mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 21:49:15 +08:00
227 lines
9.0 KiB
C++
227 lines
9.0 KiB
C++
/*
|
|
Copyright (c) 2005,
|
|
Aaron Lefohn (lefohn@cs.ucdavis.edu)
|
|
Robert Strzodka (strzodka@stanford.edu)
|
|
Adam Moerschell (atmoerschell@ucdavis.edu)
|
|
All rights reserved.
|
|
|
|
This software is licensed under the BSD open-source license. See
|
|
http://www.opensource.org/licenses/bsd-license.php for more detail.
|
|
|
|
*************************************************************
|
|
Redistribution and use in source and binary forms, with or
|
|
without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
Redistributions of source code must retain the above copyright notice,
|
|
this list of conditions and the following disclaimer.
|
|
|
|
Redistributions in binary form must reproduce the above copyright notice,
|
|
this list of conditions and the following disclaimer in the documentation
|
|
and/or other materials provided with the distribution.
|
|
|
|
Neither the name of the University of California, Davis nor the names of
|
|
the contributors may be used to endorse or promote products derived
|
|
from this software without specific prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
|
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
|
|
THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
|
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
|
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
|
|
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
|
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
|
|
THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
|
|
OF SUCH DAMAGE.
|
|
*/
|
|
|
|
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions
|
|
* are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
|
* contributors may be used to endorse or promote products derived
|
|
* from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
|
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
#ifndef UCDAVIS_FRAMEBUFFER_OBJECT_H
|
|
#define UCDAVIS_FRAMEBUFFER_OBJECT_H
|
|
|
|
#include <iostream>
|
|
|
|
/*!
|
|
FramebufferObject Class. This class encapsulates the FramebufferObject
|
|
(FBO) OpenGL spec. See the official spec at:
|
|
http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
|
|
|
|
for details.
|
|
|
|
A framebuffer object (FBO) is conceptually a structure containing pointers
|
|
to GPU memory. The memory pointed to is either an OpenGL texture or an
|
|
OpenGL RenderBuffer. FBOs can be used to render to one or more textures,
|
|
share depth buffers between multiple sets of color buffers/textures and
|
|
are a complete replacement for pbuffers.
|
|
|
|
Performance Notes:
|
|
1) It is more efficient (but not required) to call Bind()
|
|
on an FBO before making multiple method calls. For example:
|
|
|
|
FramebufferObject fbo;
|
|
fbo.Bind();
|
|
fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
|
|
fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
|
|
fbo.IsValid();
|
|
|
|
To provide a complete encapsulation, the following usage
|
|
pattern works correctly but is less efficient:
|
|
|
|
FramebufferObject fbo;
|
|
// NOTE : No Bind() call
|
|
fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
|
|
fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
|
|
fbo.IsValid();
|
|
|
|
The first usage pattern binds the FBO only once, whereas
|
|
the second usage binds/unbinds the FBO for each method call.
|
|
|
|
2) Use FramebufferObject::Disable() sparingly. We have intentionally
|
|
left out an "Unbind()" method because it is largely unnecessary
|
|
and encourages rendundant Bind/Unbind coding. Binding an FBO is
|
|
usually much faster than enabling/disabling a pbuffer, but is
|
|
still a costly operation. When switching between multiple FBOs
|
|
and a visible OpenGL framebuffer, the following usage pattern
|
|
is recommended:
|
|
|
|
FramebufferObject fbo1, fbo2;
|
|
fbo1.Bind();
|
|
... Render ...
|
|
// NOTE : No Unbind/Disable here...
|
|
|
|
fbo2.Bind();
|
|
... Render ...
|
|
|
|
// Disable FBO rendering and return to visible window
|
|
// OpenGL framebuffer.
