offscreen: Adds support for offscreen multisampling
This adds support for multisample rendering to offscreen framebuffers. After an offscreen framebuffer is first instantiated using cogl_offscreen_new_to_texture() it is then possible to use cogl_framebuffer_set_samples_per_pixel() to request multisampling before the framebuffer is allocated. This also adds cogl_framebuffer_resolve_samples() for explicitly resolving point samples into pixels. Even though we currently only support the IMG_multisampled_render_to_texture extension which doesn't require an explicit resolve, the plan is to also support the EXT_framebuffer_multisample extension which uses the framebuffer_blit extension to issue an explicit resolve. Reviewed-by: Neil Roberts <neil@linux.intel.com>
This commit is contained in:
@ -120,6 +120,12 @@ COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (offscreen);
|
||||
* abstract class manually.
|
||||
*/
|
||||
|
||||
GQuark
|
||||
cogl_framebuffer_error_quark (void)
|
||||
{
|
||||
return g_quark_from_static_string ("cogl-framebuffer-error-quark");
|
||||
}
|
||||
|
||||
gboolean
|
||||
_cogl_is_framebuffer (void *object)
|
||||
{
|
||||
@ -681,144 +687,17 @@ _cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
|
||||
framebuffer->dirty_bitmasks = FALSE;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
CoglTexture *texture;
|
||||
unsigned int level;
|
||||
unsigned int level_width;
|
||||
unsigned int level_height;
|
||||
} CoglFramebufferTryFBOData;
|
||||
|
||||
static gboolean
|
||||
try_creating_fbo (CoglOffscreen *offscreen,
|
||||
TryFBOFlags flags,
|
||||
CoglFramebufferTryFBOData *data)
|
||||
{
|
||||
GLuint gl_depth_stencil_handle;
|
||||
GLuint gl_depth_handle;
|
||||
GLuint gl_stencil_handle;
|
||||
GLuint tex_gl_handle;
|
||||
GLenum tex_gl_target;
|
||||
GLuint fbo_gl_handle;
|
||||
GLenum status;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, FALSE);
|
||||
|
||||
if (!cogl_texture_get_gl_texture (data->texture,
|
||||
&tex_gl_handle, &tex_gl_target))
|
||||
return FALSE;
|
||||
|
||||
if (tex_gl_target != GL_TEXTURE_2D
|
||||
#ifdef HAVE_COGL_GL
|
||||
&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
|
||||
#endif
|
||||
)
|
||||
return FALSE;
|
||||
|
||||
/* We are about to generate and bind a new fbo, so we pretend to
|
||||
* change framebuffer state so that the old framebuffer will be
|
||||
* rebound again before drawing. */
|
||||
ctx->dirty_bound_framebuffer = 1;
|
||||
|
||||
/* Generate framebuffer */
|
||||
ctx->glGenFramebuffers (1, &fbo_gl_handle);
|
||||
GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
|
||||
offscreen->fbo_handle = fbo_gl_handle;
|
||||
|
||||
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
tex_gl_target, tex_gl_handle, data->level));
|
||||
|
||||
if (flags & _TRY_DEPTH_STENCIL)
|
||||
{
|
||||
/* Create a renderbuffer for depth and stenciling */
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
|
||||
data->level_width,
|
||||
data->level_height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER,
|
||||
gl_depth_stencil_handle));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER,
|
||||
gl_depth_stencil_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_depth_stencil_handle));
|
||||
}
|
||||
|
||||
if (flags & _TRY_DEPTH)
|
||||
{
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
|
||||
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
|
||||
* available under GLES */
