0c8eb904c0
Previously we tracked whether the clip stack needs flushing as part of the CoglClipState which is part of the CoglFramebuffer state. This is a bit odd because most of the clipping state (such as the clip planes and the scissor) are part of the GL context's state rather than the framebuffer. We were marking the clip state on the framebuffer dirty every time we change the framebuffer anyway so it seems to make more sense to have the dirtiness be part of the global context. Instead of a just a single boolean to record whether the state needs flushing, the CoglContext now holds a reference to the clip stack that was flushed. That way we can flush arbitrary stack states and if it happens to be the same as the state already flushed then Cogl will do nothing. This will be useful if we log the clip stack in the journal because then we will need to flush unrelated clip stack states for each batch.
828 lines
24 KiB
C
828 lines
24 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-debug.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-object-private.h"
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#include "cogl-util.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-clip-stack.h"
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#include "cogl-journal-private.h"
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#else
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#define glGenRenderbuffers ctx->drv.pf_glGenRenderbuffers
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#define glDeleteRenderbuffers ctx->drv.pf_glDeleteRenderbuffers
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#define glBindRenderbuffer ctx->drv.pf_glBindRenderbuffer
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#define glRenderbufferStorage ctx->drv.pf_glRenderbufferStorage
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#define glGenFramebuffers ctx->drv.pf_glGenFramebuffers
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#define glBindFramebuffer ctx->drv.pf_glBindFramebuffer
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#define glFramebufferTexture2D ctx->drv.pf_glFramebufferTexture2D
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#define glFramebufferRenderbuffer ctx->drv.pf_glFramebufferRenderbuffer
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#define glCheckFramebufferStatus ctx->drv.pf_glCheckFramebufferStatus
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#define glDeleteFramebuffers ctx->drv.pf_glDeleteFramebuffers
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#define glGetFramebufferAttachmentParameteriv \
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ctx->drv.pf_glGetFramebufferAttachmentParameteriv
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#endif
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#ifndef GL_FRAMEBUFFER
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#define GL_FRAMEBUFFER 0x8D40
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#endif
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#ifndef GL_RENDERBUFFER
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#define GL_RENDERBUFFER 0x8D41
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#endif
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#ifndef GL_STENCIL_ATTACHMENT
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#define GL_STENCIL_ATTACHMENT 0x8D00
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#endif
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#ifndef GL_COLOR_ATTACHMENT0
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#endif
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#ifndef GL_FRAMEBUFFER_COMPLETE
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#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
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#endif
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#ifndef GL_STENCIL_INDEX8
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#define GL_STENCIL_INDEX8 0x8D48
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#endif
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#ifndef GL_DEPTH_STENCIL
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#define GL_DEPTH_STENCIL 0x84F9
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#endif
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#ifndef GL_DEPTH_ATTACHMENT
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#define GL_DEPTH_ATTACHMENT 0x8D00
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#endif
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#ifndef GL_DEPTH_COMPONENT16
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#define GL_DEPTH_COMPONENT16 0x81A5
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
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#endif
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#ifndef GL_FRAMEBUFFER_ATTCHMENT_DEPTH_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
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#endif
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typedef enum {
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_TRY_DEPTH_STENCIL = 1L<<0,
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_TRY_DEPTH = 1L<<1,
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_TRY_STENCIL = 1L<<2
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} TryFBOFlags;
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static void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
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static void _cogl_onscreen_free (CoglOnscreen *onscreen);
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static void _cogl_offscreen_free (CoglOffscreen *offscreen);
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COGL_OBJECT_INTERNAL_DEFINE (Onscreen, onscreen);
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COGL_OBJECT_DEFINE (Offscreen, offscreen);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (offscreen);
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/* XXX:
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* The CoglObject macros don't support any form of inheritance, so for
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* now we implement the CoglObject support for the CoglFramebuffer
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* abstract class manually.
