0cd88bd676
In GL, the default viewport and scissor should be set to the size of the first surface that the context is bound to. If a CoglGLES2Context is first used with an offscreen framebuffer then this surface will actually be the dummy 1x1 window which will mess up the defaults. To fix that, this patch makes it just always override the viewport and scissor the first time the context is bound to something. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 02567b3e6b64e6849b9f7c6aa2137401be7ece8d)
564 lines
18 KiB
C
564 lines
18 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) 2011 Collabora Ltd.
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* Copyright (C) 2012 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
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Tomeu Vizoso <tomeu.vizoso@collabora.com>
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* Robert Bragg <robert@linux.intel.com>
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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-gles2.h"
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#include "cogl-gles2-context-private.h"
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#include "cogl-context-private.h"
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#include "cogl-display-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-onscreen-template-private.h"
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#include "cogl-renderer-private.h"
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#include "cogl-swap-chain-private.h"
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#include "cogl-texture-2d-private.h"
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static void _cogl_gles2_context_free (CoglGLES2Context *gles2_context);
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COGL_OBJECT_DEFINE (GLES2Context, gles2_context);
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static CoglGLES2Context *current_gles2_context;
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static CoglUserDataKey offscreen_wrapper_key;
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enum {
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RESTORE_FB_NONE,
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RESTORE_FB_FROM_OFFSCREEN,
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RESTORE_FB_FROM_ONSCREEN,
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};
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GQuark
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_cogl_gles2_context_error_quark (void)
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{
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return g_quark_from_static_string ("cogl-gles2-context-error-quark");
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}
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/* We wrap glBindFramebuffer so that when framebuffer 0 is bound
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* we can instead bind the write_framebuffer passed to
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* cogl_push_gles2_context().
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*/
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static void
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gl_bind_framebuffer_wrapper (GLenum target, GLuint framebuffer)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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gles2_ctx->current_fbo_handle = framebuffer;
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if (framebuffer == 0 && cogl_is_offscreen (gles2_ctx->write_buffer))
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{
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CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
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framebuffer = write->gl_framebuffer.fbo_handle;
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}
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gles2_ctx->context->glBindFramebuffer (target, framebuffer);
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}
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static int
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transient_bind_read_buffer (CoglGLES2Context *gles2_ctx)
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{
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if (gles2_ctx->current_fbo_handle == 0)
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{
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if (cogl_is_offscreen (gles2_ctx->read_buffer))
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{
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CoglGLES2Offscreen *read = gles2_ctx->gles2_read_buffer;
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GLuint read_fbo_handle = read->gl_framebuffer.fbo_handle;
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gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER,
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read_fbo_handle);
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return RESTORE_FB_FROM_OFFSCREEN;
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}
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else
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{
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_cogl_gl_framebuffer_bind (gles2_ctx->read_buffer,
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0 /* target ignored */);
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return RESTORE_FB_FROM_ONSCREEN;
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}
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}
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else
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return RESTORE_FB_NONE;
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}
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static void
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restore_write_buffer (CoglGLES2Context *gles2_ctx,
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int restore_mode)
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{
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switch (restore_mode)
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{
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case RESTORE_FB_FROM_OFFSCREEN:
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gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
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break;
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case RESTORE_FB_FROM_ONSCREEN:
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/* Note: we can't restore the original write buffer using
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* _cogl_gl_framebuffer_bind() if it's an offscreen
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* framebuffer because _cogl_gl_framebuffer_bind() doesn't
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* know about the fbo handle owned by the gles2 context.
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*/
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if (cogl_is_offscreen (gles2_ctx->write_buffer))
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gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
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else
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_cogl_gl_framebuffer_bind (gles2_ctx->write_buffer, GL_FRAMEBUFFER);
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break;
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case RESTORE_FB_NONE:
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break;
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}
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}
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/* We wrap glReadPixels so when framebuffer 0 is bound then we can
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* read from the read_framebuffer passed to cogl_push_gles2_context().