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
|
||||
data->level_width,
|
||||
data->level_height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_depth_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_depth_handle));
|
||||
}
|
||||
|
||||
if (flags & _TRY_STENCIL)
|
||||
{
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
|
||||
data->level_width,
|
||||
data->level_height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_stencil_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_stencil_handle));
|
||||
}
|
||||
|
||||
/* Make sure it's complete */
|
||||
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
GSList *l;
|
||||
|
||||
GE (ctx, glDeleteFramebuffers (1, &fbo_gl_handle));
|
||||
|
||||
for (l = offscreen->renderbuffers; l; l = l->next)
|
||||
{
|
||||
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
|
||||
GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
|
||||
}
|
||||
|
||||
g_slist_free (offscreen->renderbuffers);
|
||||
offscreen->renderbuffers = NULL;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
CoglHandle
|
||||
_cogl_offscreen_new_to_texture_full (CoglTexture *texture,
|
||||
CoglOffscreenFlags create_flags,
|
||||
unsigned int level)
|
||||
{
|
||||
CoglOffscreen *offscreen;
|
||||
static TryFBOFlags flags;
|
||||
static gboolean have_working_flags = FALSE;
|
||||
unsigned int i;
|
||||
CoglFramebufferTryFBOData data;
|
||||
gboolean fbo_created;
|
||||
CoglOffscreen *offscreen;
|
||||
CoglFramebuffer *fb;
|
||||
int level_width;
|
||||
int level_height;
|
||||
int i;
|
||||
CoglHandle ret;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
||||
|
||||
@ -833,98 +712,49 @@ _cogl_offscreen_new_to_texture_full (CoglTexture *texture,
|
||||
if (cogl_texture_is_sliced (texture))
|
||||
return COGL_INVALID_HANDLE;
|
||||
|
||||
data.texture = texture;
|
||||
data.level = level;
|
||||
|
||||
/* Calculate the size of the texture at this mipmap level to ensure
|
||||
that it's a valid level */
|
||||
data.level_width = cogl_texture_get_width (texture);
|
||||
data.level_height = cogl_texture_get_height (texture);
|
||||
level_width = cogl_texture_get_width (texture);
|
||||
level_height = cogl_texture_get_height (texture);
|
||||
|
||||
for (i = 0; i < level; i++)
|
||||
{
|
||||
/* If neither dimension can be further divided then the level is
|
||||
invalid */
|
||||
if (data.level_width == 1 && data.level_height == 1)
|
||||
return COGL_INVALID_HANDLE;
|
||||
if (level_width == 1 && level_height == 1)
|
||||
{
|
||||
g_warning ("Invalid texture level passed to "
|
||||
"_cogl_offscreen_new_to_texture_full");
|
||||
return COGL_INVALID_HANDLE;
|
||||
}
|
||||
|
||||
if (data.level_width > 1)
|
||||
data.level_width >>= 1;
|
||||
if (data.level_height > 1)
|
||||
data.level_height >>= 1;
|
||||
if (level_width > 1)
|
||||
level_width >>= 1;
|
||||
if (level_height > 1)
|
||||
level_height >>= 1;
|
||||
}
|
||||
|
||||
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
|
||||
* a texture as a renderbuffer with mipmap filtering enabled while the
|
||||
* mipmaps have not been uploaded should result in an incomplete framebuffer
|
||||
* object. (different drivers make different decisions)
|
||||
*
|
||||
* To avoid an error with drivers that do consider this a problem we
|
||||
* explicitly set non mipmapped filters here. These will later be reset when
|
||||
* the texture is actually used for rendering according to the filters set on
|
||||
* the corresponding CoglPipeline.
