/usr/share/psychtoolbox-3/PsychOpenGL/moglCreateFBO.m is in psychtoolbox-3-common 3.0.14.20170103+git6-g605ff5c.dfsg1-1build1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 | function [fbo , texids] = moglCreateFBO(width, height, nrbuffers, layers, format, withdepth, withstencil)
% [fbo , texids] = moglCreateFBO(width, height [, nrbuffers, layers, format, withdepth, withstencil])
%
% moglCreateFBO creates a standard OpenGL Framebuffer Object, suitable for
% computer vision and other GPGPU tasks and returns a handle to it.
%
% The FBO will have a size of width x height pixels and its 'nrbuffers'
% color buffers will have textures with 'layers' layers (default = 4 for RGBA)
% attached.
% 'format' specifies the data format. It defaults to single precision
% floating point resolution (32 bit float). If 'withdepth' > 0 then a
% depth buffer gets attached as well. If 'withstencil' > 0 then a stencil
% drawable gets attached as well.
%
% The function will create appropriate textures and renderbuffers, create
% an appropriate FBO and attach the textures and renderbuffers. After
% validation, the handle to the FBO is returned.
% History:
% 30.05.2006 Wrote it. (MK)
% 06.07.2016 Remove weird Linux + Nvidia format hack. Caused failure.
global GL;
% Child protection:
AssertGLSL;
if nargin < 2
error('Must specify a widht x height of FBO in CreateGLFBO!');
end;
if nargin < 3
nrbuffers = 1;
end;
if isempty(nrbuffers)
nrbuffers = 1;
end;
if nargin < 4
layers = 4;
end;
if isempty(layers)
layers = 4;
end;
if nargin < 5
format = GL.RGBA_FLOAT32_APPLE;
end;
if isempty(format)
format = GL.RGBA_FLOAT32_APPLE;
end;
if nargin < 6
withdepth = 0;
end;
if isempty(withdepth)
withdepth = 0;
end;
if nargin < 7
withstencil = 0;
end;
if isempty(withstencil)
withstencil = 0;
end;
if nrbuffers > glGetIntegerv(GL.MAX_COLOR_ATTACHMENTS_EXT)
error('moglCreateFBO: Sorry this hardware does not support the requested number of color buffers.');
end;
% Enable 2D rectangle textures. Power-of-two textures are known to make
% trouble on many older gfx-cards...
glEnable(GL.TEXTURE_RECTANGLE_EXT);
% Generate texture objects:
texids=glGenTextures(nrbuffers);
% Create a framebuffer object:
fbo = glGenFramebuffersEXT(1);
% Bind fbo:
glBindFramebufferEXT(GL.FRAMEBUFFER_EXT, fbo);
% Create and attach textures as color buffer attachments:
for i=1:nrbuffers
% Enable texture by binding it:
glBindTexture(GL.TEXTURE_RECTANGLE_EXT,texids(i));
% Create representation: A rectangle texture with only mipmap level zero
% and without a border, single precision float, RGBA:
glTexImage2D(GL.TEXTURE_RECTANGLE_EXT, 0, format, width, height, 0, GL.RGBA, GL.FLOAT, 0);
% Setup texture wrapping behaviour to clamp, as other behaviours are
% unsupported on many gfx-cards for rectangle textures:
glTexParameterfv(GL.TEXTURE_RECTANGLE_EXT,GL.TEXTURE_WRAP_S,GL.CLAMP);
glTexParameterfv(GL.TEXTURE_RECTANGLE_EXT,GL.TEXTURE_WRAP_T,GL.CLAMP);
% Setup filtering for the textures - Use nearest neighbour as floating
% point filtering usually unsupported.
glTexParameterfv(GL.TEXTURE_RECTANGLE_EXT,GL.TEXTURE_MAG_FILTER,GL.NEAREST);
glTexParameterfv(GL.TEXTURE_RECTANGLE_EXT,GL.TEXTURE_MIN_FILTER,GL.NEAREST);
% Choose texture application function to be a neutral REPLACE:
glTexEnvfv(GL.TEXTURE_ENV,GL.TEXTURE_ENV_MODE,GL.REPLACE);
% Unbind it after setup:
glBindTexture(GL.TEXTURE_RECTANGLE_EXT, 0);
% Attach textures mipmap level zero as color buffer:
glFramebufferTexture2DEXT(GL.FRAMEBUFFER_EXT, GL.COLOR_ATTACHMENT0_EXT + i - 1, GL.TEXTURE_RECTANGLE_EXT, texids(i), 0);
end;
% Check if FBO is framebuffer complete:
fbostatus = glCheckFramebufferStatusEXT(GL.FRAMEBUFFER_EXT);
if not(fbostatus == GL.FRAMEBUFFER_COMPLETE_EXT)
glDeleteFramebuffersEXT(1, fbo);
glDeleteTextures(length(texids), texids);
fprintf('Error code from framebuffer status call: %i\n', fbostatus);
error('Failed to setup framebuffer object!');
return;
end;
% Unbind it:
glBindFramebufferEXT(GL.FRAMEBUFFER_EXT, 0);
% Done. Return handle to FBO and texture:
return;
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