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Diffstat (limited to 'src/renderergl2/tr_fbo.cpp')
-rw-r--r-- | src/renderergl2/tr_fbo.cpp | 659 |
1 files changed, 659 insertions, 0 deletions
diff --git a/src/renderergl2/tr_fbo.cpp b/src/renderergl2/tr_fbo.cpp new file mode 100644 index 0000000..5120540 --- /dev/null +++ b/src/renderergl2/tr_fbo.cpp @@ -0,0 +1,659 @@ +/* +=========================================================================== +Copyright (C) 2006 Kirk Barnes +Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net> +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/> + +=========================================================================== +*/ +// tr_fbo.c +#include "tr_local.h" + +#include "tr_dsa.h" + +/* +============= +R_CheckFBO +============= +*/ +bool R_CheckFBO(const FBO_t * fbo) +{ + GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER); + + if(code == GL_FRAMEBUFFER_COMPLETE) + return true; + + // an error occured + switch (code) + { + case GL_FRAMEBUFFER_UNSUPPORTED: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name); + break; + + default: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code); + break; + } + + return false; +} + +/* +============ +FBO_Create +============ +*/ +FBO_t *FBO_Create(const char *name, int width, int height) +{ + FBO_t *fbo; + + if(strlen(name) >= MAX_QPATH) + { + ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name); + } + + if(width <= 0 || width > glRefConfig.maxRenderbufferSize) + { + ri.Error(ERR_DROP, "FBO_Create: bad width %i", width); + } + + if(height <= 0 || height > glRefConfig.maxRenderbufferSize) + { + ri.Error(ERR_DROP, "FBO_Create: bad height %i", height); + } + + if(tr.numFBOs == MAX_FBOS) + { + ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit"); + } + + fbo = tr.fbos[tr.numFBOs] = (FBO_t*)ri.Hunk_Alloc(sizeof(*fbo), h_low); + Q_strncpyz(fbo->name, name, sizeof(fbo->name)); + fbo->index = tr.numFBOs++; + fbo->width = width; + fbo->height = height; + + qglGenFramebuffers(1, &fbo->frameBuffer); + + return fbo; +} + +/* +================= +FBO_CreateBuffer +================= +*/ +void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample) +{ + uint32_t *pRenderBuffer; + GLenum attachment; + bool absent; + + switch(format) + { + case GL_RGB: + case GL_RGBA: + case GL_RGB8: + case GL_RGBA8: + case GL_RGB16F_ARB: + case GL_RGBA16F_ARB: + case GL_RGB32F_ARB: + case GL_RGBA32F_ARB: + fbo->colorFormat = format; + pRenderBuffer = &fbo->colorBuffers[index]; + attachment = GL_COLOR_ATTACHMENT0 + index; + break; + + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16_ARB: + case GL_DEPTH_COMPONENT24_ARB: + case GL_DEPTH_COMPONENT32_ARB: + fbo->depthFormat = format; + pRenderBuffer = &fbo->depthBuffer; + attachment = GL_DEPTH_ATTACHMENT; + break; + + case GL_STENCIL_INDEX: + case GL_STENCIL_INDEX1: + case GL_STENCIL_INDEX4: + case GL_STENCIL_INDEX8: + case GL_STENCIL_INDEX16: + fbo->stencilFormat = format; + pRenderBuffer = &fbo->stencilBuffer; + attachment = GL_STENCIL_ATTACHMENT; + break; + + case GL_DEPTH_STENCIL: + case GL_DEPTH24_STENCIL8: + fbo->packedDepthStencilFormat = format; + pRenderBuffer = &fbo->packedDepthStencilBuffer; + attachment = 0; // special for stencil and depth + break; + + default: + ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format); + return; + } + + absent = *pRenderBuffer == 0; + if (absent) + qglGenRenderbuffers(1, pRenderBuffer); + + if (multisample && glRefConfig.framebufferMultisample) + qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height); + else + qglNamedRenderbufferStorageEXT(*pRenderBuffer, format, fbo->width, fbo->height); + + if(absent) + { + if (attachment == 0) + { + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); + } + else + { + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER, *pRenderBuffer); + } + } +} + + +/* +================= +FBO_AttachImage +================= +*/ +void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside) +{ + GLenum target = GL_TEXTURE_2D; + int index; + + if (image->flags & IMGFLAG_CUBEMAP) + target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside; + + qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0); + index = attachment - GL_COLOR_ATTACHMENT0; + if (index >= 0 && index <= 15) + fbo->colorImage[index] = image; +} + + +/* +============ +FBO_Bind +============ +*/ +void FBO_Bind(FBO_t * fbo) +{ + if (!glRefConfig.framebufferObject) + { + ri.Printf(PRINT_WARNING, "FBO_Bind() called without framebuffers enabled!