|
||||
*/
|
||||
_cogl_texture_set_filters (texture, GL_NEAREST, GL_NEAREST);
|
||||
|
||||
offscreen = g_new0 (CoglOffscreen, 1);
|
||||
offscreen->texture = texture;
|
||||
offscreen->texture = cogl_object_ref (texture);
|
||||
offscreen->texture_level = level;
|
||||
offscreen->texture_level_width = level_width;
|
||||
offscreen->texture_level_height = level_height;
|
||||
offscreen->create_flags = create_flags;
|
||||
|
||||
if ((create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL))
|
||||
fbo_created = try_creating_fbo (offscreen, 0, &data);
|
||||
else
|
||||
{
|
||||
if ((have_working_flags &&
|
||||
try_creating_fbo (offscreen, flags, &data)) ||
|
||||
#ifdef HAVE_COGL_GL
|
||||
(ctx->driver == COGL_DRIVER_GL &&
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL, &data)) ||
|
||||
#endif
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL,
|
||||
&data) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_STENCIL, &data) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH, &data) ||
|
||||
try_creating_fbo (offscreen, flags = 0, &data))
|
||||
{
|
||||
/* Record that the last set of flags succeeded so that we can
|
||||
try that set first next time */
|
||||
have_working_flags = TRUE;
|
||||
fbo_created = TRUE;
|
||||
}
|
||||
else
|
||||
fbo_created = FALSE;
|
||||
}
|
||||
fb = COGL_FRAMEBUFFER (offscreen);
|
||||
|
||||
if (fbo_created)
|
||||
{
|
||||
CoglOffscreen *ret;
|
||||
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
|
||||
_cogl_framebuffer_init (fb,
|
||||
ctx,
|
||||
COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
|
||||
cogl_texture_get_format (texture),
|
||||
level_width,
|
||||
level_height);
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
||||
ret = _cogl_offscreen_object_new (offscreen);
|
||||
|
||||
_cogl_framebuffer_init (fb,
|
||||
ctx,
|
||||
COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
|
||||
cogl_texture_get_format (texture),
|
||||
data.level_width,
|
||||
data.level_height);
|
||||
_cogl_texture_associate_framebuffer (texture, fb);
|
||||
|
||||
cogl_object_ref (offscreen->texture);
|
||||
|
||||
ret = _cogl_offscreen_object_new (offscreen);
|
||||
_cogl_texture_associate_framebuffer (texture, COGL_FRAMEBUFFER (ret));
|
||||
|
||||
fb->allocated = TRUE;
|
||||
|
||||
return ret;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_free (offscreen);
|
||||
/* XXX: This API should probably have been defined to take a GError */
|
||||
g_warning ("%s: Failed to create an OpenGL framebuffer", G_STRLOC);
|
||||
|
||||
return COGL_INVALID_HANDLE;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
CoglHandle
|
||||
@ -1028,6 +858,221 @@ cogl_onscreen_new (CoglContext *ctx, int width, int height)
|
||||
return _cogl_onscreen_object_new (onscreen);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
try_creating_fbo (CoglOffscreen *offscreen,
|
||||
TryFBOFlags flags)
|
||||
{
|
||||
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
|
||||
CoglContext *ctx = fb->context;
|
||||
GLuint gl_depth_stencil_handle;
|
||||
GLuint gl_depth_handle;
|
||||
GLuint gl_stencil_handle;
|
||||
GLuint tex_gl_handle;
|
||||
GLenum tex_gl_target;
|
||||
GLuint fbo_gl_handle;
|
||||
GLenum status;
|
||||
int n_samples;
|
||||
int height;
|
||||
int width;
|
||||
|
||||
if (!cogl_texture_get_gl_texture (offscreen->texture,
|
||||
&tex_gl_handle, &tex_gl_target))
|
||||
return FALSE;
|
||||
|
||||
if (tex_gl_target != GL_TEXTURE_2D
|
||||
#ifdef HAVE_COGL_GL
|
||||
&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
|
||||
#endif
|
||||
)
|
||||
return FALSE;
|
||||
|
||||
if (fb->config.samples_per_pixel)
|
||||
{
|
||||
if (!ctx->glFramebufferTexture2DMultisampleIMG)
|
||||
return FALSE;
|
||||
n_samples = fb->config.samples_per_pixel;
|
||||
}
|
||||
else
|
||||
n_samples = 0;
|
||||
|
||||
width = offscreen->texture_level_width;
|
||||
height = offscreen->texture_level_height;
|
