreen surfaces, but there are a number of advantages with
using framebuffer objects instead of pbuffers:
\list 1
\li A framebuffer object does not require a separate rendering
context, so no context switching will occur when switching
rendering targets. There is an overhead involved in switching
targets, but in general it is cheaper than a context switch to a
pbuffer.
\li Rendering to dynamic textures (i.e. render-to-texture
functionality) works on all platforms. No need to do explicit copy
calls from a render buffer into a texture, as was necessary on
systems that did not support the \c{render_texture} extension.
\li It is possible to attach several rendering buffers (or texture
objects) to the same framebuffer object, and render to all of them
without doing a context switch.
\li The OpenGL framebuffer extension is a pure GL extension with no
system dependant WGL, CGL, or GLX parts. This makes using
framebuffer objects more portable.
\endlist
When using a QPainter to paint to a QGLFramebufferObject you should take
care that the QGLFramebufferObject is created with the CombinedDepthStencil
attachment for QPainter to be able to render correctly.
Note that you need to create a QGLFramebufferObject with more than one
sample per pixel for primitives to be antialiased when drawing using a
QPainter. To create a multisample framebuffer object you should use one of
the constructors that take a QGLFramebufferObjectFormat parameter, and set
the QGLFramebufferObjectFormat::samples() property to a non-zero value.
When painting to a QGLFramebufferObject using QPainter, the state of
the current GL context will be altered by the paint engine to reflect
its needs. Applications should not rely upon the GL state being reset
to its original conditions, particularly the current shader program,
GL viewport, texture units, and drawing modes.
For multisample framebuffer objects a color render buffer is created,
otherwise a texture with the specified texture target is created.
The color render buffer or texture will have the specified internal
format, and will be bound to the \c GL_COLOR_ATTACHMENT0
attachment in the framebuffer object.
If you want to use a framebuffer object with multisampling enabled
as a texture, you first need to copy from it to a regular framebuffer
object using QGLContext::blitFramebuffer().
\section1 Threading
As of Qt 4.8, it's possible to draw into a QGLFramebufferObject
using a QPainter in a separate thread. Note that OpenGL 2.0 or
OpenGL ES 2.0 is required for this to work.
\note This class has been deprecated in favor of QOpenGLFramebufferObject.
*/
/*!
\enum QGLFramebufferObject::Attachment
\since 4.3
This enum type is used to configure the depth and stencil buffers
attached to the framebuffer object when it is created.
\value NoAttachment No attachment is added to the framebuffer object. Note that the
OpenGL depth and stencil tests won't work when rendering to a
framebuffer object without any depth or stencil buffers.
This is the default value.
\value CombinedDepthStencil If the \c GL_EXT_packed_depth_stencil extension is present,
a combined depth and stencil buffer is attached.
If the extension is not present, only a depth buffer is attached.
\value Depth A depth buffer is attached to the framebuffer object.
\sa attachment()
*/
/*! \fn QGLFramebufferObject::QGLFramebufferObject(const QSize &size, GLenum target)
Constructs an OpenGL framebuffer object and binds a 2D GL texture
to the buffer of the size \a size. The texture is bound to the
\c GL_COLOR_ATTACHMENT0 target in the framebuffer object.
The \a target parameter is used to specify the GL texture
target. The default target is \c GL_TEXTURE_2D. Keep in mind that
\c GL_TEXTURE_2D textures must have a power of 2 width and height
(e.g. 256x512), unless you are using OpenGL 2.0 or higher.
By default, no depth and stencil buffers are attached. This behavior
can be toggled using one of the overloaded constructors.
The default internal texture format is \c GL_RGBA8 for desktop
OpenGL, and \c GL_RGBA for OpenGL/ES.
It is important that you have a current GL context set when
creating the QGLFramebufferObject, otherwise the initialization
will fail.
\sa size(), texture(), attachment()
*/
QGLFramebufferObject::QGLFramebufferObject(const QSize &size, GLenum target)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
d->init(this, size, NoAttachment, target,
#ifndef QT_OPENGL_ES_2
QOpenGLContext::currentContext()->isOpenGLES() ? GL_RGBA : GL_RGBA8
#else
GL_RGBA
#endif
);
}
/*! \overload
Constructs an OpenGL framebuffer object and binds a 2D GL texture
to the buffer of the given \a width and \a height.
