Stencil buffers are now created and attached to canvases on-demand, instead of always on canvas creation.

saves VRAM when stencils aren't used in canvases.
This commit is contained in:
Alex Szpakowski
2013-05-22 23:08:21 -03:00
parent ac094f9437
commit 0e9d73503c
3 changed files with 110 additions and 87 deletions
+100 -86
View File
@@ -40,20 +40,32 @@ struct FramebufferStrategy
{ {
virtual ~FramebufferStrategy() {} virtual ~FramebufferStrategy() {}
/// create a new framebuffer, depth_stencil and texture /// create a new framebuffer and texture
/** /**
* @param[out] framebuffer Framebuffer name * @param[out] framebuffer Framebuffer name
* @param[out] depth_stencil Name for packed depth and stencil buffer
* @param[out] img Texture name * @param[out] img Texture name
* @param[in] width Width of framebuffer * @param[in] width Width of framebuffer
* @param[in] height Height of framebuffer * @param[in] height Height of framebuffer
* @param[in] texture_type Type of the canvas texture. * @param[in] texture_type Type of the canvas texture.
* @return Creation status * @return Creation status
*/ */
virtual GLenum createFBO(GLuint &, GLuint &, GLuint &, int, int, Canvas::TextureType) virtual GLenum createFBO(GLuint &, GLuint &, int, int, Canvas::TextureType)
{ {
return GL_FRAMEBUFFER_UNSUPPORTED; return GL_FRAMEBUFFER_UNSUPPORTED;
} }
/// Create a stencil buffer and attach it to the active framebuffer object
/**
* @param[in] width Width of the stencil buffer
* @param[in] height Height of the stencil buffer
* @param[out] stencil Name for stencil buffer
* @return Whether the stencil buffer was successfully created
**/
virtual bool createStencil(int, int, GLuint &)
{
return false;
}
/// remove objects /// remove objects
/** /**
* @param[in] framebuffer Framebuffer name * @param[in] framebuffer Framebuffer name
@@ -75,7 +87,7 @@ struct FramebufferStrategy
struct FramebufferStrategyGL3 : public FramebufferStrategy struct FramebufferStrategyGL3 : public FramebufferStrategy
{ {
virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type) virtual GLenum createFBO(GLuint &framebuffer, GLuint &img, int width, int height, Canvas::TextureType texture_type)
{ {
// get currently bound fbo to reset to it later // get currently bound fbo to reset to it later
GLint current_fbo; GLint current_fbo;
@@ -85,28 +97,19 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
glGenFramebuffers(1, &framebuffer); glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// create stencil buffer
glGenRenderbuffers(1, &depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depth_stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_stencil);
// generate texture save target // generate texture save target
GLint internalFormat; GLint internalFormat;
GLenum format; GLenum format;
switch (texture_type) switch (texture_type)
{ {
case Canvas::TYPE_HDR: case Canvas::TYPE_HDR:
internalFormat = GL_RGBA16F; internalFormat = GL_RGBA16F;
format = GL_FLOAT; format = GL_FLOAT;
break; break;
case Canvas::TYPE_NORMAL: case Canvas::TYPE_NORMAL:
default: default:
internalFormat = GL_RGBA8; internalFormat = GL_RGBA8;
format = GL_UNSIGNED_BYTE; format = GL_UNSIGNED_BYTE;
} }
glGenTextures(1, &img); glGenTextures(1, &img);
@@ -124,10 +127,29 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
// unbind framebuffer // unbind framebuffer
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo); glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
return status; return status;
} }
virtual bool createStencil(int width, int height, GLuint &stencil)
{
// create combined depth/stencil buffer
glDeleteRenderbuffers(1, &stencil);
glGenRenderbuffers(1, &stencil);
glBindRenderbuffer(GL_RENDERBUFFER, stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, stencil);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// check status
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img) virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{ {
gl.deleteTexture(img); gl.deleteTexture(img);
@@ -177,7 +199,7 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
struct FramebufferStrategyPackedEXT : public FramebufferStrategy struct FramebufferStrategyPackedEXT : public FramebufferStrategy
{ {
virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type) virtual GLenum createFBO(GLuint &framebuffer, GLuint &img, int width, int height, Canvas::TextureType texture_type)
{ {
GLint current_fbo; GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &current_fbo); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &current_fbo);
@@ -186,29 +208,19 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
glGenFramebuffersEXT(1, &framebuffer); glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
// create stencil buffer
glGenRenderbuffersEXT(1, &depth_stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil);
// generate texture save target // generate texture save target
GLint internalFormat; GLint internalFormat;
GLenum format; GLenum format;
switch (texture_type) switch (texture_type)
{ {
case Canvas::TYPE_HDR: case Canvas::TYPE_HDR:
internalFormat = GL_RGBA16F; internalFormat = GL_RGBA16F;