||||
|
||||
/* We are about to generate and bind a new fbo, so we pretend to
|
||||
* change framebuffer state so that the old framebuffer will be
|
||||
* rebound again before drawing. */
|
||||
ctx->dirty_bound_framebuffer = 1;
|
||||
|
||||
/* Generate framebuffer */
|
||||
ctx->glGenFramebuffers (1, &fbo_gl_handle);
|
||||
GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
|
||||
offscreen->fbo_handle = fbo_gl_handle;
|
||||
|
||||
if (n_samples)
|
||||
{
|
||||
GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
|
||||
GL_COLOR_ATTACHMENT0,
|
||||
tex_gl_target, tex_gl_handle,
|
||||
n_samples,
|
||||
offscreen->texture_level));
|
||||
}
|
||||
else
|
||||
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
tex_gl_target, tex_gl_handle,
|
||||
offscreen->texture_level));
|
||||
|
||||
if (flags & _TRY_DEPTH_STENCIL)
|
||||
{
|
||||
/* Create a renderbuffer for depth and stenciling */
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
|
||||
if (n_samples)
|
||||
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
||||
n_samples,
|
||||
GL_DEPTH_STENCIL,
|
||||
width, height));
|
||||
else
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
|
||||
width, height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER,
|
||||
gl_depth_stencil_handle));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER,
|
||||
gl_depth_stencil_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_depth_stencil_handle));
|
||||
}
|
||||
|
||||
if (flags & _TRY_DEPTH)
|
||||
{
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
|
||||
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
|
||||
* available under GLES */
|
||||
if (n_samples)
|
||||
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
||||
n_samples,
|
||||
GL_DEPTH_COMPONENT16,
|
||||
width, height));
|
||||
else
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
|
||||
width, height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_depth_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_depth_handle));
|
||||
}
|
||||
|
||||
if (flags & _TRY_STENCIL)
|
||||
{
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
|
||||
if (n_samples)
|
||||
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
||||
n_samples,
|
||||
GL_STENCIL_INDEX8,
|
||||
width, height));
|
||||
else
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
|
||||
width, height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_stencil_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_stencil_handle));
|
||||
}
|
||||
|
||||
/* Make sure it's complete */
|
||||
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
GSList *l;
|
||||
|
||||
GE (ctx, glDeleteFramebuffers (1, &fbo_gl_handle));
|
||||
|
||||
for (l = offscreen->renderbuffers; l; l = l->next)
|
||||
{
|
||||
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
|
||||
GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
|
||||
}
|
||||
|
||||
g_slist_free (offscreen->renderbuffers);
|
||||
offscreen->renderbuffers = NULL;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
_cogl_offscreen_allocate (CoglOffscreen *offscreen,
|
||||
GError **error)
|
||||
{
|
||||
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
|
||||
CoglContext *ctx = fb->context;
|
||||
static TryFBOFlags flags;
|
||||
static gboolean have_working_flags = FALSE;
|
||||
gboolean fbo_created;
|
||||
|
||||
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
|
||||
* a texture as a renderbuffer with mipmap filtering enabled while the
|
||||
* mipmaps have not been uploaded should result in an incomplete framebuffer
|
||||
* object. (different drivers make different decisions)
|
||||
*
|
||||
* To avoid an error with drivers that do consider this a problem we
|
||||
* explicitly set non mipmapped filters here. These will later be reset when
|
||||
* the texture is actually used for rendering according to the filters set on
|
||||
* the corresponding CoglPipeline.
