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authorRobert Bragg <robert@linux.intel.com>2011-08-19 15:53:59 +0100
committerRobert Bragg <robert@linux.intel.com>2011-08-19 15:53:59 +0100
commit7663cddfc3d30753299e6ae54af738e826314112 (patch)
treeebae92f560006682ce7a19f7933155f5918363b1
parent5ba5a4b4877944b3c9d1a179a339f8885624370e (diff)
downloadcogl-wip/framebuffer-discard.tar.gz
framebuffer: Add explicit buffer discard APIwip/framebuffer-discard
This adds cogl_framebuffer_discard_buffers API that allows applications to explicitly discard color, depth and stencil buffers which really helps with deferred rendering GPUs that can potentially avoid the need to save and restore the results of depth and stencil buffer changes between frames and these can instead be handled directly with on-chip memory instead. The semantics for cogl_framebuffer_swap_buffers are now documented to include an implicit discard of all buffers. We would recommend that all offscreen rendering to a CoglOffscreen framebuffer should be followed by a call like: cogl_framebuffer_discard_buffers (fb, COGL_BUFFER_BIT_COLOR| COGL_BUFFER_BIT_DEPTH| COGL_BUFFER_BIT_STENCIL);
-rw-r--r--cogl/cogl-ext-functions.h11
-rw-r--r--cogl/cogl-framebuffer.c51
-rw-r--r--cogl/cogl-framebuffer.h42
3 files changed, 98 insertions, 6 deletions
diff --git a/cogl/cogl-ext-functions.h b/cogl/cogl-ext-functions.h
index 47d5192f..0adbc934 100644
--- a/cogl/cogl-ext-functions.h
+++ b/cogl/cogl-ext-functions.h
@@ -647,3 +647,14 @@ COGL_EXT_FUNCTION (void, glEGLImageTargetRenderbufferStorage,
(GLenum target,
GLeglImageOES image))
COGL_EXT_END ()
+
+COGL_EXT_BEGIN (framebuffer_discard, 255, 255,
+ 0, /* not in either GLES */
+ "EXT\0",
+ "framebuffer_discard\0")
+COGL_EXT_FUNCTION (void, glDiscardFramebuffer,
+ (GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments))
+COGL_EXT_END ()
+
diff --git a/cogl/cogl-framebuffer.c b/cogl/cogl-framebuffer.c
index 4a45e756..5645d0bf 100644
--- a/cogl/cogl-framebuffer.c
+++ b/cogl/cogl-framebuffer.c
@@ -1652,16 +1652,55 @@ _cogl_blit_framebuffer (unsigned int src_x,
}
void
+cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer,
+ unsigned long buffers)
+{
+#ifdef GL_EXT_framebuffer_discard
+ CoglContext *ctx = framebuffer->context;
+ if (ctx->glDiscardFramebuffer)
+ {
+ GLenum attachments[3];
+ int i = 0;
+
+ if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
+ {
+ if (buffers & COGL_BUFFER_BIT_COLOR)
+ attachments[i++] = GL_COLOR_EXT;
+ if (buffers & COGL_BUFFER_BIT_DEPTH)
+ attachments[i++] = GL_DEPTH_EXT;
+ if (buffers & COGL_BUFFER_BIT_STENCIL)
+ attachments[i++] = GL_STENCIL_EXT;
+ }
+ else
+ {
+ if (buffers & COGL_BUFFER_BIT_COLOR)
+ attachments[i++] = GL_COLOR_ATTACHMENT0;
+ if (buffers & COGL_BUFFER_BIT_DEPTH)
+ attachments[i++] = GL_DEPTH_ATTACHMENT;
+ if (buffers & COGL_BUFFER_BIT_STENCIL)
+ attachments[i++] = GL_STENCIL_ATTACHMENT;
+ }
+
+ GE (ctx, glDiscardFramebuffer (GL_FRAMEBUFFER, i, attachments));
+ }
+#endif
+}
+
+void
cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer)
{
+ const CoglWinsysVtable *winsys;
+
+ g_return_if_fail (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN);
+
/* FIXME: we shouldn't need to flush *all* journals here! */
cogl_flush ();
- if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
- {
- const CoglWinsysVtable *winsys =
- _cogl_framebuffer_get_winsys (framebuffer);
- winsys->onscreen_swap_buffers (COGL_ONSCREEN (framebuffer));
- }
+ winsys = _cogl_framebuffer_get_winsys (framebuffer);
+ winsys->onscreen_swap_buffers (COGL_ONSCREEN (framebuffer));
+ cogl_framebuffer_discard_buffers (framebuffer,
+ COGL_BUFFER_BIT_COLOR |
+ COGL_BUFFER_BIT_DEPTH |
+ COGL_BUFFER_BIT_STENCIL);
}
void
diff --git a/cogl/cogl-framebuffer.h b/cogl/cogl-framebuffer.h
index fb69da4e..1b7301ec 100644
--- a/cogl/cogl-framebuffer.h
+++ b/cogl/cogl-framebuffer.h
@@ -326,7 +326,49 @@ cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
float blue,
float alpha);
+/* XXX: Should we take an n_buffers + buffer id array instead of using
+ * the CoglBufferBits type which doesn't seem future proof? */
+#define cogl_framebuffer_discard_buffers cogl_framebuffer_discard_buffers_EXP
+/**
+ * cogl_framebuffer_discard_buffers:
+ * @framebuffer: A #CoglFramebuffer
+ *
+ * Declares that the specified buffers no longer need to be referenced
+ * by any further rendering commands. This can be an important
+ * optimization to avoid subsequent frames of rendering depending on
+ * the results of a previous frame.
+ *
+ * For example; some GPUs are able to avoid allocating and accessing
+ * system memory for the depth and stencil buffer so long as these
+ * buffers are not required as input for subsequent frames and that
+ * can save a significant amount of memory bandwidth used to save and
+ * restore their contents to system memory between frames.
+ *
+ * Since: 1.8
+ * Stability: unstable
+ */
+void
+cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer,
+ unsigned long buffers);
+
+/* XXX: Actually should this be renamed too cogl_onscreen_swap_buffers()? */
#define cogl_framebuffer_swap_buffers cogl_framebuffer_swap_buffers_EXP
+/**
+ * cogl_framebuffer_swap_buffers:
+ * @framebuffer: A #CoglFramebuffer
+ *
+ * Swaps the current back buffer being rendered too, to the front for
+ * display. This function also implicitly discards the contents of the
+ * color, depth and stencil buffers as if
+ * cogl_framebuffer_discard_buffers() were called with
+ * COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH |
+ * COGL_BUFFER_BIT_STENCIL. The significance of the discard is that
+ * you should not expect to be able to start a new frame that
+ * incrementally builds on the contents of the previous frame.
+ *
+ * Since: 1.8
+ * Stability: unstable
+ */
void
cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer);