Files
vimix/FrameBuffer.cpp
Bruno Herbelin 48b1bfaebd Graphics Card Memory check before allocating FBO
Improved warning when allocating FrameBuffer. Avoid allocating FrameBuffer when buffering delay in Clone Source if we risk to consume all RAM in graphics card.
2022-04-16 12:57:31 +02:00

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/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program 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.
*
* This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <sstream>
#include "FrameBuffer.h"
#include "ImageShader.h"
#include "Resource.h"
#include "Settings.h"
#include "Log.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glad/glad.h>
#include <stb_image.h>
#include <stb_image_write.h>
#ifndef NDEBUG
#define FRAMEBUFFER_DEBUG
#endif
#define GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX 0x9048
#define GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX 0x9049
#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
const char* FrameBuffer::aspect_ratio_name[5] = { "4:3", "3:2", "16:10", "16:9", "21:9" };
glm::vec2 FrameBuffer::aspect_ratio_size[5] = { glm::vec2(4.f,3.f), glm::vec2(3.f,2.f), glm::vec2(16.f,10.f), glm::vec2(16.f,9.f) , glm::vec2(21.f,9.f) };
const char* FrameBuffer::resolution_name[5] = { "720", "1080", "1200", "1440", "2160" };
float FrameBuffer::resolution_height[5] = { 720.f, 1080.f, 1200.f, 1440.f, 2160.f };
glm::vec3 FrameBuffer::getResolutionFromParameters(int ar, int h)
{
float width = aspect_ratio_size[ar].x * resolution_height[h] / aspect_ratio_size[ar].y;
width -= (int)width % 2;
glm::vec3 res = glm::vec3( width, resolution_height[h] , 0.f);
return res;
}
glm::ivec2 FrameBuffer::getParametersFromResolution(glm::vec3 res)
{
glm::ivec2 p = glm::ivec2(-1);
// get aspect ratio parameter
static int num_ar = ((int)(sizeof(FrameBuffer::aspect_ratio_size) / sizeof(*FrameBuffer::aspect_ratio_size)));
float myratio = res.x / res.y;
for(int ar = 0; ar < num_ar; ar++) {
if ( myratio - (FrameBuffer::aspect_ratio_size[ar].x / FrameBuffer::aspect_ratio_size[ar].y ) < EPSILON){
p.x = ar;
break;
}
}
// get height parameter
static int num_height = ((int)(sizeof(FrameBuffer::resolution_height) / sizeof(*FrameBuffer::resolution_height)));
for(int h = 0; h < num_height; h++) {
if ( res.y - FrameBuffer::resolution_height[h] < 1){
p.y = h;
break;
}
}
return p;
}
FrameBuffer::FrameBuffer(glm::vec3 resolution, bool useAlpha, bool multiSampling):
textureid_(0), intermediate_textureid_(0), framebufferid_(0), intermediate_framebufferid_(0),
use_alpha_(useAlpha), use_multi_sampling_(multiSampling)
{
attrib_.viewport = glm::ivec2(resolution);
setProjectionArea(glm::vec2(1.f, 1.f));
attrib_.clear_color = glm::vec4(0.f, 0.f, 0.f, 0.f);
}
FrameBuffer::FrameBuffer(uint width, uint height, bool useAlpha, bool multiSampling):
textureid_(0), intermediate_textureid_(0), framebufferid_(0), intermediate_framebufferid_(0),
use_alpha_(useAlpha), use_multi_sampling_(multiSampling)
{
attrib_.viewport = glm::ivec2(width, height);
setProjectionArea(glm::vec2(1.f, 1.f));
attrib_.clear_color = glm::vec4(0.f, 0.f, 0.f, 0.f);
}
void FrameBuffer::init()
{
// generate texture
glGenTextures(1, &textureid_);
glBindTexture(GL_TEXTURE_2D, textureid_);
glTexStorage2D(GL_TEXTURE_2D, 1, use_alpha_ ? GL_RGBA8 : GL_RGB8, attrib_.viewport.x, attrib_.viewport.y);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
// create a framebuffer object
glGenFramebuffers(1, &framebufferid_);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferid_);
