mirror of
https://github.com/NVIDIA/cuda-samples.git
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227 lines
9.0 KiB
C++
227 lines
9.0 KiB
C++
/*
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Copyright (c) 2005,
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Aaron Lefohn (lefohn@cs.ucdavis.edu)
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Robert Strzodka (strzodka@stanford.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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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* 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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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef UCDAVIS_FRAMEBUFFER_OBJECT_H
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#define UCDAVIS_FRAMEBUFFER_OBJECT_H
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#include <iostream>
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/*!
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FramebufferObject Class. This class encapsulates the FramebufferObject
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(FBO) OpenGL spec. 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 details.
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A framebuffer object (FBO) is conceptually a structure containing pointers
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to GPU memory. The memory pointed to is either an OpenGL texture or an
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OpenGL RenderBuffer. FBOs can be used to render to one or more textures,
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share depth buffers between multiple sets of color buffers/textures and
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are a complete replacement for pbuffers.
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Performance Notes:
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1) It is more efficient (but not required) to call Bind()
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on an FBO before making multiple method calls. For example:
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FramebufferObject fbo;
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fbo.Bind();
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
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fbo.IsValid();
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To provide a complete encapsulation, the following usage
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pattern works correctly but is less efficient:
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FramebufferObject fbo;
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// NOTE : No Bind() call
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
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fbo.IsValid();
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The first usage pattern binds the FBO only once, whereas
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the second usage binds/unbinds the FBO for each method call.
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2) Use FramebufferObject::Disable() sparingly. We have intentionally
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left out an "Unbind()" method because it is largely unnecessary
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and encourages rendundant Bind/Unbind coding. Binding an FBO is
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usually much faster than enabling/disabling a pbuffer, but is
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still a costly operation. When switching between multiple FBOs
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and a visible OpenGL framebuffer, the following usage pattern
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is recommended:
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FramebufferObject fbo1, fbo2;
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fbo1.Bind();
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... Render ...
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// NOTE : No Unbind/Disable here...
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fbo2.Bind();
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... Render ...
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// Disable FBO rendering and return to visible window
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// OpenGL framebuffer.
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FramebufferObject::Disable();
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*/
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class FramebufferObject {
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public:
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/// Ctor/Dtor
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FramebufferObject();
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virtual ~FramebufferObject();
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/// Bind this FBO as current render target
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void Bind();
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/// Bind a texture to the "attachment" point of this FBO
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virtual void AttachTexture(GLenum texTarget, GLuint texId,
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GLenum attachment = GL_COLOR_ATTACHMENT0_EXT,
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int mipLevel = 0, int zSlice = 0);
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/// Bind an array of textures to multiple "attachment" points of this FBO
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/// - By default, the first 'numTextures' attachments are used,
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/// starting with GL_COLOR_ATTACHMENT0_EXT
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virtual void AttachTextures(int numTextures, GLenum texTarget[],
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GLuint texId[], GLenum attachment[] = NULL,
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int mipLevel[] = NULL, int zSlice[] = NULL);
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/// Bind a render buffer to the "attachment" point of this FBO
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virtual void AttachRenderBuffer(GLuint buffId,
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GLenum attachment = GL_COLOR_ATTACHMENT0_EXT);
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/// Bind an array of render buffers to corresponding "attachment" points
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/// of this FBO.
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/// - By default, the first 'numBuffers' attachments are used,
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/// starting with GL_COLOR_ATTACHMENT0_EXT
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virtual void AttachRenderBuffers(int numBuffers, GLuint buffId[],
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GLenum attachment[] = NULL);
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/// Free any resource bound to the "attachment" point of this FBO
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void Unattach(GLenum attachment);
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/// Free any resources bound to any attachment points of this FBO
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void UnattachAll();
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/// Is this FBO currently a valid render target?
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/// - Sends output to std::cerr by default but can
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/// be a user-defined C++ stream
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///
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/// NOTE : This function works correctly in debug build
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/// mode but always returns "true" if NDEBUG is
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/// is defined (optimized builds)
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#ifndef NDEBUG
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bool IsValid(std::ostream &ostr = std::cerr);
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#else
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bool IsValid(std::ostream &ostr = std::cerr) { return true; }
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#endif
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/// BEGIN : Accessors
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/// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE?
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GLenum GetAttachedType(GLenum attachment);
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/// What is the Id of Renderbuffer/texture currently
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/// attached to "attachment?"
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GLuint GetAttachedId(GLenum attachment);
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/// Which mipmap level is currently attached to "attachment?"
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GLint GetAttachedMipLevel(GLenum attachment);
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/// Which cube face is currently attached to "attachment?"
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GLint GetAttachedCubeFace(GLenum attachment);
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/// Which z-slice is currently attached to "attachment?"
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GLint GetAttachedZSlice(GLenum attachment);
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/// END : Accessors
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/// BEGIN : Static methods global to all FBOs
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/// Return number of color attachments permitted
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static int GetMaxColorAttachments();
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/// Disable all FBO rendering and return to traditional,
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/// windowing-system controlled framebuffer
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/// NOTE:
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/// This is NOT an "unbind" for this specific FBO, but rather
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/// disables all FBO rendering. This call is intentionally "static"
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/// and named "Disable" instead of "Unbind" for this reason. The
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/// motivation for this strange semantic is performance. Providing
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/// "Unbind" would likely lead to a large number of unnecessary
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/// FBO enabling/disabling.
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static void Disable();
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/// END : Static methods global to all FBOs
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protected:
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void _GuardedBind();
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void _GuardedUnbind();
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void _FramebufferTextureND(GLenum attachment, GLenum texTarget, GLuint texId,
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int mipLevel, int zSlice);
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static GLuint _GenerateFboId();
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private:
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GLuint m_fboId;
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GLint m_savedFboId;
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};
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#endif
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