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doom3-bfg/neo/renderer/OpenGL/Framebuffer_GL.cpp
2022-03-30 12:09:22 +02:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014-2020 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "../RenderCommon.h"
#include "../Framebuffer.h"
#if !defined(USE_VULKAN)
static void R_ListFramebuffers_f( const idCmdArgs& args )
{
if( !glConfig.framebufferObjectAvailable )
{
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
}
Framebuffer::Framebuffer( const char* name, int w, int h )
{
fboName = name;
frameBuffer = 0;
memset( colorBuffers, 0, sizeof( colorBuffers ) );
colorFormat = 0;
depthBuffer = 0;
depthFormat = 0;
stencilBuffer = 0;
stencilFormat = 0;
width = w;
height = h;
msaaSamples = false;
glGenFramebuffers( 1, &frameBuffer );
framebuffers.Append( this );
}
Framebuffer::~Framebuffer()
{
glDeleteFramebuffers( 1, &frameBuffer );
}
void Framebuffer::Init()
{
cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
tr.backend.currentFramebuffer = NULL;
// SHADOWMAPS
int width, height;
width = height = r_shadowMapImageSize.GetInteger();
for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
{
width = height = shadowMapResolutions[i];
globalFramebuffers.shadowFBO[i] = new Framebuffer( va( "_shadowMap%i", i ) , width, height );
globalFramebuffers.shadowFBO[i]->Bind();
glDrawBuffers( 0, NULL );
}
// HDR
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
globalFramebuffers.hdrFBO = new Framebuffer( "_hdr", screenWidth, screenHeight );
globalFramebuffers.hdrFBO->Bind();
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
}
else
#endif
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
}
globalFramebuffers.hdrFBO->Check();
// HDR no MSAA
#if defined(USE_HDR_MSAA)
globalFramebuffers.hdrNonMSAAFBO = new Framebuffer( "_hdrNoMSAA", screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
#endif
// HDR CUBEMAP CAPTURE
globalFramebuffers.envprobeFBO = new Framebuffer( "_envprobeRender", ENVPROBE_CAPTURE_SIZE, ENVPROBE_CAPTURE_SIZE );
globalFramebuffers.envprobeFBO->Bind();
globalFramebuffers.envprobeFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.envprobeFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
globalFramebuffers.envprobeFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->envprobeHDRImage, 0 );
globalFramebuffers.envprobeFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->envprobeDepthImage );
globalFramebuffers.envprobeFBO->Check();
// HDR DOWNSCALE
globalFramebuffers.hdr64FBO = new Framebuffer( "_hdr64", 64, 64 );
globalFramebuffers.hdr64FBO->Bind();
globalFramebuffers.hdr64FBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdr64FBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage64, 0 );
globalFramebuffers.hdr64FBO->Check();
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalFramebuffers.bloomRenderFBO[i] = new Framebuffer( va( "_bloomRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// TODO(Stephen): change the name from glow to something else. Or make these dynamic.
// General framebuffers
for( int i = 0; i < MAX_GLOW_BUFFERS; i++ )
{
globalFramebuffers.glowFBO[i] = new Framebuffer( va( "_glowImage%i", i ), screenWidth, screenHeight );
globalFramebuffers.glowFBO[i]->Bind();
globalFramebuffers.glowFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.glowFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->glowImage[i], 0 );
globalFramebuffers.glowFBO[i]->AddStencilBuffer( GL_STENCIL_INDEX ); // stencil buffer for gui masks
//globalFramebuffers.glowFBO[i]->AddDepthBuffer( GL_DEPTH24_STENCIL8 ); // probably don't need depth?
//globalFramebuffers.envprobeFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->glowDepthImage[i] );
globalFramebuffers.glowFBO[i]->Check();
}
// TRANSPARENCY OIT
globalFramebuffers.transparencyFBO = new Framebuffer( "_transparencyImage", screenWidth, screenHeight );
globalFramebuffers.transparencyFBO->Bind();
globalFramebuffers.transparencyFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.transparencyFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->accumTransparencyImage, 0 );
globalFramebuffers.transparencyFBO->AddColorBuffer( GL_R8, 1 );
globalFramebuffers.transparencyFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->revealTransparencyImage, 1 );
globalFramebuffers.transparencyFBO->Check();
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalFramebuffers.ambientOcclusionFBO[i] = new Framebuffer( va( "_aoRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i] = new Framebuffer( va( "_csz%i", i ), screenWidth / ( 1 << i ), screenHeight / ( 1 << i ) );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AddColorBuffer( GL_R32F, 0 );
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
globalFramebuffers.geometryBufferFBO = new Framebuffer( "_gbuffer", screenWidth, screenHeight );
globalFramebuffers.geometryBufferFBO->Bind();
globalFramebuffers.geometryBufferFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.geometryBufferFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
// it is ideal to share the depth buffer between the HDR main context and the geometry render target
globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
globalFramebuffers.geometryBufferFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalFramebuffers.smaaEdgesFBO = new Framebuffer( "_smaaEdges", screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalFramebuffers.smaaBlendFBO = new Framebuffer( "_smaaBlend", screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
void Framebuffer::CheckFramebuffers()
{
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
if( globalFramebuffers.hdrFBO->GetWidth() != screenWidth || globalFramebuffers.hdrFBO->GetHeight() != screenHeight )