// take settings into account: no multisampling for level 0
use_multi_sampling_ &= Settings::application.render.multisampling > 0;
if (use_multi_sampling_){
// create a multisample texture
glGenTextures(1, &intermediate_textureid_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, intermediate_textureid_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Settings::application.render.multisampling,
use_alpha_ ? GL_RGBA8 : GL_RGB8, attrib_.viewport.x, attrib_.viewport.y, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// attach the multisampled texture to FBO (framebufferid_ currently binded)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, intermediate_textureid_, 0);
// create an intermediate FBO : this is the FBO to use for reading
glGenFramebuffers(1, &intermediate_framebufferid_);
glBindFramebuffer(GL_FRAMEBUFFER, intermediate_framebufferid_);
// attach the 2D texture to intermediate FBO (intermediate_framebufferid_)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
#ifdef FRAMEBUFFER_DEBUG
g_printerr("New FBO %d Multi Sampling\n", framebufferid_);
#endif
}
else {
// direct attach the 2D texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
#ifdef FRAMEBUFFER_DEBUG
g_printerr("New FBO %d Single Sampling\n", framebufferid_);
#endif
}
checkFramebufferStatus();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer()
{
if (framebufferid_)
glDeleteFramebuffers(1, &framebufferid_);
if (intermediate_framebufferid_)
glDeleteFramebuffers(1, &intermediate_framebufferid_);
if (textureid_)
glDeleteTextures(1, &textureid_);
if (intermediate_textureid_)
glDeleteTextures(1, &intermediate_textureid_);
#ifdef FRAMEBUFFER_DEBUG
GLint framebufferMemoryInKB = ( width() * height() * (use_alpha_?4:3) ) / 1024;
g_printerr("Framebuffer deleted %d x %d, ~%d kB freed\n", width(), height(), framebufferMemoryInKB);
#endif
}
uint FrameBuffer::texture() const
{
if (framebufferid_ == 0)
return Resource::getTextureBlack();
return textureid_;
}
float FrameBuffer::aspectRatio() const
{
return static_cast<float>(attrib_.viewport.x) / static_cast<float>(attrib_.viewport.y);
}
std::string FrameBuffer::info() const
{
glm::ivec2 p = FrameBuffer::getParametersFromResolution(resolution());
std::ostringstream info;
info << attrib_.viewport.x << "x" << attrib_.viewport.y;
if (p.x > -1)
info << "px, " << FrameBuffer::aspect_ratio_name[p.x];
return info.str();
}
glm::vec3 FrameBuffer::resolution() const
{
return glm::vec3(attrib_.viewport.x, attrib_.viewport.y, 0.f);
}
void FrameBuffer::resize(int width, int height)
{
if (framebufferid_) {
if (attrib_.viewport.x != width || attrib_.viewport.y != height)
{
// de-init
glDeleteFramebuffers(1, &framebufferid_);
framebufferid_ = 0;
if (intermediate_framebufferid_)
glDeleteFramebuffers(1, &intermediate_framebufferid_);
intermediate_framebufferid_ = 0;
if (textureid_)
glDeleteTextures(1, &textureid_);
textureid_ = 0;
if (intermediate_textureid_)
glDeleteTextures(1, &intermediate_textureid_);
intermediate_textureid_ = 0;
// change resolution
attrib_.viewport = glm::ivec2(width, height);
}
}
}
void FrameBuffer::begin(bool clear)
{
if (!framebufferid_)
init();
glBindFramebuffer(GL_FRAMEBUFFER, framebufferid_);
Rendering::manager().pushAttrib(attrib_);
if (clear)
glClear(GL_COLOR_BUFFER_BIT);
}
void FrameBuffer::end()
{
// if multisampling frame buffer
if (use_multi_sampling_) {
// blit the multisample FBO into unisample FBO to generate 2D texture
// Doing this blit will automatically resolve the multisampled FBO.
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_framebufferid_);
glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
0, 0, attrib_.viewport.x, attrib_.viewport.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
FrameBuffer::release();
Rendering::manager().popAttrib();
}
void FrameBuffer::release()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::readPixels(uint8_t *target_data)
{
if (!framebufferid_)
return;
if (use_multi_sampling_)
glBindFramebuffer(GL_READ_FRAMEBUFFER, intermediate_framebufferid_);
else
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
if (use_alpha())
glPixelStorei(GL_PACK_ALIGNMENT, 4);
else
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, attrib_.viewport.x, attrib_.viewport.y, (use_alpha_? GL_RGBA : GL_RGB), GL_UNSIGNED_BYTE, target_data);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
bool FrameBuffer::blit(FrameBuffer *destination)
{
if (!framebufferid_ || !destination || (use_alpha_ != destination->use_alpha_) )
return false;
if (!destination->framebufferid_)
destination->init();
if (use_multi_sampling_)
glBindFramebuffer(GL_READ_FRAMEBUFFER, intermediate_framebufferid_);
else
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebufferid_);
// blit to the frame buffer object
glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
0, 0, destination->width(), destination->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void FrameBuffer::checkFramebufferStatus()
{
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status){
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT is returned if any of the framebuffer attachment points are framebuffer incomplete.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT is returned if the framebuffer does not have at least one image attached to it.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER is returned if the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for any color "
"attachment point(s) named by GL_DRAWBUFFERi.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER is returned if GL_READ_BUFFER is not GL_NONE and the value of "
"GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for the color attachment point named by GL_READ_BUFFER.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
Log::Warning("GL_FRAMEBUFFER_UNSUPPORTED is returned if the combination of internal formats of the attached images violates an "
"implementation-dependent set of restrictions.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is returned if the value of GL_RENDERBUFFER_SAMPLES is not the same for all attached renderbuffers; "
"if the value of GL_TEXTURE_SAMPLES is the not same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, the value of "
"GL_RENDERBUFFER_SAMPLES does not match the value of GL_TEXTURE_SAMPLES.\nGL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is also returned if the value of "
"GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not the same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, "
"the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached textures.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS is returned if any framebuffer attachment is layered, and any populated attachment is not layered,"
" or if all populated color attachments are not from textures of the same target.");
break;
case GL_FRAMEBUFFER_UNDEFINED:
Log::Warning(" GL_FRAMEBUFFER_UNDEFINED is returned if target is the default framebuffer, but the default framebuffer does not exist.");
break;
case GL_FRAMEBUFFER_COMPLETE:
{
// approximation of RAM needed for this FBO
GLint framebufferMemoryInKB = ( width() * height() * (use_alpha_?4:3) * (use_multi_sampling_?2:1) ) / 1024;
// test available memory if created buffer is big (more than 8MB)
if ( framebufferMemoryInKB > 8000 ) {
// Obtain RAM usage in GPU (if possible)
glm::ivec2 RAM = getGPUMemoryInformation();
// bad case: not enough RAM, we should warn the user
if ( RAM.x < framebufferMemoryInKB * 3 ) {
Log::Warning("Critical allocation of frame buffer: only %d kB RAM remaining in graphics card.", RAM.x );
if (RAM.y < INT_MAX)
Log::Warning("Only %.1f %% of %d kB available.", 100.f*float(RAM.x)/float(RAM.y), RAM.y);
}
#ifdef FRAMEBUFFER_DEBUG
else {
// normal case: enough RAM (or unknown) for this FBO
g_printerr("Framebuffer allocated %d x %d, ~%d kB", width(), height(), framebufferMemoryInKB);
if (RAM.x < INT_MAX)
g_printerr(" (%d kB remaining)", RAM.x);
g_printerr("\n");
}
#endif
}
}
break;
}
}
// RAM usage in GPU
// returns { CurAvailMemoryInKB, TotalMemoryInKB }
// MAX values means the info in not available
glm::ivec2 FrameBuffer::getGPUMemoryInformation()
{
glm::ivec2 ret(INT_MAX, INT_MAX);
// Detect method to get info
static int meminfomode = -1;
if (meminfomode<0) {
// initialized
meminfomode = 0;
