mutter/cogl/cogl-framebuffer.c
Robert Bragg a4e50b5ea5 framebuffer: Move clear code to cogl-framebuffer.c
This moves the implementation of cogl_clear into cogl-framebuffer.c as
two new internal functions _cogl_framebuffer_clear and
_cogl_framebuffer_clear4f. It's not clear if this is what the API will
look like as we make more of the CoglFramebuffer API public due to the
limitations of using flags to identify buffers when framebuffers may
contain any number of ancillary buffers but conceptually it makes some
sense to tie the operation of clearing a color buffer to a framebuffer.

The short term intention is to enable tracking the current clear color
as a property of the framebuffer as part of an optimization for reading
back single pixels when the geometry is simple enough that we can
compute the result quickly on the CPU. (If the point doesn't intersect
any geometry we'll need to return the last clear color.)
2011-01-21 16:18:09 +00:00

995 lines
30 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-debug.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-object-private.h"
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-clip-stack.h"
#include "cogl-journal-private.h"
#ifndef HAVE_COGL_GLES2
#define glGenRenderbuffers ctx->drv.pf_glGenRenderbuffers
#define glDeleteRenderbuffers ctx->drv.pf_glDeleteRenderbuffers
#define glBindRenderbuffer ctx->drv.pf_glBindRenderbuffer
#define glRenderbufferStorage ctx->drv.pf_glRenderbufferStorage
#define glGenFramebuffers ctx->drv.pf_glGenFramebuffers
#define glBindFramebuffer ctx->drv.pf_glBindFramebuffer
#define glFramebufferTexture2D ctx->drv.pf_glFramebufferTexture2D
#define glFramebufferRenderbuffer ctx->drv.pf_glFramebufferRenderbuffer
#define glCheckFramebufferStatus ctx->drv.pf_glCheckFramebufferStatus
#define glDeleteFramebuffers ctx->drv.pf_glDeleteFramebuffers
#define glGetFramebufferAttachmentParameteriv \
ctx->drv.pf_glGetFramebufferAttachmentParameteriv
#endif
#ifndef GL_FRAMEBUFFER
#define GL_FRAMEBUFFER 0x8D40
#endif
#ifndef GL_RENDERBUFFER
#define GL_RENDERBUFFER 0x8D41
#endif
#ifndef GL_STENCIL_ATTACHMENT
#define GL_STENCIL_ATTACHMENT 0x8D00
#endif
#ifndef GL_COLOR_ATTACHMENT0
#define GL_COLOR_ATTACHMENT0 0x8CE0
#endif
#ifndef GL_FRAMEBUFFER_COMPLETE
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#endif
#ifndef GL_STENCIL_INDEX8
#define GL_STENCIL_INDEX8 0x8D48
#endif
#ifndef GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL 0x84F9
#endif
#ifndef GL_DEPTH_ATTACHMENT
#define GL_DEPTH_ATTACHMENT 0x8D00
#endif
#ifndef GL_DEPTH_COMPONENT16
#define GL_DEPTH_COMPONENT16 0x81A5
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#endif
#ifndef GL_FRAMEBUFFER_ATTCHMENT_DEPTH_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#endif
typedef enum {
_TRY_DEPTH_STENCIL = 1L<<0,
_TRY_DEPTH = 1L<<1,
_TRY_STENCIL = 1L<<2
} TryFBOFlags;
static void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
static void _cogl_onscreen_free (CoglOnscreen *onscreen);
static void _cogl_offscreen_free (CoglOffscreen *offscreen);
COGL_OBJECT_INTERNAL_DEFINE (Onscreen, onscreen);
COGL_OBJECT_DEFINE (Offscreen, offscreen);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (offscreen);
/* XXX:
* The CoglObject macros don't support any form of inheritance, so for
* now we implement the CoglObject support for the CoglFramebuffer
* abstract class manually.