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*/
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gboolean
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_cogl_is_framebuffer (void *object)
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{
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CoglHandleObject *obj = object;
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if (obj == NULL)
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return FALSE;
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return obj->klass->type == _cogl_handle_onscreen_get_type ()
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|| obj->klass->type == _cogl_handle_offscreen_get_type ();
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}
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static void
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_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
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CoglFramebufferType type,
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int width,
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int height)
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{
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framebuffer->type = type;
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framebuffer->width = width;
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framebuffer->height = height;
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framebuffer->viewport_x = 0;
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framebuffer->viewport_y = 0;
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framebuffer->viewport_width = width;
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framebuffer->viewport_height = height;
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framebuffer->modelview_stack = _cogl_matrix_stack_new ();
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framebuffer->projection_stack = _cogl_matrix_stack_new ();
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framebuffer->dirty_bitmasks = TRUE;
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/* Initialise the clip stack */
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_cogl_clip_state_init (&framebuffer->clip_state);
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}
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void
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_cogl_framebuffer_free (CoglFramebuffer *framebuffer)
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{
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_cogl_clip_state_destroy (&framebuffer->clip_state);
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_cogl_matrix_stack_destroy (framebuffer->modelview_stack);
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framebuffer->modelview_stack = NULL;
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_cogl_matrix_stack_destroy (framebuffer->projection_stack);
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framebuffer->projection_stack = NULL;
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}
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int
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_cogl_framebuffer_get_width (CoglFramebuffer *framebuffer)
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{
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return framebuffer->width;
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}
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int
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_cogl_framebuffer_get_height (CoglFramebuffer *framebuffer)
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{
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return framebuffer->height;
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}
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CoglClipState *
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_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer)
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{
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return &framebuffer->clip_state;
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}
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void
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_cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
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int x,
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int y,
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int width,
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int height)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (framebuffer->viewport_x == x &&
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framebuffer->viewport_y == y &&
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framebuffer->viewport_width == width &&
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framebuffer->viewport_height == height)
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return;
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_cogl_journal_flush ();
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framebuffer->viewport_x = x;
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framebuffer->viewport_y = y;
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framebuffer->viewport_width = width;
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framebuffer->viewport_height = height;
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if (_cogl_get_framebuffer () == framebuffer)
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ctx->dirty_gl_viewport = TRUE;
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}
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int
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_cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer)
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{
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return framebuffer->viewport_x;
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}
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int
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_cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer)
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{
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return framebuffer->viewport_y;
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}
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int
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_cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer)
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{
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return framebuffer->viewport_width;
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}
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int
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_cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer)
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{
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return framebuffer->viewport_height;
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}
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void
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_cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer, int *viewport)
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{
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viewport[0] = framebuffer->viewport_x;
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viewport[1] = framebuffer->viewport_y;
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viewport[2] = framebuffer->viewport_width;
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viewport[3] = framebuffer->viewport_height;
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}
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CoglMatrixStack *
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_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer)
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{
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return framebuffer->modelview_stack;
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}
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CoglMatrixStack *
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_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer)
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{
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return framebuffer->projection_stack;
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}
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static inline void
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_cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (G_LIKELY (!framebuffer->dirty_bitmasks))
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return;
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#ifdef HAVE_COGL_GL
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if (cogl_features_available (COGL_FEATURE_OFFSCREEN)
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&& framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
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{
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GLenum attachment, pname;
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attachment = GL_COLOR_ATTACHMENT0;
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pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE;
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GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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attachment,
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pname,
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&framebuffer->red_bits) );
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pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE;
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GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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attachment,
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pname,
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&framebuffer->green_bits) );
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pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE;