{
Unbind();
// HDR
globalImages->currentRenderHDRImage->Resize( screenWidth, screenHeight );
globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
globalFramebuffers.hdrNonMSAAFBO->width = screenWidth;
globalFramebuffers.hdrNonMSAAFBO->height = screenHeight;
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
else
#endif
{
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
globalFramebuffers.hdrFBO->width = screenWidth;
globalFramebuffers.hdrFBO->height = screenHeight;
// HDR quarter
/*
globalImages->currentRenderHDRImageQuarter->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.hdrQuarterFBO->Bind();
globalFramebuffers.hdrQuarterFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageQuarter, 0 );
globalFramebuffers.hdrQuarterFBO->Check();
*/
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalImages->bloomRenderImage[i]->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.bloomRenderFBO[i]->width = screenWidth / 4;
globalFramebuffers.bloomRenderFBO[i]->height = screenHeight / 4;
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// GLOW
for( int i = 0; i < MAX_GLOW_BUFFERS; i++ )
{
globalFramebuffers.glowFBO[i]->Bind();
globalFramebuffers.glowFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->glowImage[i], 0 );
globalFramebuffers.glowFBO[i]->AttachImageDepth( GL_TEXTURE_2D, globalImages->glowDepthImage[i] );
globalFramebuffers.glowFBO[i]->Check();
}
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalImages->ambientOcclusionImage[i]->Resize( screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->width = screenWidth;
globalFramebuffers.ambientOcclusionFBO[i]->height = screenHeight;
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
globalImages->hierarchicalZbufferImage->Resize( screenWidth, screenHeight );
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i]->width = screenWidth / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->height = screenHeight / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
globalImages->currentNormalsImage->Resize( screenWidth, screenHeight );
globalFramebuffers.geometryBufferFBO->width = screenWidth;
globalFramebuffers.geometryBufferFBO->height = screenHeight;
globalFramebuffers.geometryBufferFBO->Bind();
globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
globalFramebuffers.geometryBufferFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalImages->smaaEdgesImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->width = screenWidth;
globalFramebuffers.smaaEdgesFBO->height = screenHeight;
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalImages->smaaBlendImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->width = screenWidth;
globalFramebuffers.smaaBlendFBO->height = screenHeight;
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
}
void Framebuffer::Shutdown()
{
framebuffers.DeleteContents( true );
}
void Framebuffer::Bind()
{
RENDERLOG_PRINTF( "Framebuffer::Bind( %s )\n", fboName.c_str() );
if( tr.backend.currentFramebuffer != this )
{
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
tr.backend.currentFramebuffer = this;
}
}
bool Framebuffer::IsBound()
{
return ( tr.backend.currentFramebuffer == this );
}
void Framebuffer::Unbind()
{
RENDERLOG_PRINTF( "Framebuffer::Unbind()\n" );
//if(tr.backend.framebuffer != NULL)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );
tr.backend.currentFramebuffer = NULL;
}
}
bool Framebuffer::IsDefaultFramebufferActive()
{
return ( tr.backend.currentFramebuffer == NULL );
}
Framebuffer* Framebuffer::GetActiveFramebuffer()
{
return tr.backend.currentFramebuffer;
}
void Framebuffer::AddColorBuffer( int format, int index, int multiSamples )
{
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
return;
}
colorFormat = format;
bool notCreatedYet = colorBuffers[index] == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &colorBuffers[index] );
}
glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
}
GL_CheckErrors();
}
void Framebuffer::AddDepthBuffer( int format, int multiSamples )
{
depthFormat = format;
bool notCreatedYet = depthBuffer == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &depthBuffer );
}
glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
}
GL_CheckErrors();
}
void Framebuffer::AddStencilBuffer( int format, int multiSamples )
{
stencilFormat = format;
bool notCreatedYet = stencilBuffer == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &stencilBuffer );
}
glBindRenderbuffer( GL_RENDERBUFFER, stencilBuffer );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilBuffer );
}
GL_CheckErrors();
}
void Framebuffer::AttachImage2D( int target, idImage* image, int index, int mipmapLod )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, mipmapLod );
image->opts.isRenderTarget = true;
}
void Framebuffer::AttachImageDepth( int target, idImage* image )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) )
{
common->Warning( "Framebuffer::AttachImageDepth( %s ): invalid target", fboName.c_str() );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, target, image->texnum, 0 );
image->opts.isRenderTarget = true;
}
void Framebuffer::AttachImageDepthLayer( idImage* image, int layer )
{
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
image->opts.isRenderTarget = true;
}
void Framebuffer::Check()
{
int prev;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
if( status == GL_FRAMEBUFFER_COMPLETE )
{
glBindFramebuffer( GL_FRAMEBUFFER, prev );
return;
}
// something went wrong
switch( status )
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
break;
default:
common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
break;
};
glBindFramebuffer( GL_FRAMEBUFFER, prev );
}
#endif // #if !defined(USE_VULKAN)