\sa size(), texture()
*/
QGLFramebufferObject::QGLFramebufferObject(int width, int height, GLenum target)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
d->init(this, QSize(width, height), NoAttachment, target,
#ifndef QT_OPENGL_ES_2
QOpenGLContext::currentContext()->isOpenGLES() ? GL_RGBA : GL_RGBA8
#else
GL_RGBA
#endif
);
}
/*! \overload
Constructs an OpenGL framebuffer object of the given \a size based on the
supplied \a format.
*/
QGLFramebufferObject::QGLFramebufferObject(const QSize &size, const QGLFramebufferObjectFormat &format)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
d->init(this, size, format.attachment(), format.textureTarget(), format.internalTextureFormat(),
format.samples(), format.mipmap());
}
/*! \overload
Constructs an OpenGL framebuffer object of the given \a width and \a height
based on the supplied \a format.
*/
QGLFramebufferObject::QGLFramebufferObject(int width, int height, const QGLFramebufferObjectFormat &format)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
d->init(this, QSize(width, height), format.attachment(), format.textureTarget(),
format.internalTextureFormat(), format.samples(), format.mipmap());
}
/*! \overload
Constructs an OpenGL framebuffer object and binds a texture to the
buffer of the given \a width and \a height.
The \a attachment parameter describes the depth/stencil buffer
configuration, \a target the texture target and \a internal_format
the internal texture format. The default texture target is \c
GL_TEXTURE_2D, while the default internal format is \c GL_RGBA8
for desktop OpenGL and \c GL_RGBA for OpenGL/ES.
\sa size(), texture(), attachment()
*/
QGLFramebufferObject::QGLFramebufferObject(int width, int height, Attachment attachment,
GLenum target, GLenum internal_format)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
if (!internal_format)
#ifdef QT_OPENGL_ES_2
internal_format = GL_RGBA;
#else
internal_format = QOpenGLContext::currentContext()->isOpenGLES() ? GL_RGBA : GL_RGBA8;
#endif
d->init(this, QSize(width, height), attachment, target, internal_format);
}
/*! \overload
Constructs an OpenGL framebuffer object and binds a texture to the
buffer of the given \a size.
The \a attachment parameter describes the depth/stencil buffer
configuration, \a target the texture target and \a internal_format
the internal texture format. The default texture target is \c
GL_TEXTURE_2D, while the default internal format is \c GL_RGBA8
for desktop OpenGL and \c GL_RGBA for OpenGL/ES.
\sa size(), texture(), attachment()
*/
QGLFramebufferObject::QGLFramebufferObject(const QSize &size, Attachment attachment,
GLenum target, GLenum internal_format)
: d_ptr(new QGLFramebufferObjectPrivate)
{
Q_D(QGLFramebufferObject);
if (!internal_format)
#ifdef QT_OPENGL_ES_2
internal_format = GL_RGBA;
#else
internal_format = QOpenGLContext::currentContext()->isOpenGLES() ? GL_RGBA : GL_RGBA8;
#endif
d->init(this, size, attachment, target, internal_format);
}
/*!
\fn QGLFramebufferObject::~QGLFramebufferObject()
Destroys the framebuffer object and frees any allocated resources.
*/
QGLFramebufferObject::~QGLFramebufferObject()
{
Q_D(QGLFramebufferObject);
delete d->engine;
if (d->texture_guard)
d->texture_guard->free();
if (d->color_buffer_guard)
d->color_buffer_guard->free();
if (d->depth_buffer_guard)
d->depth_buffer_guard->free();
if (d->stencil_buffer_guard && d->stencil_buffer_guard != d->depth_buffer_guard)
d->stencil_buffer_guard->free();
if (d->fbo_guard)
d->fbo_guard->free();
}
/*!
\fn bool QGLFramebufferObject::isValid() const
Returns \c true if the framebuffer object is valid.
The framebuffer can become invalid if the initialization process
fails, the user attaches an invalid buffer to the framebuffer
object, or a non-power of two width/height is specified as the
texture size if the texture target is \c{GL_TEXTURE_2D}.
The non-power of two limitation does not apply if the OpenGL version
is 2.0 or higher, or if the GL_ARB_texture_non_power_of_two extension
is present.
The framebuffer can also become invalid if the QGLContext that
the framebuffer was created within is destroyed and there are
no other shared contexts that can take over ownership of the
framebuffer.
