diff options
author | Sven Gothel <[email protected]> | 2012-09-27 17:38:01 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-09-27 17:38:01 +0200 |
commit | 285bd9b718621a70f180dff6dfea73092c2b75cc (patch) | |
tree | c386083d6d30edb2e75601569165e82e3ffd5c18 /src/jogl/classes/com | |
parent | fbe331f013608eb31ff0d8675f4e4c9881c9c48b (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.java | 60 |
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 */ |