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GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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attachment,
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pname,
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&framebuffer->blue_bits) );
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pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE;
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GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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attachment,
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pname,
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&framebuffer->alpha_bits) );
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}
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else
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#endif /* HAVE_COGL_GL */
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{
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GE( glGetIntegerv (GL_RED_BITS, &framebuffer->red_bits) );
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GE( glGetIntegerv (GL_GREEN_BITS, &framebuffer->green_bits) );
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GE( glGetIntegerv (GL_BLUE_BITS, &framebuffer->blue_bits) );
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GE( glGetIntegerv (GL_ALPHA_BITS, &framebuffer->alpha_bits) );
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}
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COGL_NOTE (OFFSCREEN,
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"RGBA Bits for framebuffer[%p, %s]: %d, %d, %d, %d",
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framebuffer,
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framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN
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? "offscreen"
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: "onscreen",
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framebuffer->red_bits,
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framebuffer->blue_bits,
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framebuffer->green_bits,
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framebuffer->alpha_bits);
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framebuffer->dirty_bitmasks = FALSE;
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}
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static gboolean
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try_creating_fbo (CoglOffscreen *offscreen,
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TryFBOFlags flags,
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CoglHandle texture)
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{
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GLuint gl_depth_stencil_handle;
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GLuint gl_depth_handle;
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GLuint gl_stencil_handle;
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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GLuint fbo_gl_handle;
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GLenum status;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_texture_get_gl_texture (texture, &tex_gl_handle, &tex_gl_target))
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return FALSE;
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if (tex_gl_target != GL_TEXTURE_2D
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#ifdef HAVE_COGL_GL
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&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
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#endif
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)
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return FALSE;
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/* We are about to generate and bind a new fbo, so we pretend to change framebuffer
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* state so that the old framebuffer will be rebound again before drawing.
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* The framebuffer state can't be changed while their are active entries, so flush
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* first. */
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_cogl_journal_flush ();
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ctx->dirty_bound_framebuffer = 1;
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/* Generate framebuffer */
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glGenFramebuffers (1, &fbo_gl_handle);
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GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
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offscreen->fbo_handle = fbo_gl_handle;
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GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle, 0));
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if (flags & _TRY_DEPTH_STENCIL)
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{
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/* Create a renderbuffer for depth and stenciling */
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GE (glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_stencil_handle));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_stencil_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_depth_stencil_handle));
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}
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if (flags & _TRY_DEPTH)
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{
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GE (glGenRenderbuffers (1, &gl_depth_handle));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
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/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
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* available under GLES */
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GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_depth_handle));
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}
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if (flags & _TRY_STENCIL)
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{
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GE (glGenRenderbuffers (1, &gl_stencil_handle));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
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GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_stencil_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_stencil_handle));
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}
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|
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/* Make sure it's complete */
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status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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GSList *l;
|
|
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GE (glDeleteFramebuffers (1, &fbo_gl_handle));
|
|
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|
for (l = offscreen->renderbuffers; l; l = l->next)
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|
{
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GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
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GE (glDeleteRenderbuffers (1, &renderbuffer));
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}
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g_slist_free (offscreen->renderbuffers);
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offscreen->renderbuffers = NULL;
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return FALSE;
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}
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|
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return TRUE;
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}
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|
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CoglHandle
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cogl_offscreen_new_to_texture (CoglHandle texhandle)
|
|
{
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|
CoglOffscreen *offscreen;
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static TryFBOFlags flags;
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static gboolean have_working_flags = FALSE;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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|
|
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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return COGL_INVALID_HANDLE;
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|
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/* Make texhandle is a valid texture object */
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if (!cogl_is_texture (texhandle))
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return COGL_INVALID_HANDLE;
|
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|
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/* The texture must not be sliced */
|
|
if (cogl_texture_is_sliced (texhandle))
|
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return COGL_INVALID_HANDLE;
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|
|
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
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|
* a texture as a renderbuffer with mipmap filtering enabled while the
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|
* mipmaps have not been uploaded should result in an incomplete framebuffer
|
|
* object. (different drivers make different decisions)
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|
*
|
|
* To avoid an error with drivers that do consider this a problem we
|
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* explicitly set non mipmapped filters here. These will later be reset when
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* the texture is actually used for rendering according to the filters set on
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* the corresponding CoglPipeline.