|
|
FramebufferObject::Disable();
|
|
*/
|
|
class FramebufferObject {
|
|
public:
|
|
/// Ctor/Dtor
|
|
FramebufferObject();
|
|
virtual ~FramebufferObject();
|
|
|
|
/// Bind this FBO as current render target
|
|
void Bind();
|
|
|
|
/// Bind a texture to the "attachment" point of this FBO
|
|
virtual void AttachTexture(GLenum texTarget, GLuint texId,
|
|
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT,
|
|
int mipLevel = 0, int zSlice = 0);
|
|
|
|
/// Bind an array of textures to multiple "attachment" points of this FBO
|
|
/// - By default, the first 'numTextures' attachments are used,
|
|
/// starting with GL_COLOR_ATTACHMENT0_EXT
|
|
virtual void AttachTextures(int numTextures, GLenum texTarget[],
|
|
GLuint texId[], GLenum attachment[] = NULL,
|
|
int mipLevel[] = NULL, int zSlice[] = NULL);
|
|
|
|
/// Bind a render buffer to the "attachment" point of this FBO
|
|
virtual void AttachRenderBuffer(GLuint buffId,
|
|
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT);
|
|
|
|
/// Bind an array of render buffers to corresponding "attachment" points
|
|
/// of this FBO.
|
|
/// - By default, the first 'numBuffers' attachments are used,
|
|
/// starting with GL_COLOR_ATTACHMENT0_EXT
|
|
virtual void AttachRenderBuffers(int numBuffers, GLuint buffId[],
|
|
GLenum attachment[] = NULL);
|
|
|
|
/// Free any resource bound to the "attachment" point of this FBO
|
|
void Unattach(GLenum attachment);
|
|
|
|
/// Free any resources bound to any attachment points of this FBO
|
|
void UnattachAll();
|
|
|
|
/// Is this FBO currently a valid render target?
|
|
/// - Sends output to std::cerr by default but can
|
|
/// be a user-defined C++ stream
|
|
///
|
|
/// NOTE : This function works correctly in debug build
|
|
/// mode but always returns "true" if NDEBUG is
|
|
/// is defined (optimized builds)
|
|
#ifndef NDEBUG
|
|
bool IsValid(std::ostream &ostr = std::cerr);
|
|
#else
|
|
bool IsValid(std::ostream &ostr = std::cerr) { return true; }
|
|
#endif
|
|
|
|
/// BEGIN : Accessors
|
|
/// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE?
|
|
GLenum GetAttachedType(GLenum attachment);
|
|
|
|
/// What is the Id of Renderbuffer/texture currently
|
|
/// attached to "attachment?"
|
|
GLuint GetAttachedId(GLenum attachment);
|
|
|
|
/// Which mipmap level is currently attached to "attachment?"
|
|
GLint GetAttachedMipLevel(GLenum attachment);
|
|
|
|
/// Which cube face is currently attached to "attachment?"
|
|
GLint GetAttachedCubeFace(GLenum attachment);
|
|
|
|
/// Which z-slice is currently attached to "attachment?"
|
|
GLint GetAttachedZSlice(GLenum attachment);
|
|
/// END : Accessors
|
|
|
|
/// BEGIN : Static methods global to all FBOs
|
|
/// Return number of color attachments permitted
|
|
static int GetMaxColorAttachments();
|
|
|
|
/// Disable all FBO rendering and return to traditional,
|
|
/// windowing-system controlled framebuffer
|
|
/// NOTE:
|
|
/// This is NOT an "unbind" for this specific FBO, but rather
|
|
/// disables all FBO rendering. This call is intentionally "static"
|
|
/// and named "Disable" instead of "Unbind" for this reason. The
|
|
/// motivation for this strange semantic is performance. Providing
|
|
/// "Unbind" would likely lead to a large number of unnecessary
|
|
/// FBO enabling/disabling.
|
|
static void Disable();
|
|
/// END : Static methods global to all FBOs
|
|
|
|
protected:
|
|
void _GuardedBind();
|
|
void _GuardedUnbind();
|
|
void _FramebufferTextureND(GLenum attachment, GLenum texTarget, GLuint texId,
|
|
int mipLevel, int zSlice);
|
|
static GLuint _GenerateFboId();
|
|
|
|
private:
|
|
GLuint m_fboId;
|
|
GLint m_savedFboId;
|
|
};
|
|
|
|
#endif
|