|
||||
*/
|
||||
_cogl_texture_set_filters (offscreen->texture, GL_NEAREST, GL_NEAREST);
|
||||
|
||||
if ((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL))
|
||||
fbo_created = try_creating_fbo (offscreen, 0);
|
||||
else
|
||||
{
|
||||
if ((have_working_flags &&
|
||||
try_creating_fbo (offscreen, flags)) ||
|
||||
#ifdef HAVE_COGL_GL
|
||||
(ctx->driver == COGL_DRIVER_GL &&
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL)) ||
|
||||
#endif
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_STENCIL) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH) ||
|
||||
try_creating_fbo (offscreen, flags = 0))
|
||||
{
|
||||
/* Record that the last set of flags succeeded so that we can
|
||||
try that set first next time */
|
||||
have_working_flags = TRUE;
|
||||
fbo_created = TRUE;
|
||||
}
|
||||
else
|
||||
fbo_created = FALSE;
|
||||
}
|
||||
|
||||
if (!fbo_created)
|
||||
{
|
||||
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
|
||||
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
|
||||
"Failed to create an OpenGL framebuffer object");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
gboolean
|
||||
cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
|
||||
GError **error)
|
||||
@ -1038,13 +1083,16 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
|
||||
if (framebuffer->allocated)
|
||||
return TRUE;
|
||||
|
||||
/* XXX: with the current cogl_offscreen_new_to_texture() API the
|
||||
* framebuffer is implicitly allocated before returning. */
|
||||
g_return_val_if_fail (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN,
|
||||
TRUE);
|
||||
|
||||
if (!winsys->onscreen_init (onscreen, error))
|
||||
return FALSE;
|
||||
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
|
||||
{
|
||||
if (!winsys->onscreen_init (onscreen, error))
|
||||
return FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_cogl_offscreen_allocate (COGL_OFFSCREEN (framebuffer), error))
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
framebuffer->allocated = TRUE;
|
||||
|
||||
@ -1591,6 +1639,61 @@ cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer)
|
||||
return framebuffer->format;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
|
||||
int samples_per_pixel)
|
||||
{
|
||||
g_return_if_fail (!framebuffer->allocated);
|
||||
|
||||
framebuffer->config.samples_per_pixel = samples_per_pixel;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer)
|
||||
{
|
||||
cogl_framebuffer_resolve_samples_region (framebuffer,
|
||||
0, 0,
|
||||
framebuffer->width,
|
||||
framebuffer->height);
|
||||
|
||||
/* TODO: Make this happen implicitly when the resolve texture next gets used
|
||||
* as a source, either via cogl_texture_get_data(), via cogl_read_pixels() or
|
||||
* if used as a source for rendering. We would also implicitly resolve if
|
||||
* necessary before freeing a CoglFramebuffer.
|
||||
*
|
||||
* This API should still be kept but it is optional, only necessary
|
||||
* if the user wants to explicitly control when the resolve happens e.g.
|
||||
* to ensure it's done in advance of it being used as a source.
|
||||
*
|
||||
* Every texture should have a CoglFramebuffer *needs_resolve member
|
||||
* internally. When the texture gets validated before being used as a source
|
||||
* we should first check the needs_resolve pointer and if set we'll
|
||||
* automatically call cogl_framebuffer_resolve_samples ().
|
||||
*
|
||||
* Calling cogl_framebuffer_resolve_samples() or
|
||||
* cogl_framebuffer_resolve_samples_region() should reset the textures
|
||||
* needs_resolve pointer to NULL.
|
||||
*
|
||||
* Rendering anything to a framebuffer will cause the corresponding
|
||||
* texture's ->needs_resolve pointer to be set.
|
||||
*
|
||||
* XXX: Note: we only need to address this TODO item when adding support for
|
||||
* EXT_framebuffer_multisample because currently we only support hardware
|
||||
* that resolves implicitly anyway.
|
||||
*/
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
|
||||
int x,
|
||||
int y,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
/* NOP for now since we don't support EXT_framebuffer_multisample yet which
|
||||
* requires an explicit resolve. */
|
||||
}
|
||||
|
||||
CoglContext *
|
||||
cogl_framebuffer_get_context (CoglFramebuffer *framebuffer)
|
||||
{
|
||||
|
Reference in New Issue
Block a user