[Feat] implement glBlitFramebuffer, making things start to render

This commit is contained in:
2025-05-07 13:33:29 +08:00
parent 0d7b342a2e
commit bb45906189
4 changed files with 127 additions and 7 deletions
+1 -1
View File
@@ -16,7 +16,7 @@ set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static-libstdc++")
set(CMAKE_ANDROID_STL_TYPE c++_static)
set(CMAKE_BUILD_TYPE Release)
#set(CMAKE_BUILD_TYPE Release)
set(PROFILING OFF)
@@ -215,7 +215,7 @@ namespace MG_GL::GL {
static GLuint lastBoundVAO = 0;
static GLuint lastBoundProgram = 0;
static GLuint lastBoundFBO = 0;
static GLuint lastBoundFBO[2] = {0};
static std::array<GLuint, 32> lastBoundTextures;
void DrawElementsSHITTILY(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
CommonState* commonState = MG_State_T::commonState;
@@ -579,7 +579,7 @@ namespace MG_GL::GL {
// Framebuffer
GLuint currentFBO = fbState->currentBindings_[GL_DRAW_FRAMEBUFFER];
if (currentFBO != lastBoundFBO) {
if (currentFBO != lastBoundFBO[0]) {
GLuint glFBO = 0;
if (currentFBO == 0) {
@@ -665,7 +665,7 @@ namespace MG_GL::GL {
}
}
lastBoundFBO = currentFBO;
lastBoundFBO[0] = currentFBO;
}
@@ -679,12 +679,130 @@ namespace MG_GL::GL {
}
}
void RealizeFBOState(GLenum fbtype) {
FramebufferState* fbState = MG_State_T::framebufferState;
GLuint fb = fbState->currentBindings_[fbtype];
if (fb != lastBoundFBO[(fbtype == GL_DRAW_FRAMEBUFFER) ? 0 : 1]) {
GLuint glFBO = 0;
if (fb == 0) {
CallAndCheck(::GLES::glBindFramebuffer(fbtype, 0);)
glFBO = 0;
} else {
bool isNewGlesFBO = false;
if (s_framebufferMap.find(fb) == s_framebufferMap.end()) {
CallAndCheck(::GLES::glGenFramebuffers(1, &glFBO);)
s_framebufferMap[fb] = glFBO;
CallAndCheck(::GLES::glBindFramebuffer(fbtype, glFBO);)
MG_Util::Debug::LogD("Generated and bound new GLES FBO %u for MobileGL FBO %u", glFBO, fb);
isNewGlesFBO = true;
} else {
glFBO = s_framebufferMap[fb];
CallAndCheck(::GLES::glBindFramebuffer(fbtype, glFBO);)
MG_Util::Debug::LogD("Bound existing GLES FBO %u for MobileGL FBO %u", glFBO, fb);
}
if (glFBO != 0) {
FramebufferObject* mgFBO = fbState->GetCurrentFBO(fbtype);
if (mgFBO) {
MG_Util::Debug::LogD("Checking/Syncing attachments for GLES FBO %u (MobileGL FBO %u)", glFBO, fb);
for (auto const& [mgAttachmentPoint, mgAtt] : mgFBO->attachments) {
if (mgAtt.type != GL_TEXTURE_2D) {
MG_Util::Debug::LogW("Skipping non-TEXTURE_2D attachment 0x%X for FBO %u", mgAttachmentPoint, fb);
continue;
}
GLuint expectedGLTexId = 0;
if (mgAtt.handle != 0) {
if (s_textureMap.count(mgAtt.handle)) {
expectedGLTexId = s_textureMap[mgAtt.handle];
} else {
MG_Util::Debug::LogE("MobileGL Texture %u for FBO %u attachment 0x%X not found in s_textureMap during FBO sync!", mgAtt.handle, fb, mgAttachmentPoint);
for (auto const& [key, val] : s_textureMap)
MG_Util::Debug::LogW(" key: %d, val: %d", key, val);
continue;
}
}
GLint glesAttachedType = 0;
GLint glesAttachedName = 0;
CallAndCheck(::GLES::glGetFramebufferAttachmentParameteriv(fbtype, mgAttachmentPoint, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &glesAttachedType);)
if (glesAttachedType == GL_TEXTURE) {
CallAndCheck(::GLES::glGetFramebufferAttachmentParameteriv(fbtype, mgAttachmentPoint, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &glesAttachedName);)
} else if (glesAttachedType != GL_NONE) {
MG_Util::Debug::LogW("GLES FBO %u attachment 0x%X has non-texture type 0x%X (expected GL_TEXTURE or GL_NONE)", glFBO, mgAttachmentPoint, glesAttachedType);
}
if ((GLuint)glesAttachedName != expectedGLTexId) {
