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authorSven Gothel <[email protected]>2012-09-27 17:38:01 +0200
committerSven Gothel <[email protected]>2012-09-27 17:38:01 +0200
commit285bd9b718621a70f180dff6dfea73092c2b75cc (patch)
treec386083d6d30edb2e75601569165e82e3ffd5c18 /src/jogl/classes/com
parentfbe331f013608eb31ff0d8675f4e4c9881c9c48b (diff)
FBObject: Clarify reset(..), resetSamplingSink(..) ; Rename syncFramebuffer(..) -> syncSamplingSink(..)
- reset(..) adds a new argument, boolean resetSamplingSink, allowing to trigger a reset on the samplink sink as well. Use cases are documented. - made public: resetSamplingSink() - Rename syncFramebuffer(..) -> syncSamplingSink(..) to clarify semantics
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/FBObject.java60
1 files changed, 37 insertions, 23 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/FBObject.java b/src/jogl/classes/com/jogamp/opengl/FBObject.java
index 59d1c9fa6..b32c8cdcc 100644
--- a/src/jogl/classes/com/jogamp/opengl/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/FBObject.java
@@ -47,7 +47,7 @@ import com.jogamp.opengl.FBObject.Attachment.Type;
* Core utility class simplifying usage of framebuffer objects (FBO)
* with all {@link GLProfile}s.
* <p>
- * Supports on-the-fly reconfiguration of dimension and multisample buffers via {@link #reset(GL, int, int, int)}
+ * Supports on-the-fly reconfiguration of dimension and multisample buffers via {@link #reset(GL, int, int, int, boolean)}
* while preserving the {@link Attachment} references.
* </p>
* <p>
@@ -866,7 +866,7 @@ public class FBObject {
throw new GLException("size "+width+"x"+height+" exceeds on of the maxima [texture "+maxTextureSize+", renderbuffer "+maxRenderbufferSize+"]");
}
- resetMSAATexture2DSink(gl);
+ resetSamplingSink(gl);
// generate fbo ..
gl.glGenFramebuffers(1, val, 0);
@@ -911,7 +911,7 @@ public class FBObject {
* @throws GLException in case of an error
*/
public final void reset(GL gl, int newWidth, int newHeight) {
- reset(gl, newWidth, newHeight, 0);
+ reset(gl, newWidth, newHeight, 0, false);
}
/**
@@ -932,9 +932,14 @@ public class FBObject {
* @param newWidth the new width, it's minimum is capped to 1
* @param newHeight the new height, it's minimum is capped to 1
* @param newSamples if > 0, MSAA will be used, otherwise no multisampling. Will be capped to {@link #getMaxSamples()}.
+ * @param resetSamplingSink <code>true</code> calls {@link #resetSamplingSink(GL)} immediatly.
+ * <code>false</code> postpones resetting the sampling sink until {@link #use(GL, TextureAttachment)} or {@link #syncSamplingSink(GL)},
+ * allowing to use the samples sink's FBO and texture until then. The latter is useful to benefit
+ * from implicit double buffering while resetting the sink just before it's being used, eg. at swap-buffer.
+ *
* @throws GLException in case of an error, i.e. size too big, etc ..
*/
- public final void reset(GL gl, int newWidth, int newHeight, int newSamples) {
+ public final void reset(GL gl, int newWidth, int newHeight, int newSamples, boolean resetSamplingSink) {
if(!initialized) {
init(gl, newWidth, newHeight, newSamples);
return;
@@ -959,16 +964,11 @@ public class FBObject {
width = newWidth;
height = newHeight;
samples = newSamples;
- detachAllImpl(gl, true , true);
+ detachAllImpl(gl, true , true);
+ if(resetSamplingSink) {
+ resetSamplingSink(gl);
+ }
- /**
- * Postpone reset of samplesSink until syncFramebuffer,
- * issued at use(..) method (swapBuffer usually initiates it).
- * This allows another thread to still use the 'samplesSinkTexture'
- * until swapBuffer happens and does not invalidate the GL_FRONT
- * FBO (framebuffer & texture).
