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108 lines
3.9 KiB
C
108 lines
3.9 KiB
C
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/*
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* Copyright 1993-2015 NVIDIA Corporation. All rights reserved.
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*
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* Please refer to the NVIDIA end user license agreement (EULA) associated
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* with this source code for terms and conditions that govern your use of
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* this software. Any use, reproduction, disclosure, or distribution of
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* this software and related documentation outside the terms of the EULA
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* is strictly prohibited.
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*
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*/
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/*
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Copyright (c) 2005,
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Aaron Lefohn (lefohn@cs.ucdavis.edu)
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Adam Moerschell (atmoerschell@ucdavis.edu)
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All rights reserved.
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This software is licensed under the BSD open-source license. See
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http://www.opensource.org/licenses/bsd-license.php for more detail.
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*************************************************************
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Redistribution and use in source and binary forms, with or
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without modification, are permitted provided that the following
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conditions are met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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Neither the name of the University of California, Davis nor the names of
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the contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
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THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
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THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
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OF SUCH DAMAGE.
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*/
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#ifndef UCDAVIS_RENDER_BUFFER_H
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#define UCDAVIS_RENDER_BUFFER_H
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#include "framebufferObject.h"
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/*!
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Renderbuffer Class. This class encapsulates the Renderbuffer OpenGL
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object described in the FramebufferObject (FBO) OpenGL spec.
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See the official spec at:
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http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
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for complete details.
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A "Renderbuffer" is a chunk of GPU memory used by FramebufferObjects to
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represent "traditional" framebuffer memory (depth, stencil, and color buffers).
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By "traditional," we mean that the memory cannot be bound as a texture.
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With respect to GPU shaders, Renderbuffer memory is "write-only." Framebuffer
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operations such as alpha blending, depth test, alpha test, stencil test, etc.
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read from this memory in post-fragment-shader (ROP) operations.
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The most common use of Renderbuffers is to create depth and stencil buffers.
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Note that as of 7/1/05, NVIDIA drivers to do not support stencil Renderbuffers.
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Usage Notes:
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1) "internalFormat" can be any of the following:
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Valid OpenGL internal formats beginning with:
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RGB, RGBA, DEPTH_COMPONENT
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or a stencil buffer format (not currently supported
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in NVIDIA drivers as of 7/1/05).
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STENCIL_INDEX1_EXT
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STENCIL_INDEX4_EXT
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STENCIL_INDEX8_EXT
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STENCIL_INDEX16_EXT
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*/
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class Renderbuffer
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{
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public:
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/// Ctors/Dtors
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Renderbuffer();
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Renderbuffer(GLenum internalFormat, int width, int height);
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~Renderbuffer();
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void Bind();
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void Unbind();
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void Set(GLenum internalFormat, int width, int height);
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GLuint GetId() const;
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static GLint GetMaxSize();
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private:
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GLuint m_bufId;
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static GLuint _CreateBufferId();
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};
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#endif
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