format = GL_FLOAT; format = GL_FLOAT;
break; break;
case Canvas::TYPE_NORMAL: case Canvas::TYPE_NORMAL:
default: default:
internalFormat = GL_RGBA8; internalFormat = GL_RGBA8;
format = GL_UNSIGNED_BYTE; format = GL_UNSIGNED_BYTE;
} }
glGenTextures(1, &img); glGenTextures(1, &img);
@@ -226,11 +238,29 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
// unbind framebuffer // unbind framebuffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
return status; return status;
} }
virtual bool createStencil(int width, int height, GLuint &stencil)
{
// create combined depth/stencil buffer
glDeleteRenderbuffers(1, &stencil);
glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// check status
return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img) virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{ {
gl.deleteTexture(img); gl.deleteTexture(img);
@@ -280,62 +310,27 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
{ {
virtual GLenum createFBO(GLuint &framebuffer, GLuint &stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type) virtual bool createStencil(int width, int height, GLuint &stencil)
{ {
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &current_fbo);
// create framebuffer
glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
// create stencil buffer // create stencil buffer
glDeleteRenderbuffers(1, &stencil);
glGenRenderbuffersEXT(1, &stencil); glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
width, height); width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil); GL_RENDERBUFFER_EXT, stencil);
// generate texture save target glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
GLint internalFormat;
GLenum format;
switch (texture_type)
{
case Canvas::TYPE_HDR:
internalFormat = GL_RGBA16F;
format = GL_FLOAT;
break;
case Canvas::TYPE_NORMAL:
default:
internalFormat = GL_RGBA8;
format = GL_UNSIGNED_BYTE;
}
glGenTextures(1, &img);
gl.bindTexture(img);
gl.setTextureFilter(Image::getDefaultFilter());
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
0, GL_RGBA, format, NULL);
gl.bindTexture(0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, img, 0);
// check status // check status
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
// unbind framebuffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
return status;
} }
bool isSupported() bool isSupported()
{ {
GLuint fb, stencil, img; GLuint fb = 0, stencil = 0, img = 0;
GLenum status = createFBO(fb, stencil, img, 2, 2, Canvas::TYPE_NORMAL); GLenum status = createFBO(fb, img, 2, 2, Canvas::TYPE_NORMAL);
deleteFBO(fb, stencil, img); deleteFBO(fb, stencil, img);
return status == GL_FRAMEBUFFER_COMPLETE; return status == GL_FRAMEBUFFER_COMPLETE;
} }
@@ -619,6 +614,25 @@ void Canvas::drawg(love::graphics::Geometry *geom, float x, float y, float angle
delete[] v; delete[] v;
} }
bool Canvas::checkCreateStencil()
{
// Do nothing if we've already created the stencil buffer.
if (depth_stencil)
return true;
if (current != this)
strategy->bindFBO(fbo);
bool success = strategy->createStencil(width, height, depth_stencil);
if (current && current != this)
strategy->bindFBO(current->fbo);
else if (!current)
strategy->bindFBO(0);
return success;
}
love::image::ImageData *Canvas::getImageData(love::image::Image *image) love::image::ImageData *Canvas::getImageData(love::image::Image *image)
{ {
int row = 4 * width; int row = 4 * width;
@@ -689,7 +703,7 @@ Image::Wrap Canvas::getWrap() const
bool Canvas::loadVolatile() bool Canvas::loadVolatile()
{ {
status = strategy->createFBO(fbo, depth_stencil, img, width, height, texture_type); status = strategy->createFBO(fbo, img, width, height, texture_type);
if (status != GL_FRAMEBUFFER_COMPLETE) if (status != GL_FRAMEBUFFER_COMPLETE)
return false; return false;
+5
View File
@@ -67,6 +67,11 @@ public:
**/ **/
void drawg(love::graphics::Geometry *geom, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const; void drawg(love::graphics::Geometry *geom, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const;
/**
* Create and attach a stencil buffer to this Canvas' framebuffer, if necessary.
**/
bool checkCreateStencil();
love::image::ImageData *getImageData(love::image::Image *image); love::image::ImageData *getImageData(love::image::Image *image);
void getPixel(unsigned char* pixel_rgba, int x, int y); void getPixel(unsigned char* pixel_rgba, int x, int y);
+5 -1
View File
@@ -293,6 +293,10 @@ int Graphics::getScissor(lua_State *L) const
void Graphics::defineStencil() void Graphics::defineStencil()
{ {
// Make sure the active canvas has a stencil buffer.
if (Canvas::current)
Canvas::current->checkCreateStencil();
// Disable color writes but don't save the mask values. // Disable color writes but don't save the mask values.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -304,7 +308,7 @@ void Graphics::defineStencil()
void Graphics::useStencil(bool invert) void Graphics::useStencil(bool invert)
{ {
glStencilFunc(GL_EQUAL, (int)(!invert), 1); // invert ? 0 : 1 glStencilFunc(GL_EQUAL, (GLint)(!invert), 1); // invert ? 0 : 1
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
} }