- resetMSAATexture2DSink(gl);
- */
samplesSinkDirty = true;
if(!wasBound) {
@@ -1925,7 +1925,20 @@ public class FBObject {
return depthMismatch || stencilMismatch;
}
- private final void resetMSAATexture2DSink(GL gl) throws GLException {
+ /**
+ * Manually reset the MSAA sampling sink, if used.
+ * <p>
+ * Automatically called by {@link #reset(GL, int, int, int, boolean)}
+ * and {@link #syncSamplingSink(GL)}.
+ * </p>
+ * <p>
+ * It is recommended to call this method after initializing the FBO and attaching renderbuffer etc for the 1st time
+ * if access to sampling sink resources is required.
+ * </p>
+ * @param gl the current GL context
+ * @throws GLException in case of an error, i.e. size too big, etc ..
+ */
+ public final void resetSamplingSink(GL gl) throws GLException {
if(null == samplesSink ) {
return; // this is the sample sink!
}
@@ -2082,12 +2095,13 @@ public class FBObject {
* If multisampling is being used and flagged dirty by a previous call of {@link #bind(GL)} or after initialization,
* the msaa-buffers are sampled to it's sink {@link #getSamplingSink()}.
* <p>
- * Method also updates the sampling sink configuration (if used). Hence it is recommended to call this
- * method after your have initialized the FBO and attached renderbuffer etc for the 1st time.
+ * Method also resets the sampling sink configuration via {@link #resetSamplingSink(GL)} if used and required.
+ * </p>
+ * <p>
* Method is called automatically by {@link #use(GL, TextureAttachment)}.
* </p>
* <p>
- * Methos always resets the framebuffer binding to default in the end.
+ * Method always resets the framebuffer binding to default in the end.
* If full FBO is supported, sets the read and write framebuffer individually to default after sampling, hence not disturbing
* an optional operating MSAA FBO, see {@link GLBase#getDefaultReadFramebuffer()} and {@link GLBase#getDefaultDrawFramebuffer()}
* </p>
@@ -2101,11 +2115,11 @@ public class FBObject {
* @param ta {@link TextureAttachment} to use, prev. attached w/ {@link #attachTexture2D(GL, int, boolean, int, int, int, int) attachTexture2D(..)}
* @throws IllegalArgumentException
*/
- public final void syncFramebuffer(GL gl) {
+ public final void syncSamplingSink(GL gl) {
markUnbound();
if(samples>0 && samplesSinkDirty) {
samplesSinkDirty = false;
- resetMSAATexture2DSink(gl);
+ resetSamplingSink(gl);
gl.glBindFramebuffer(GL2GL3.GL_READ_FRAMEBUFFER, fbName);
gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, samplesSink.getWriteFramebuffer());
((GL2GL3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2GL3 is OK
@@ -2126,7 +2140,7 @@ public class FBObject {
*
* <p>If using multiple texture units, ensure you call {@link GL#glActiveTexture(int)} first!</p>
*
- * <p>{@link #syncFramebuffer(GL)} is being called</p>
+ * <p>{@link #syncSamplingSink(GL)} is being called</p>
*
* <p>Leaves the FBO unbound!</p>
*
@@ -2135,8 +2149,8 @@ public class FBObject {
* @throws IllegalArgumentException
*/
public final void use(GL gl, TextureAttachment ta) throws IllegalArgumentException {
- if(null == ta) { throw new IllegalArgumentException("null TextureAttachment, this: "+toString()); }
- syncFramebuffer(gl);
+ if(null == ta) { throw new IllegalArgumentException("Null TextureAttachment, this: "+toString()); }
+ syncSamplingSink(gl);
gl.glBindTexture(GL.GL_TEXTURE_2D, ta.getName()); // use it ..
}
@@ -2210,7 +2224,7 @@ public class FBObject {
/**
* Returns <code>true</code> if this instance has been initialized with {@link #reset(GL, int, int)}
- * or {@link #reset(GL, int, int, int)}, otherwise <code>false</code>
+ * or {@link #reset(GL, int, int, int, boolean)}, otherwise <code>false</code>
*/
public final boolean isInitialized() { return initialized; }
/** Returns the width */