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*/
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static void
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gl_read_pixels_wrapper (GLint x,
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GLint y,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type,
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GLvoid *pixels)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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int restore_mode = transient_bind_read_buffer (gles2_ctx);
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gles2_ctx->context->glReadPixels (x, y, width, height, format, type, pixels);
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restore_write_buffer (gles2_ctx, restore_mode);
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}
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static void
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gl_copy_tex_image_2d_wrapper (GLenum target,
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GLint level,
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GLenum internalformat,
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GLint x,
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GLint y,
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GLsizei width,
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GLsizei height,
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GLint border)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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int restore_mode = transient_bind_read_buffer (gles2_ctx);
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gles2_ctx->context->glCopyTexImage2D (target, level, internalformat,
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x, y, width, height, border);
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restore_write_buffer (gles2_ctx, restore_mode);
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}
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static void
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gl_copy_tex_sub_image_2d_wrapper (GLenum target,
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GLint level,
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GLint xoffset,
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GLint yoffset,
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GLint x,
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GLint y,
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GLsizei width,
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GLsizei height)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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int restore_mode = transient_bind_read_buffer (gles2_ctx);
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gles2_ctx->context->glCopyTexSubImage2D (target, level,
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xoffset, yoffset,
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x, y, width, height);
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restore_write_buffer (gles2_ctx, restore_mode);
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}
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static void
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_cogl_gles2_offscreen_free (CoglGLES2Offscreen *gles2_offscreen)
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{
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COGL_LIST_REMOVE (gles2_offscreen, list_node);
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g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
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}
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static void
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_cogl_gles2_context_free (CoglGLES2Context *gles2_context)
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{
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CoglContext *ctx = gles2_context->context;
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const CoglWinsysVtable *winsys;
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winsys = ctx->display->renderer->winsys_vtable;
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winsys->destroy_gles2_context (gles2_context);
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while (gles2_context->foreign_offscreens.lh_first)
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{
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CoglGLES2Offscreen *gles2_offscreen =
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gles2_context->foreign_offscreens.lh_first;
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/* Note: this will also indirectly free the gles2_offscreen by
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* calling the destroy notify for the _user_data */
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cogl_object_set_user_data (COGL_OBJECT (gles2_offscreen->original_offscreen),
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&offscreen_wrapper_key,
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NULL,
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NULL);
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}
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cogl_object_unref (gles2_context->context);
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g_free (gles2_context->vtable);
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g_free (gles2_context);
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}
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CoglGLES2Context *
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cogl_gles2_context_new (CoglContext *ctx, GError **error)
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{
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CoglGLES2Context *gles2_ctx;
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const CoglWinsysVtable *winsys;
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if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLES2_CONTEXT))
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{
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g_set_error (error, COGL_GLES2_CONTEXT_ERROR,
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COGL_GLES2_CONTEXT_ERROR_UNSUPPORTED,
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"Backend doesn't support creating GLES2 contexts");
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return NULL;
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}
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gles2_ctx = g_malloc0 (sizeof (CoglGLES2Context));
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cogl_object_ref (ctx);
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gles2_ctx->context = ctx;
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COGL_LIST_INIT (&gles2_ctx->foreign_offscreens);
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winsys = ctx->display->renderer->winsys_vtable;
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gles2_ctx->winsys = winsys->context_create_gles2_context (ctx, error);
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if (gles2_ctx->winsys == NULL)
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{
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cogl_object_unref (gles2_ctx->context);
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g_free (gles2_ctx);
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return NULL;
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}
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gles2_ctx->vtable = g_malloc0 (sizeof (CoglGLES2Vtable));
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#define COGL_EXT_BEGIN(name, \
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min_gl_major, min_gl_minor, \
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gles_availability, \
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extension_suffixes, extension_names)
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#define COGL_EXT_FUNCTION(ret, name, args) \
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gles2_ctx->vtable->name = ctx->name;
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#define COGL_EXT_END()
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#include "gl-prototypes/cogl-gles2-functions.h"
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#undef COGL_EXT_BEGIN
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#undef COGL_EXT_FUNCTION
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#undef COGL_EXT_END
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gles2_ctx->vtable->glBindFramebuffer = gl_bind_framebuffer_wrapper;
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gles2_ctx->vtable->glReadPixels = gl_read_pixels_wrapper;
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gles2_ctx->vtable->glCopyTexImage2D = gl_copy_tex_image_2d_wrapper;
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gles2_ctx->vtable->glCopyTexSubImage2D = gl_copy_tex_sub_image_2d_wrapper;
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return _cogl_gles2_context_object_new (gles2_ctx);
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}
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const CoglGLES2Vtable *
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cogl_gles2_context_get_vtable (CoglGLES2Context *gles2_ctx)
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{
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return gles2_ctx->vtable;
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}
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/* When drawing to a CoglFramebuffer from a separate context we have
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* to be able to allocate ancillary buffers for that context...