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*/
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_cogl_texture_set_filters (texhandle, GL_NEAREST, GL_NEAREST);
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offscreen = g_new0 (CoglOffscreen, 1);
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offscreen->texture = cogl_handle_ref (texhandle);
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|
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if ((have_working_flags &&
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try_creating_fbo (offscreen, flags, texhandle)) ||
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#ifdef HAVE_COGL_GL
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try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL, texhandle) ||
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#endif
|
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try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL,
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texhandle) ||
|
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try_creating_fbo (offscreen, flags = _TRY_STENCIL, texhandle) ||
|
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try_creating_fbo (offscreen, flags = _TRY_DEPTH, texhandle) ||
|
|
try_creating_fbo (offscreen, flags = 0, texhandle))
|
|
{
|
|
/* Record that the last set of flags succeeded so that we can
|
|
try that set first next time */
|
|
have_working_flags = TRUE;
|
|
|
|
_cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen),
|
|
COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
|
|
cogl_texture_get_width (texhandle),
|
|
cogl_texture_get_height (texhandle));
|
|
|
|
return _cogl_offscreen_object_new (offscreen);
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_offscreen_free (CoglOffscreen *offscreen)
|
|
{
|
|
GSList *l;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Chain up to parent */
|
|
_cogl_framebuffer_free (COGL_FRAMEBUFFER (offscreen));
|
|
|
|
for (l = offscreen->renderbuffers; l; l = l->next)
|
|
{
|
|
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
|
|
GE (glDeleteRenderbuffers (1, &renderbuffer));
|
|
}
|
|
g_slist_free (offscreen->renderbuffers);
|
|
|
|
GE (glDeleteFramebuffers (1, &offscreen->fbo_handle));
|
|
|
|
if (offscreen->texture != COGL_INVALID_HANDLE)
|
|
cogl_handle_unref (offscreen->texture);
|
|
|
|
g_free (offscreen);
|
|
}
|
|
|
|
CoglHandle
|
|
_cogl_onscreen_new (void)
|
|
{
|
|
CoglOnscreen *onscreen;
|
|
|
|
/* XXX: Until we have full winsys support in Cogl then we can't fully
|
|
* implement CoglOnscreen framebuffers, since we can't, e.g. keep track of
|
|
* the window size. */
|
|
|
|
onscreen = g_new0 (CoglOnscreen, 1);
|
|
_cogl_framebuffer_init (COGL_FRAMEBUFFER (onscreen),
|
|
COGL_FRAMEBUFFER_TYPE_ONSCREEN,
|
|
0xdeadbeef, /* width */
|
|
0xdeadbeef); /* height */
|
|
|
|
return _cogl_onscreen_object_new (onscreen);
|
|
}
|
|
|
|
static void
|
|
_cogl_onscreen_free (CoglOnscreen *onscreen)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Chain up to parent */
|
|
_cogl_framebuffer_free (COGL_FRAMEBUFFER (onscreen));
|
|
|
|
g_free (onscreen);
|
|
}
|
|
|
|
void
|
|
_cogl_onscreen_clutter_backend_set_size (int width, int height)
|
|
{
|
|
CoglFramebuffer *framebuffer;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
framebuffer = COGL_FRAMEBUFFER (ctx->window_buffer);
|
|
|
|
