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/*
* Copyright © 2012 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Alexandros Frantzis
*/
#include "renderer.h"
BaseRenderer::BaseRenderer(const LibMatrix::vec2 &size) :
texture_(0), input_texture_(0), fbo_(0), depth_renderbuffer_(0),
min_filter_(GL_LINEAR), mag_filter_(GL_LINEAR),
wrap_s_(GL_CLAMP_TO_EDGE), wrap_t_(GL_CLAMP_TO_EDGE)
{
setup(size, true, true);
}
BaseRenderer::~BaseRenderer()
{
glDeleteTextures(1, &texture_);
glDeleteRenderbuffers(1, &depth_renderbuffer_);
glDeleteFramebuffers(1, &fbo_);
}
void
BaseRenderer::setup(const LibMatrix::vec2 &size, bool onscreen, bool has_depth)
{
size_ = size;
recreate(onscreen, has_depth);
}
void
BaseRenderer::setup_texture(GLint min_filter, GLint mag_filter,
GLint wrap_s, GLint wrap_t)
{
min_filter_ = min_filter;
mag_filter_ = mag_filter;
wrap_s_ = wrap_s;
wrap_t_ = wrap_t;
update_texture_parameters();
}
void
BaseRenderer::make_current()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glViewport(0, 0, size_.x(), size_.y());
if (!fbo_ || depth_renderbuffer_) {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
}
else {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
}
void
BaseRenderer::update_mipmap()
{
if (texture_ && min_filter_ != GL_NEAREST && min_filter_ != GL_LINEAR) {
glBindTexture(GL_TEXTURE_2D, texture_);
glGenerateMipmap(GL_TEXTURE_2D);
}
}
void
BaseRenderer::recreate(bool onscreen, bool has_depth)
{
if (texture_) {
glDeleteTextures(1, &texture_);
texture_ = 0;
}
if (fbo_) {
glDeleteRenderbuffers(1, &depth_renderbuffer_);
depth_renderbuffer_ = 0;
glDeleteFramebuffers(1, &fbo_);
fbo_ = 0;
}
if (!onscreen) {
create_texture();
create_fbo(has_depth);
}
}
void
BaseRenderer::create_texture()
{
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.x(), size_.y(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
update_texture_parameters();
}
void
BaseRenderer::update_texture_parameters()
{
if (texture_) {
glBindTexture(GL_TEXTURE_2D, texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t_);
}
update_mipmap();
}
void
BaseRenderer::create_fbo(bool has_depth)
{
if (has_depth) {
/* Create a renderbuffer for depth storage */
glGenRenderbuffers(1, &depth_renderbuffer_);
glBindRenderbuffer(GL_RENDERBUFFER, depth_renderbuffer_);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
size_.x(), size_.y());
}
/* Create the FBO and attach the texture and the renderebuffer */
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture_, 0);
if (has_depth) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_renderbuffer_);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}