MG_Util::Debug::LogD("Syncing FBO %u attachment 0x%X: Expected GLES TexID %u, Found GLES ObjName %d. Attaching/Detaching...",
fb, mgAttachmentPoint, expectedGLTexId, glesAttachedName);
CallAndCheck(::GLES::glFramebufferTexture2D(
fbtype,
mgAttachmentPoint,
GL_TEXTURE_2D,
expectedGLTexId,
mgAtt.mipLevel
);)
}
}
GLenum status = ::GLES::glCheckFramebufferStatus(fbtype);
if (status != GL_FRAMEBUFFER_COMPLETE) {
MG_Util::Debug::LogE("Framebuffer %u (GLES FBO %u) is not complete after sync! Status: 0x%X (%s)",
fb, glFBO, status, MG_Util::Debug::GLEnumToString(status));
}
} else {
MG_Util::Debug::LogW("Could not get MobileGL FBO object for ID %u during attachment sync.", fb);
}
}
}
lastBoundFBO[(fbtype == GL_DRAW_FRAMEBUFFER) ? 0 : 1] = fb;
}
}
void BlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) {
MG_Util::Debug::LogD("BlitFramebuffer, srcX0=%d, srcY0=%d, srcX1=%d, srcY1=%d, dstX0=%d, dstY0=%d, dstX1=%d, dstY1=%d, mask=0x%x, filter=%s",
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, MG_Util::Debug::GLEnumToString(filter));
// Realize FBO states
RealizeFBOState(GL_DRAW_FRAMEBUFFER);
RealizeFBOState(GL_READ_FRAMEBUFFER);
::GLES::glBlitFramebuffer(srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
mask,
filter);
}
void ClearSHITTILY(GLbitfield mask) {
CommonState* commonState = MG_State_T::commonState;
FramebufferState* fbState = MG_State_T::framebufferState;
GLuint currentFBO = fbState->currentBindings_[GL_DRAW_FRAMEBUFFER];
if (currentFBO != lastBoundFBO) {
if (currentFBO != lastBoundFBO[0]) {
GLuint glFBO = 0;
if (currentFBO == 0) {
@@ -766,7 +884,7 @@ namespace MG_GL::GL {
}
}
lastBoundFBO = currentFBO;
lastBoundFBO[0] = currentFBO;
}
@@ -13,6 +13,7 @@ namespace MG_GL::GL {
void BindFramebuffer(GLenum target, GLuint framebuffer);
void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLenum CheckFramebufferStatus(GLenum target);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
}
#endif //MOBILEGL_GL_FRAMEBUFFER_H
@@ -197,7 +197,8 @@ DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix2x4fv, GLint location, GLsizei count
DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix4x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix4x2fv, location,count,transpose,value)
DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix3x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix3x4fv, location,count,transpose,value)
DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix4x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix4x3fv, location,count,transpose,value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlitFramebuffer, srcX0,srcY0,srcX1,srcY1,dstX0,dstY0,dstX1,dstY1,mask,filter)
DECLARE_GL_FUNCTION_HEAD(void, BlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlitFramebuffer, srcX0,srcY0,srcX1,srcY1,dstX0,dstY0,dstX1,dstY1,mask,filter)
//DECLARE_GL_FUNCTION_STUB_HEAD(void, BlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlitFramebuffer, srcX0,srcY0,srcX1,srcY1,dstX0,dstY0,dstX1,dstY1,mask,filter)
DECLARE_GL_FUNCTION_STUB_HEAD(void, RenderbufferStorageMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, RenderbufferStorageMultisample, target,samples,internalformat,width,height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, FramebufferTextureLayer, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FramebufferTextureLayer, target,attachment,texture,level,layer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, FlushMappedBufferRange, GLenum target, GLintptr offset, GLsizeiptr length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FlushMappedBufferRange, target,offset,length)