if (framebuffer->width == width && framebuffer->height == height)
|
|
return;
|
|
|
|
framebuffer->width = width;
|
|
framebuffer->height = height;
|
|
|
|
/* We'll need to recalculate the GL viewport state derived
|
|
* from the Cogl viewport */
|
|
ctx->dirty_gl_viewport = 1;
|
|
}
|
|
|
|
GSList *
|
|
_cogl_create_framebuffer_stack (void)
|
|
{
|
|
GSList *stack = NULL;
|
|
|
|
return g_slist_prepend (stack, COGL_INVALID_HANDLE);
|
|
}
|
|
|
|
void
|
|
_cogl_free_framebuffer_stack (GSList *stack)
|
|
{
|
|
GSList *l;
|
|
|
|
for (l = stack; l != NULL; l = l->next)
|
|
{
|
|
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (l->data);
|
|
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
|
|
_cogl_offscreen_free (COGL_OFFSCREEN (framebuffer));
|
|
else
|
|
_cogl_onscreen_free (COGL_ONSCREEN (framebuffer));
|
|
}
|
|
g_slist_free (stack);
|
|
}
|
|
|
|
/* Set the current framebuffer without checking if it's already the
|
|
* current framebuffer. This is used by cogl_pop_framebuffer while
|
|
* the top of the stack is currently not up to date. */
|
|
static void
|
|
_cogl_set_framebuffer_real (CoglFramebuffer *framebuffer)
|
|
{
|
|
CoglFramebuffer **entry;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_flush ();
|
|
|
|
entry = (CoglFramebuffer **)&ctx->framebuffer_stack->data;
|
|
|
|
ctx->dirty_bound_framebuffer = 1;
|
|
ctx->dirty_gl_viewport = 1;
|
|
|
|
if (framebuffer != COGL_INVALID_HANDLE)
|
|
cogl_object_ref (framebuffer);
|
|
if (*entry != COGL_INVALID_HANDLE)
|
|
cogl_object_unref (*entry);
|
|
|
|
*entry = framebuffer;
|
|
|
|
/* We've effectively just switched the current modelview and
|
|
* projection matrix stacks and clip state so we need to dirty
|
|
* them to ensure they get flushed for the next batch of geometry
|
|
* we flush */
|
|
_cogl_matrix_stack_dirty (framebuffer->modelview_stack);
|
|
_cogl_matrix_stack_dirty (framebuffer->projection_stack);
|
|
_cogl_clip_stack_dirty ();
|
|
}
|
|
|
|
void
|
|
cogl_set_framebuffer (CoglFramebuffer *framebuffer)
|
|
{
|
|
g_return_if_fail (_cogl_is_framebuffer (framebuffer));
|
|
|
|
if (_cogl_get_framebuffer () != framebuffer)
|
|
_cogl_set_framebuffer_real (framebuffer);
|
|
}
|
|
|
|
/* XXX: deprecated API */
|
|
void
|
|
cogl_set_draw_buffer (CoglBufferTarget target, CoglHandle handle)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (target == COGL_WINDOW_BUFFER)
|
|
handle = ctx->window_buffer;
|
|
|
|
cogl_set_framebuffer (handle);
|
|
}
|
|
|
|
CoglFramebuffer *
|
|
_cogl_get_framebuffer (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
g_assert (ctx->framebuffer_stack);
|
|
|
|
return ctx->framebuffer_stack->data;
|
|
}
|
|
|
|
void
|
|
cogl_push_framebuffer (CoglFramebuffer *buffer)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_return_if_fail (_cogl_is_framebuffer (buffer));
|
|
g_assert (ctx->framebuffer_stack);
|
|
|
|
cogl_flush ();
|
|
|
|
ctx->framebuffer_stack =
|
|
g_slist_prepend (ctx->framebuffer_stack, COGL_INVALID_HANDLE);
|
|
|
|
cogl_set_framebuffer (buffer);
|
|
}
|
|
|
|
/* XXX: deprecated API */
|
|
void
|
|
cogl_push_draw_buffer (void)
|
|
{
|
|
cogl_push_framebuffer (_cogl_get_framebuffer ());
|
|
}
|
|
|
|
void
|
|
cogl_pop_framebuffer (void)
|
|
{
|
|
CoglFramebuffer *to_pop;
|
|
CoglFramebuffer *to_restore;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_assert (ctx->framebuffer_stack != NULL);
|
|
g_assert (ctx->framebuffer_stack->next != NULL);
|
|
|
|
to_pop = ctx->framebuffer_stack->data;