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*/
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static CoglGLES2Offscreen *
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_cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
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CoglGLES2Context *gles2_context,
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GError **error)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (offscreen);
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const CoglWinsysVtable *winsys;
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GError *internal_error = NULL;
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CoglGLES2Offscreen *gles2_offscreen;
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if (!framebuffer->allocated &&
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!cogl_framebuffer_allocate (framebuffer, error))
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{
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return NULL;
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}
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for (gles2_offscreen = gles2_context->foreign_offscreens.lh_first;
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gles2_offscreen;
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gles2_offscreen = gles2_offscreen->list_node.le_next)
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{
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if (gles2_offscreen->original_offscreen == offscreen)
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return gles2_offscreen;
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}
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winsys = _cogl_framebuffer_get_winsys (framebuffer);
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winsys->save_context (framebuffer->context);
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if (!winsys->set_gles2_context (gles2_context, &internal_error))
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{
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winsys->restore_context (framebuffer->context);
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g_error_free (internal_error);
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g_set_error (error, COGL_FRAMEBUFFER_ERROR,
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COGL_FRAMEBUFFER_ERROR_ALLOCATE,
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"Failed to bind gles2 context to create framebuffer");
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return NULL;
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}
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gles2_offscreen = g_slice_new0 (CoglGLES2Offscreen);
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if (!_cogl_framebuffer_try_creating_gl_fbo (gles2_context->context,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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&COGL_FRAMEBUFFER (offscreen)->config,
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offscreen->allocation_flags,
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&gles2_offscreen->gl_framebuffer))
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{
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winsys->restore_context (framebuffer->context);
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g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
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g_set_error (error, COGL_FRAMEBUFFER_ERROR,
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COGL_FRAMEBUFFER_ERROR_ALLOCATE,
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"Failed to create an OpenGL framebuffer object");
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return NULL;
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}
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winsys->restore_context (framebuffer->context);
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gles2_offscreen->original_offscreen = offscreen;
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COGL_LIST_INSERT_HEAD (&gles2_context->foreign_offscreens,
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gles2_offscreen,
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list_node);
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/* So we avoid building up an ever growing collection of ancillary
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* buffers for wrapped framebuffers, we make sure that the wrappers
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* get freed when the original offscreen framebuffer is freed. */
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cogl_object_set_user_data (COGL_OBJECT (framebuffer),
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&offscreen_wrapper_key,
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gles2_offscreen,
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(CoglUserDataDestroyCallback)
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_cogl_gles2_offscreen_free);
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return gles2_offscreen;
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}
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CoglBool
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cogl_push_gles2_context (CoglContext *ctx,
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CoglGLES2Context *gles2_ctx,
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CoglFramebuffer *read_buffer,
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CoglFramebuffer *write_buffer,
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GError **error)
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{
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const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
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GError *internal_error = NULL;
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_COGL_RETURN_VAL_IF_FAIL (gles2_ctx != NULL, FALSE);
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/* The read/write buffers are properties of the gles2 context and we
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* don't currently track the read/write buffers as part of the stack
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* entries so we explicitly don't allow the same context to be
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* pushed multiple times. */
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if (g_queue_find (&ctx->gles2_context_stack, gles2_ctx))
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{
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g_critical ("Pushing the same GLES2 context multiple times isn't "
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"supported");
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return FALSE;
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}
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if (ctx->gles2_context_stack.length == 0)
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{
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_cogl_journal_flush (read_buffer->journal);
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if (write_buffer != read_buffer)
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_cogl_journal_flush (write_buffer->journal);
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winsys->save_context (ctx);
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}
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else
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gles2_ctx->vtable->glFlush ();
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if (gles2_ctx->read_buffer != read_buffer)
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{
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if (cogl_is_offscreen (read_buffer))
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{
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gles2_ctx->gles2_read_buffer =
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_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (read_buffer),
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gles2_ctx,
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error);
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/* XXX: what consistency guarantees should this api have?
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*
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* It should be safe to return at this point but we provide
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* no guarantee to the caller whether their given buffers
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* may be referenced and old buffers unreferenced even
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* if the _push fails. */
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if (!gles2_ctx->gles2_read_buffer)
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return FALSE;
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}
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else
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gles2_ctx->gles2_read_buffer = NULL;
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if (gles2_ctx->read_buffer)
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cogl_object_unref (gles2_ctx->read_buffer);
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gles2_ctx->read_buffer = cogl_object_ref (read_buffer);
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}
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if (gles2_ctx->write_buffer != write_buffer)
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{
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if (cogl_is_offscreen (write_buffer))
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{
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gles2_ctx->gles2_write_buffer =
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_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (write_buffer),
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gles2_ctx,
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error);
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/* XXX: what consistency guarantees should this api have?