GLint numExtensions = 0;
glGetIntegerv( GL_NUM_EXTENSIONS, &numExtensions );
for (int i = 0; i < numExtensions; ++i){
const GLubyte *ccc = glGetStringi(GL_EXTENSIONS, i);
// NVIDIA extension available
if ( strcmp( (const char*)ccc, "GL_NVX_gpu_memory_info") == 0 ){
meminfomode = 1;
break;
}
// ATI extension available
else if ( strcmp( (const char*)ccc, "GL_ATI_meminfo") == 0 ){
meminfomode = 2;
break;
}
}
}
// NVIDIA
if (meminfomode == 1) {
static GLint nTotalMemoryInKB = -1;
if (nTotalMemoryInKB<0)
glGetIntegerv( GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX, &nTotalMemoryInKB );
ret.y = nTotalMemoryInKB;
glGetIntegerv( GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX, &ret.x );
}
// ATI
else if (meminfomode == 2) {
glGetIntegerv( GL_TEXTURE_FREE_MEMORY_ATI, &ret.x );
}
return ret;
}
bool FrameBuffer::shouldHaveEnoughMemory(glm::vec3 resolution, bool useAlpha, bool multiSampling)
{
glm::ivec2 RAM = getGPUMemoryInformation();
// approximation of RAM needed for such FBO
GLint framebufferMemoryInKB = ( resolution.x * resolution.x * (useAlpha?4:3) * (multiSampling?2:1) ) / 1024;
return ( RAM.x > framebufferMemoryInKB * 3 );
}
glm::mat4 FrameBuffer::projection() const
{
return projection_;
}
glm::vec2 FrameBuffer::projectionArea() const
{
return projection_area_;
}
void FrameBuffer::setProjectionArea(glm::vec2 c)
{
projection_area_.x = CLAMP(c.x, 0.1f, 1.f);
projection_area_.y = CLAMP(c.y, 0.1f, 1.f);
projection_ = glm::ortho(-projection_area_.x, projection_area_.x, projection_area_.y, -projection_area_.y, -1.f, 1.f);
}
FrameBufferImage::FrameBufferImage(int w, int h) :
rgb(nullptr), width(w), height(h)
{
if (width>0 && height>0)
rgb = new uint8_t[width*height*3];
}
FrameBufferImage::FrameBufferImage(jpegBuffer jpgimg) :
rgb(nullptr), width(0), height(0)
{
int c = 0;
if (jpgimg.buffer != nullptr && jpgimg.len >0)
rgb = stbi_load_from_memory(jpgimg.buffer, jpgimg.len, &width, &height, &c, 3);
}
FrameBufferImage::FrameBufferImage(const std::string &filename) :
rgb(nullptr), width(0), height(0)
{
int c = 0;
if (!filename.empty())
rgb = stbi_load(filename.c_str(), &width, &height, &c, 3);
}
FrameBufferImage::~FrameBufferImage()
{
if (rgb!=nullptr)
delete rgb;
}
FrameBufferImage::jpegBuffer FrameBufferImage::getJpeg() const
{
jpegBuffer jpgimg;
// if we hold a valid image
if (rgb!=nullptr && width>0 && height>0) {
// allocate JPEG buffer
// (NB: JPEG will need less than this but we can't know before...)
jpgimg.buffer = (unsigned char *) malloc( width * height * 3 * sizeof(unsigned char));
stbi_write_jpg_to_func( [](void *context, void *data, int size)
{
memcpy(((FrameBufferImage::jpegBuffer*)context)->buffer + ((FrameBufferImage::jpegBuffer*)context)->len, data, size);
((FrameBufferImage::jpegBuffer*)context)->len += size;
}
,&jpgimg, width, height, 3, rgb, FBI_JPEG_QUALITY);
}
return jpgimg;
}
FrameBufferImage *FrameBuffer::image(){
FrameBufferImage *img = nullptr;
// not ready
if (!framebufferid_)
return img;
// only compatible for RGB FrameBuffers
if (use_alpha_ || use_multi_sampling_)
return img;
// allocate image
img = new FrameBufferImage(attrib_.viewport.x, attrib_.viewport.y);
// get pixels into image
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // set buffer target readpixel
readPixels(img->rgb);
return img;
}
bool FrameBuffer::fill(FrameBufferImage *image)
{
if (!framebufferid_)
init();
// only compatible for RGB FrameBuffers
if (use_alpha_ || use_multi_sampling_)
return false;
// invalid image
if ( image == nullptr ||
image->rgb==nullptr ||
image->width < 1 ||
image->height < 1 )
return false;
// is it same size ?
if (image->width == attrib_.viewport.x && image->height == attrib_.viewport.y ) {
// directly fill texture with image
glBindTexture(GL_TEXTURE_2D, textureid_);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image->width, image->height,
GL_RGB, GL_UNSIGNED_BYTE, image->rgb);
glBindTexture(GL_TEXTURE_2D, 0);
}
else {
uint textureimage, framebufferimage;
// generate texture
glGenTextures(1, &textureimage);
glBindTexture(GL_TEXTURE_2D, textureimage);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->rgb);
glBindTexture(GL_TEXTURE_2D, 0);
// create a framebuffer object
glGenFramebuffers(1, &framebufferimage);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferimage);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureimage, 0);
// blit to the frame buffer object with interpolation
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferimage);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferid_);
glBlitFramebuffer(0, 0, image->width, image->height,
0, 0, attrib_.viewport.x, attrib_.viewport.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// cleanup
glDeleteFramebuffers(1, &framebufferimage);
glDeleteTextures(1, &textureimage);
}
return true;
}