|
|
to_restore = ctx->framebuffer_stack->next->data;
|
|
|
|
cogl_flush ();
|
|
|
|
cogl_object_unref (to_pop);
|
|
ctx->framebuffer_stack =
|
|
g_slist_delete_link (ctx->framebuffer_stack,
|
|
ctx->framebuffer_stack);
|
|
|
|
/* If the framebuffer has changed as a result of popping the top
|
|
* then re-assert the current buffer so as to dirty state as
|
|
* necessary. */
|
|
if (to_pop != to_restore)
|
|
_cogl_set_framebuffer_real (to_restore);
|
|
}
|
|
|
|
/* XXX: deprecated API */
|
|
void
|
|
cogl_pop_draw_buffer (void)
|
|
{
|
|
cogl_pop_framebuffer ();
|
|
}
|
|
|
|
void
|
|
_cogl_framebuffer_flush_state (CoglFramebuffer *framebuffer,
|
|
CoglFramebufferFlushFlags flags)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (cogl_features_available (COGL_FEATURE_OFFSCREEN) &&
|
|
ctx->dirty_bound_framebuffer)
|
|
{
|
|
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
|
|
{
|
|
GE (glBindFramebuffer (GL_FRAMEBUFFER,
|
|
COGL_OFFSCREEN (framebuffer)->fbo_handle));
|
|
}
|
|
else
|
|
GE (glBindFramebuffer (GL_FRAMEBUFFER, 0));
|
|
ctx->dirty_bound_framebuffer = FALSE;
|
|
}
|
|
|
|
if (ctx->dirty_gl_viewport)
|
|
{
|
|
int gl_viewport_y;
|
|
|
|
/* Convert the Cogl viewport y offset to an OpenGL viewport y offset
|
|
* NB: OpenGL defines its window and viewport origins to be bottom
|
|
* left, while Cogl defines them to be top left.
|
|
* NB: We render upside down to offscreen framebuffers so we don't
|
|
* need to convert the y offset in this case. */
|
|
if (cogl_is_offscreen (framebuffer))
|
|
gl_viewport_y = framebuffer->viewport_y;
|
|
else
|
|
gl_viewport_y = framebuffer->height -
|
|
(framebuffer->viewport_y + framebuffer->viewport_height);
|
|
|
|
COGL_NOTE (OPENGL, "Calling glViewport(%d, %d, %d, %d)",
|
|
framebuffer->viewport_x,
|
|
gl_viewport_y,
|
|
framebuffer->viewport_width,
|
|
framebuffer->viewport_height);
|
|
|
|
GE (glViewport (framebuffer->viewport_x,
|
|
gl_viewport_y,
|
|
framebuffer->viewport_width,
|
|
framebuffer->viewport_height));
|
|
ctx->dirty_gl_viewport = FALSE;
|
|
}
|
|
|
|
/* since we might have changed the framebuffer, we should initialize
|
|
* the bits; this is a no-op if they have already been initialized
|
|
*/
|
|
_cogl_framebuffer_init_bits (framebuffer);
|
|
|
|
/* XXX: Flushing clip state may trash the modelview and projection
|
|
* matrices so we must do it before flushing the matrices...
|
|
*/
|
|
_cogl_clip_state_flush (&framebuffer->clip_state);
|
|
|
|
if (!(flags & COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW))
|
|
_cogl_matrix_stack_flush_to_gl (framebuffer->modelview_stack,
|
|
COGL_MATRIX_MODELVIEW);
|
|
|
|
_cogl_matrix_stack_flush_to_gl (framebuffer->projection_stack,
|
|
COGL_MATRIX_PROJECTION);
|
|
}
|
|
|
|
int
|
|
_cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer)
|
|
{
|
|
_cogl_framebuffer_init_bits (framebuffer);
|
|
|
|
return framebuffer->red_bits;
|
|
}
|
|
|
|
int
|
|
_cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer)
|
|
{
|
|
_cogl_framebuffer_init_bits (framebuffer);
|
|
|
|
return framebuffer->green_bits;
|
|
}
|
|
|
|
int
|
|
_cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer)
|
|
{
|
|
_cogl_framebuffer_init_bits (framebuffer);
|
|
|
|
return framebuffer->blue_bits;
|
|
}
|
|
|
|
int
|
|
_cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer)
|
|
{
|
|
_cogl_framebuffer_init_bits (framebuffer);
|
|
|
|
return framebuffer->alpha_bits;
|
|
}
|
|
|