*/
bool QGLFramebufferObject::isValid() const
{
Q_D(const QGLFramebufferObject);
return d->valid && d->fbo_guard && d->fbo_guard->id();
}
/*!
\fn bool QGLFramebufferObject::bind()
Switches rendering from the default, windowing system provided
framebuffer to this framebuffer object.
Returns \c true upon success, false otherwise.
\sa release()
*/
bool QGLFramebufferObject::bind()
{
if (!isValid())
return false;
Q_D(QGLFramebufferObject);
QGL_FUNC_CONTEXT;
if (!ctx)
return false; // Context no longer exists.
const QGLContext *current = QGLContext::currentContext();
#ifdef QT_DEBUG
if (!current ||
QGLContextPrivate::contextGroup(current) != QGLContextPrivate::contextGroup(ctx))
{
qWarning("QGLFramebufferObject::bind() called from incompatible context");
}
#endif
d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, d->fbo());
d->valid = d->checkFramebufferStatus();
if (d->valid && current)
current->d_ptr->setCurrentFbo(d->fbo());
return d->valid;
}
/*!
\fn bool QGLFramebufferObject::release()
Switches rendering back to the default, windowing system provided
framebuffer.
Returns \c true upon success, false otherwise.
\sa bind()
*/
bool QGLFramebufferObject::release()
{
if (!isValid())
return false;
Q_D(QGLFramebufferObject);
QGL_FUNC_CONTEXT;
if (!ctx)
return false; // Context no longer exists.
const QGLContext *current = QGLContext::currentContext();
#ifdef QT_DEBUG
if (!current ||
QGLContextPrivate::contextGroup(current) != QGLContextPrivate::contextGroup(ctx))
{
qWarning("QGLFramebufferObject::release() called from incompatible context");
}
#endif
if (current) {
current->d_ptr->setCurrentFbo(current->d_ptr->default_fbo);
d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, current->d_ptr->default_fbo);
}
return true;
}
/*!
\fn GLuint QGLFramebufferObject::texture() const
Returns the texture id for the texture attached as the default
rendering target in this framebuffer object. This texture id can
be bound as a normal texture in your own GL code.
If a multisample framebuffer object is used then the value returned
from this function will be invalid.
*/
GLuint QGLFramebufferObject::texture() const
{
Q_D(const QGLFramebufferObject);
return d->texture_guard ? d->texture_guard->id() : 0;
}
/*!
\fn QSize QGLFramebufferObject::size() const
Returns the size of the texture attached to this framebuffer
object.
*/
QSize QGLFramebufferObject::size() const
{
Q_D(const QGLFramebufferObject);
return d->size;
}
/*!
Returns the format of this framebuffer object.
*/
QGLFramebufferObjectFormat QGLFramebufferObject::format() const
{
Q_D(const QGLFramebufferObject);
return d->format;
}
/*!
\fn QImage QGLFramebufferObject::toImage() const
Returns the contents of this framebuffer object as a QImage.
The returned image has a format of premultiplied ARGB32 or RGB32. The latter is used
only when internalTextureFormat() is set to \c GL_RGB.
If the rendering in the framebuffer was not done with premultiplied alpha in mind,
create a wrapper QImage with a non-premultiplied format. This is necessary before
performing operations like QImage::save() because otherwise the image data would get
unpremultiplied, even though it was not premultiplied in the first place. To create
such a wrapper without performing a copy of the pixel data, do the following:
\code
QImage fboImage(fbo.toImage());
QImage image(fboImage.constBits(), fboImage.width(), fboImage.height(), QImage::Format_ARGB32);
\endcode
On QNX the back buffer is not preserved when a buffer swap occures. So this function
might return old content.