\n"); + return; + } + + if (glState.currentFBO == fbo) + return; + + if (r_logFile->integer) + { + // don't just call LogComment, or we will get a call to va() every frame! + GLimp_LogComment((char*)va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL")); + } + + GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0); + glState.currentFBO = fbo; +} + +/* +============ +FBO_Init +============ +*/ +void FBO_Init(void) +{ + int i; + int hdrFormat, multisample = 0; + + ri.Printf(PRINT_ALL, "------- FBO_Init -------\n"); + + if(!glRefConfig.framebufferObject) + return; + + tr.numFBOs = 0; + + GL_CheckErrors(); + + R_IssuePendingRenderCommands(); + + hdrFormat = GL_RGBA8; + if (r_hdr->integer && glRefConfig.textureFloat) + hdrFormat = GL_RGBA16F_ARB; + + if (glRefConfig.framebufferMultisample) + qglGetIntegerv(GL_MAX_SAMPLES, &multisample); + + if (r_ext_framebuffer_multisample->integer < multisample) + multisample = r_ext_framebuffer_multisample->integer; + + if (multisample < 2 || !glRefConfig.framebufferBlit) + multisample = 0; + + if (multisample != r_ext_framebuffer_multisample->integer) + ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); + + // only create a render FBO if we need to resolve MSAA or do HDR + // otherwise just render straight to the screen (tr.renderFbo = NULL) + if (multisample && glRefConfig.framebufferMultisample) + { + tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample); + FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample); + R_CheckFBO(tr.renderFbo); + + tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.msaaResolveFbo); + } + else if (r_hdr->integer) + { + tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.renderFbo); + } + + // clear render buffer + // this fixes the corrupt screen bug with r_hdr 1 on older hardware + if (tr.renderFbo) + { + GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer); + qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + } + + if (tr.screenScratchImage) + { + tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height); + FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.screenScratchFbo); + } + + if (tr.sunRaysImage) + { + tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.sunRaysFbo); + } + + if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0]) + { + for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) + { + tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); + // FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments + FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); + FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.pshadowFbos[i]); + } + } + + if (tr.sunShadowDepthImage[0]) + { + for (i = 0; i < 4; i++) + { + tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); + // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments + // This at least gets sun shadows working on older GPUs (Intel) + FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); + FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.sunShadowFbo[i]); + } + } + + if (tr.screenShadowImage) + { + tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); + FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.screenShadowFbo); + } + + if (tr.textureScratchImage[0]) + { + for (i = 0; i < 2; i++) + { + tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height); + FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.textureScratchFbo[i]); + } + } + + if (tr.calcLevelsImage) + { + tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height); + FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.calcLevelsFbo); + } + + if (tr.targetLevelsImage) + { + tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height); + FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.targetLevelsFbo); + } + + if (tr.quarterImage[0]) + { + for (i = 0; i < 2; i++) + { + tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height); + FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.quarterFbo[i]); + } + } + + if (tr.hdrDepthImage) + { + tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); + FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.hdrDepthFbo); + } + + if (tr.screenSsaoImage) + { + tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height); + FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.screenSsaoFbo); + } + + if (tr.renderCubeImage) + { + tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height); + FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0); + FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); + R_CheckFBO(tr.renderCubeFbo); + } + + GL_CheckErrors(); + + GL_BindFramebuffer(GL_FRAMEBUFFER, 0); + glState.currentFBO = NULL; +} + +/* +============ +FBO_Shutdown +============ +*/ +void FBO_Shutdown(void) +{ + int i, j; + FBO_t *fbo; + + ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n"); + + if(!glRefConfig.framebufferObject) + return; + + FBO_Bind(NULL); + + for(i = 0; i < tr.numFBOs; i++) + { + fbo = tr.fbos[i]; + + for(j = 0; j < glRefConfig.maxColorAttachments; j++) + { + if(fbo->colorBuffers[j]) + qglDeleteRenderbuffers(1, &fbo->colorBuffers[j]); + } + + if(fbo->depthBuffer) + qglDeleteRenderbuffers(1, &fbo->depthBuffer); + + if(fbo->stencilBuffer) + qglDeleteRenderbuffers(1, &fbo->stencilBuffer); + + if(fbo->frameBuffer) + qglDeleteFramebuffers(1, &fbo->frameBuffer); + } +} + +/* +============ +R_FBOList_f +============ +*/ +void R_FBOList_f(void) +{ + int i; + FBO_t *fbo; + + if(!glRefConfig.framebufferObject) + { + ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n"); + return; + } + + ri.Printf(PRINT_ALL, " size name\n"); + ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); + + for(i = 0; i < tr.numFBOs; i++) + { + fbo = tr.fbos[i]; + + ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name); + } + + ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs); +} + +void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) +{ + ivec4_t dstBox; + vec4_t color; + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + vec2_t invTexRes; + FBO_t *oldFbo = glState.currentFBO; + mat4_t projection; + int width, height; + + if (!src) + { + ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n"); + return; + } + + width = dst ? dst->width : glConfig.vidWidth; + height = dst ? dst->height : glConfig.vidHeight; + + if (inSrcTexCorners) + { + VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]); + VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]); + VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]); + VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]); + } + else + { + VectorSet2(texCoords[0], 0.0f, 1.0f); + VectorSet2(texCoords[1], 1.0f, 1.0f); + VectorSet2(texCoords[2], 1.0f, 0.0f); + VectorSet2(texCoords[3], 0.0f, 0.0f); + } + + // framebuffers are 0 bottom, Y up. + if (inDstBox) + { + dstBox[0] = inDstBox[0]; + dstBox[1] = height - inDstBox[1] - inDstBox[3]; + dstBox[2] = inDstBox[0] + inDstBox[2]; + dstBox[3] = height - inDstBox[1]; + } + else + { + VectorSet4(dstBox, 0, height, width, 0); + } + + if (inSrcTexScale) + { + VectorCopy2(inSrcTexScale, invTexRes); + } + else + { + VectorSet2(invTexRes, 1.0f, 1.0f); + } + + if (inColor) + { + VectorCopy4(inColor, color); + } + else + { + VectorCopy4(colorWhite, color); + } + + if (!shaderProgram) + { + shaderProgram = &tr.textureColorShader; + } + + FBO_Bind(dst); + + qglViewport( 0, 0, width, height ); + qglScissor( 0, 0, width, height ); + + Mat4Ortho(0, width, height, 0, 0, 1, projection); + + GL_Cull( CT_TWO_SIDED ); + + GL_BindToTMU(src, TB_COLORMAP); + + VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f); + VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f); + VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f); + VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f); + + invTexRes[0] /= src->width; + invTexRes[1] /= src->height; + + GL_State( blend ); + + GLSL_BindProgram(shaderProgram); + + GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); + GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); + GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); + GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); + GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); + + RB_InstantQuad2(quadVerts, texCoords); + + FBO_Bind(oldFbo); +} + +void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) +{ + vec4_t srcTexCorners; + + if (!src) + { + ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n"); + return; + } + + if (inSrcBox) + { + srcTexCorners[0] = inSrcBox[0] / (float)src->width; + srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height; + srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width; + srcTexCorners[3] = inSrcBox[1] / (float)src->height; + } + else + { + VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f); + } + + FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE); +} + +void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter) +{ + ivec4_t srcBoxFinal, dstBoxFinal; + GLuint srcFb, dstFb; + + if (!glRefConfig.framebufferBlit) + { + FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0); + return; + } + + srcFb = src ? src->frameBuffer : 0; + dstFb = dst ? dst->frameBuffer : 0; + + if (!srcBox) + { + int width = src ? src->width : glConfig.vidWidth; + int height = src ? src->height : glConfig.vidHeight; + + VectorSet4(srcBoxFinal, 0, 0, width, height); + } + else + { + VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]); + } + + if (!dstBox) + { + int width = dst ? dst->width : glConfig.vidWidth; + int height = dst ? dst->height : glConfig.vidHeight; + + VectorSet4(dstBoxFinal, 0, 0, width, height); + } + else + { + VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]); + } + + GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb); + GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb); + qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3], + dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3], + buffers, filter); + + GL_BindFramebuffer(GL_FRAMEBUFFER, 0); + glState.currentFBO = NULL; +} |