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*
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* It should be safe to return at this point but we provide
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* no guarantee to the caller whether their given buffers
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* may be referenced and old buffers unreferenced even
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* if the _push fails. */
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if (!gles2_ctx->gles2_write_buffer)
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return FALSE;
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}
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else
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gles2_ctx->gles2_write_buffer = NULL;
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if (gles2_ctx->write_buffer)
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cogl_object_unref (gles2_ctx->write_buffer);
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gles2_ctx->write_buffer = cogl_object_ref (write_buffer);
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}
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if (!winsys->set_gles2_context (gles2_ctx, &internal_error))
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{
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winsys->restore_context (ctx);
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g_error_free (internal_error);
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g_set_error (error, COGL_GLES2_CONTEXT_ERROR,
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COGL_GLES2_CONTEXT_ERROR_DRIVER,
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"Driver failed to make GLES2 context current");
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return FALSE;
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}
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g_queue_push_tail (&ctx->gles2_context_stack, gles2_ctx);
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/* The last time this context was pushed may have been with a
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* different offscreen draw framebuffer and so if GL framebuffer 0
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* is bound for this GLES2 context we may need to bind a new,
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* corresponding, window system framebuffer... */
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if (gles2_ctx->current_fbo_handle == 0)
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{
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if (cogl_is_offscreen (gles2_ctx->write_buffer))
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{
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CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
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GLuint handle = write->gl_framebuffer.fbo_handle;
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gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER, handle);
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}
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}
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current_gles2_context = gles2_ctx;
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/* If this is the first time this gles2 context has been used then
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* we'll force the viewport and scissor to the right size. GL has
|
|
* the semantics that the viewport and scissor default to the size
|
|
* of the first surface the context is used with. If the first
|
|
* CoglFramebuffer that this context is used with is an offscreen,
|
|
* then the surface from GL's point of view will be the 1x1 dummy
|
|
* surface so the viewport will be wrong. Therefore we just override
|
|
* the default viewport and scissor here */
|
|
if (!gles2_ctx->has_been_bound)
|
|
{
|
|
int fb_width = cogl_framebuffer_get_width (write_buffer);
|
|
int fb_height = cogl_framebuffer_get_height (write_buffer);
|
|
|
|
gles2_ctx->vtable->glViewport (0, 0, /* x/y */
|
|
fb_width, fb_height);
|
|
gles2_ctx->vtable->glScissor (0, 0, /* x/y */
|
|
fb_width, fb_height);
|
|
gles2_ctx->has_been_bound = TRUE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
CoglGLES2Vtable *
|
|
cogl_gles2_get_current_vtable (void)
|
|
{
|
|
return current_gles2_context ? current_gles2_context->vtable : NULL;
|
|
}
|
|
|
|
void
|
|
cogl_pop_gles2_context (CoglContext *ctx)
|
|
{
|
|
CoglGLES2Context *gles2_ctx;
|
|
const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
|
|
|
|
_COGL_RETURN_IF_FAIL (ctx->gles2_context_stack.length > 0);
|
|
|
|
g_queue_pop_tail (&ctx->gles2_context_stack);
|
|
|
|
gles2_ctx = g_queue_peek_tail (&ctx->gles2_context_stack);
|
|
|
|
if (gles2_ctx)
|
|
{
|
|
winsys->set_gles2_context (gles2_ctx, NULL);
|
|
current_gles2_context = gles2_ctx;
|
|
}
|
|
else
|
|
{
|
|
winsys->restore_context (ctx);
|
|
current_gles2_context = NULL;
|
|
}
|
|
}
|
|
|
|
CoglTexture2D *
|
|
cogl_gles2_texture_2d_new_from_handle (CoglContext *ctx,
|
|
CoglGLES2Context *gles2_ctx,
|
|
unsigned int handle,
|
|
int width,
|
|
int height,
|
|
CoglPixelFormat internal_format,
|
|
GError **error)
|
|
{
|
|
return cogl_texture_2d_new_from_foreign (ctx,
|
|
handle,
|
|
width,
|
|
height,
|
|
internal_format,
|
|
error);
|
|
}
|
|
|
|
CoglBool
|
|
cogl_gles2_texture_get_handle (CoglTexture *texture,
|
|
unsigned int *handle,
|
|
unsigned int *target)
|
|
{
|
|
return cogl_texture_get_gl_texture (texture, handle, target);
|
|
}
|