*/
QImage QGLFramebufferObject::toImage() const
{
Q_D(const QGLFramebufferObject);
if (!d->valid)
return QImage();
// qt_gl_read_frame_buffer doesn't work on a multisample FBO
if (format().samples() != 0) {
QGLFramebufferObject temp(size(), QGLFramebufferObjectFormat());
QRect rect(QPoint(0, 0), size());
blitFramebuffer(&temp, rect, const_cast<QGLFramebufferObject *>(this), rect);
return temp.toImage();
}
bool wasBound = isBound();
if (!wasBound)
const_cast<QGLFramebufferObject *>(this)->bind();
QImage image = qt_gl_read_frame_buffer(d->size, format().internalTextureFormat() != GL_RGB, true);
if (!wasBound)
const_cast<QGLFramebufferObject *>(this)->release();
return image;
}
Q_GLOBAL_STATIC(QGLEngineThreadStorage<QGL2PaintEngineEx>, qt_buffer_2_engine)
/*! \reimp */
QPaintEngine *QGLFramebufferObject::paintEngine() const
{
Q_D(const QGLFramebufferObject);
if (d->engine)
return d->engine;
QPaintEngine *engine = qt_buffer_2_engine()->engine();
if (engine->isActive() && engine->paintDevice() != this) {
d->engine = new QGL2PaintEngineEx;
return d->engine;
}
return engine;
}
/*!
\fn bool QGLFramebufferObject::bindDefault()
Switches rendering back to the default, windowing system provided
framebuffer.
Returns \c true upon success, false otherwise.
\sa bind(), release()
*/
bool QGLFramebufferObject::bindDefault()
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx) {
QOpenGLFunctions functions(ctx->contextHandle());
if (!functions.hasOpenGLFeature(QOpenGLFunctions::Framebuffers))
return false;
ctx->d_ptr->setCurrentFbo(ctx->d_ptr->default_fbo);
functions.glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_ptr->default_fbo);
#ifdef QT_DEBUG
} else {
qWarning("QGLFramebufferObject::bindDefault() called without current context.");
#endif
}
return ctx != 0;
}
/*!
\fn bool QGLFramebufferObject::hasOpenGLFramebufferObjects()
Returns \c true if the OpenGL \c{GL_EXT_framebuffer_object} extension
is present on this system; otherwise returns \c false.
*/
bool QGLFramebufferObject::hasOpenGLFramebufferObjects()
{
return qgl_hasFeature(QOpenGLFunctions::Framebuffers);
}
/*!
\since 4.4
Draws the given texture, \a textureId, to the given target rectangle,
\a target, in OpenGL model space. The \a textureTarget should be a 2D
texture target.
The framebuffer object should be bound when calling this function.
Equivalent to the corresponding QGLContext::drawTexture().
*/
void QGLFramebufferObject::drawTexture(const QRectF &target, GLuint textureId, GLenum textureTarget)
{
const_cast<QGLContext *>(QGLContext::currentContext())->drawTexture(target, textureId, textureTarget);
}
/*!
\since 4.4
Draws the given texture, \a textureId, at the given \a point in OpenGL
model space. The \a textureTarget should be a 2D texture target.
The framebuffer object should be bound when calling this function.
Equivalent to the corresponding QGLContext::drawTexture().
*/
void QGLFramebufferObject::drawTexture(const QPointF &point, GLuint textureId, GLenum textureTarget)
{
const_cast<QGLContext *>(QGLContext::currentContext())->drawTexture(point, textureId, textureTarget);
}
/*! \reimp */
int QGLFramebufferObject::metric(PaintDeviceMetric metric) const
{
Q_D(const QGLFramebufferObject);
float dpmx = qt_defaultDpiX()*100./2.54;
float dpmy = qt_defaultDpiY()*100./2.54;
int w = d->size.width();
int h = d->size.height();
switch (metric) {
case PdmWidth:
return w;
case PdmHeight:
return h;
case PdmWidthMM:
return qRound(w * 1000 / dpmx);
case PdmHeightMM:
return qRound(h * 1000 / dpmy);
case PdmNumColors:
return 0;
case PdmDepth:
return 32;//d->depth;
case PdmDpiX:
return qRound(dpmx * 0.0254);
case PdmDpiY:
return qRound(dpmy * 0.0254);
case PdmPhysicalDpiX:
return qRound(dpmx * 0.0254);
case PdmPhysicalDpiY:
return qRound(dpmy * 0.0254);
case QPaintDevice::PdmDevicePixelRatio:
return 1;
case QPaintDevice::PdmDevicePixelRatioScaled:
return 1 * QPaintDevice::devicePixelRatioFScale();
default:
qWarning("QGLFramebufferObject::metric(), Unhandled metric type: %d.\n", metric);
break;
}
return 0;
}
/*!
\fn GLuint QGLFramebufferObject::handle() const
Returns the GL framebuffer object handle for this framebuffer
object (returned by the \c{glGenFrameBuffersEXT()} function). This
handle can be used to attach new images or buffers to the
framebuffer. The user is responsible for cleaning up and
destroying these objects.
*/
GLuint QGLFramebufferObject::handle() const
{
Q_D(const QGLFramebufferObject);
return d->fbo();
}
/*! \fn int QGLFramebufferObject::devType() const
\internal
*/
/*!
Returns the status of the depth and stencil buffers attached to
this framebuffer object.
*/
QGLFramebufferObject::Attachment QGLFramebufferObject::attachment() const
{
Q_D(const QGLFramebufferObject);
if (d->valid)
return d->fbo_attachment;
return NoAttachment;
}
/*!
\since 4.5
Returns \c true if the framebuffer object is currently bound to a context,
otherwise false is returned.
*/
bool QGLFramebufferObject::isBound() const
{
Q_D(const QGLFramebufferObject);
const QGLContext *current = QGLContext::currentContext();
if (current) {
current->d_ptr->refreshCurrentFbo();
return current->d_ptr->current_fbo == d->fbo();
}
return false;
}
/*!
\fn bool QGLFramebufferObject::hasOpenGLFramebufferBlit()
\since 4.6
Returns \c true if the OpenGL \c{GL_EXT_framebuffer_blit} extension
is present on this system; otherwise returns \c false.
\sa blitFramebuffer()
*/
bool QGLFramebufferObject::hasOpenGLFramebufferBlit()
{
return QOpenGLExtensions(QOpenGLContext::currentContext()).hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit);
}
/*!
\since 4.6
Blits from the \a sourceRect rectangle in the \a source framebuffer
object to the \a targetRect rectangle in the \a target framebuffer object.
If \a source or \a target is \nullptr, the default framebuffer will be used
instead of a framebuffer object as source or target respectively.
The \a buffers parameter should be a mask consisting of any combination of
\c GL_COLOR_BUFFER_BIT, \c GL_DEPTH_BUFFER_BIT, and
\c GL_STENCIL_BUFFER_BIT. Any buffer type that is not present both
in the source and target buffers is ignored.
The \a sourceRect and \a targetRect rectangles may have different sizes;
in this case \a buffers should not contain \c GL_DEPTH_BUFFER_BIT or
\c GL_STENCIL_BUFFER_BIT. The \a filter parameter should be set to
\c GL_LINEAR or \c GL_NEAREST, and specifies whether linear or nearest
interpolation should be used when scaling is performed.
If \a source equals \a target a copy is performed within the same buffer.
Results are undefined if the source and target rectangles overlap and
have different sizes. The sizes must also be the same if any of the
framebuffer objects are multisample framebuffers.
Note that the scissor test will restrict the blit area if enabled.
This function will have no effect unless hasOpenGLFramebufferBlit() returns
true.
\sa hasOpenGLFramebufferBlit()
*/
void QGLFramebufferObject::blitFramebuffer(QGLFramebufferObject *target, const QRect &targetRect,
QGLFramebufferObject *source, const QRect &sourceRect,
GLbitfield buffers,
GLenum filter)
{
const QGLContext *ctx = QGLContext::currentContext();
if (!ctx || !ctx->contextHandle())
return;
QOpenGLExtensions functions(ctx->contextHandle());
if (!functions.hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit))
return;
QSurface *surface = ctx->contextHandle()->surface();
const int height = static_cast<QWindow *>(surface)->height();
const int sh = source ? source->height() : height;
const int th = target ? target->height() : height;
const int sx0 = sourceRect.left();
const int sx1 = sourceRect.left() + sourceRect.width();
const int sy0 = sh - (sourceRect.top() + sourceRect.height());
const int sy1 = sh - sourceRect.top();
const int tx0 = targetRect.left();
const int tx1 = targetRect.left() + targetRect.width();
const int ty0 = th - (targetRect.top() + targetRect.height());
const int ty1 = th - targetRect.top();
ctx->d_ptr->refreshCurrentFbo();
functions.glBindFramebuffer(GL_READ_FRAMEBUFFER, source ? source->handle() : 0);
functions.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target ? target->handle() : 0);
functions.glBlitFramebuffer(sx0, sy0, sx1, sy1,
tx0, ty0, tx1, ty1,
buffers, filter);
functions.glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_ptr->current_fbo);
}
QT_END_NAMESPACE