*/
gboolean
_cogl_is_framebuffer (void *object)
{
CoglHandleObject *obj = object;
if (obj == NULL)
return FALSE;
return obj->klass->type == _cogl_handle_onscreen_get_type ()
|| obj->klass->type == _cogl_handle_offscreen_get_type ();
}
static void
_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
CoglFramebufferType type,
CoglPixelFormat format,
int width,
int height)
{
framebuffer->type = type;
framebuffer->width = width;
framebuffer->height = height;
framebuffer->format = format;
framebuffer->viewport_x = 0;
framebuffer->viewport_y = 0;
framebuffer->viewport_width = width;
framebuffer->viewport_height = height;
framebuffer->modelview_stack = _cogl_matrix_stack_new ();
framebuffer->projection_stack = _cogl_matrix_stack_new ();
framebuffer->dirty_bitmasks = TRUE;
/* Initialise the clip stack */
_cogl_clip_state_init (&framebuffer->clip_state);
}
void
_cogl_framebuffer_free (CoglFramebuffer *framebuffer)
{
_cogl_clip_state_destroy (&framebuffer->clip_state);
cogl_object_unref (framebuffer->modelview_stack);
framebuffer->modelview_stack = NULL;
cogl_object_unref (framebuffer->projection_stack);
framebuffer->projection_stack = NULL;
}
/* This version of cogl_clear can be used internally as an alternative
* to avoid flushing the journal or the framebuffer state. This is
* needed when doing operations that may be called whiling flushing
* the journal */
void
_cogl_clear4f (unsigned long buffers,
float red,
float green,
float blue,
float alpha)
{
GLbitfield gl_buffers = 0;
if (buffers & COGL_BUFFER_BIT_COLOR)
{
GE( glClearColor (red, green, blue, alpha) );
gl_buffers |= GL_COLOR_BUFFER_BIT;
}
if (buffers & COGL_BUFFER_BIT_DEPTH)
gl_buffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
gl_buffers |= GL_STENCIL_BUFFER_BIT;
if (!gl_buffers)
{
static gboolean shown = FALSE;
if (!shown)
{
g_warning ("You should specify at least one auxiliary buffer "
"when calling cogl_clear");
}
return;
}
GE (glClear (gl_buffers));
}
void
_cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha)
{
COGL_NOTE (DRAW, "Clear begin");
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (framebuffer, 0);
_cogl_clear4f (buffers, red, green, blue, alpha);;
/* This is a debugging variable used to visually display the quad
* batches from the journal. It is reset here to increase the
* chances of getting the same colours for each frame during an
* animation */
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_RECTANGLES) &&
buffers & COGL_BUFFER_BIT_COLOR)
{
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
ctxt->journal_rectangles_color = 1;
}
COGL_NOTE (DRAW, "Clear end");
}
/* XXX: We'll need to consider if this API is a good approach for the
* planned, public, CoglFramebuffer API. A framebuffer may have
* multiple color buffers associated with it and the user may want to
* only clear a subset of those buffers. Flags aren't a great
* mechanism for handling this, but I don't think it would be very
* convenient if you had to explicitly enumerate the individual
* ancillary buffers to clear them.
*
* My current expectation is that we'll keep this flag based API but
* also add a way to enumerate the individual color buffers for
* clearing individually.
*
* Note: the 'buffers' and 'color' arguments were switched around on
* purpose compared to the original cogl_clear API since it was odd
* that you would be expected to specify a color before even
* necessarily choosing to clear the color buffer.
*/
void
_cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
const CoglColor *color)
{
_cogl_framebuffer_clear4f (framebuffer, buffers,
cogl_color_get_red_float (color),
cogl_color_get_green_float (color),
cogl_color_get_blue_float (color),
cogl_color_get_alpha_float (color));
}
int
_cogl_framebuffer_get_width (CoglFramebuffer *framebuffer)
{
return framebuffer->width;
}
int
_cogl_framebuffer_get_height (CoglFramebuffer *framebuffer)
{
return framebuffer->height;
}
CoglClipState *
_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer)
{
return &framebuffer->clip_state;
}
void
_cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (framebuffer->viewport_x == x &&
framebuffer->viewport_y == y &&
framebuffer->viewport_width == width &&
framebuffer->viewport_height == height)
return;
_cogl_journal_flush ();
framebuffer->viewport_x = x;
framebuffer->viewport_y = y;
framebuffer->viewport_width = width;
framebuffer->viewport_height = height;
if (_cogl_get_framebuffer () == framebuffer)
ctx->dirty_gl_viewport = TRUE;
}
int
_cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer)
{
return framebuffer->viewport_x;
}
int
_cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer)
{
return framebuffer->viewport_y;
}
int
_cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer)
{
return framebuffer->viewport_width;
}
int
_cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer)
{
return framebuffer->viewport_height;
}
void
_cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer, int *viewport)
{
viewport[0] = framebuffer->viewport_x;
viewport[1] = framebuffer->viewport_y;
viewport[2] = framebuffer->viewport_width;
viewport[3] = framebuffer->viewport_height;
}
CoglMatrixStack *
_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer)
{
return framebuffer->modelview_stack;
}
CoglMatrixStack *
_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer)
{
return framebuffer->projection_stack;
}
static inline void
_cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (G_LIKELY (!framebuffer->dirty_bitmasks))
return;
#ifdef HAVE_COGL_GL
if (cogl_features_available (COGL_FEATURE_OFFSCREEN)
&& framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
{
GLenum attachment, pname;
attachment = GL_COLOR_ATTACHMENT0;
pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE;
GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->red_bits) );
pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE;
GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->green_bits) );
pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE;
GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->blue_bits) );
pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE;
GE( glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->alpha_bits) );
}
else
#endif /* HAVE_COGL_GL */
{
GE( glGetIntegerv (GL_RED_BITS, &framebuffer->red_bits) );
GE( glGetIntegerv (GL_GREEN_BITS, &framebuffer->green_bits) );
GE( glGetIntegerv (GL_BLUE_BITS, &framebuffer->blue_bits) );
GE( glGetIntegerv (GL_ALPHA_BITS, &framebuffer->alpha_bits) );
}
COGL_NOTE (OFFSCREEN,
"RGBA Bits for framebuffer[%p, %s]: %d, %d, %d, %d",
framebuffer,
framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN
? "offscreen"
: "onscreen",
framebuffer->red_bits,
framebuffer->blue_bits,
framebuffer->green_bits,
framebuffer->alpha_bits);
framebuffer->dirty_bitmasks = FALSE;
}
typedef struct
{
CoglHandle 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.
* The framebuffer state can't be changed while their are active entries, so flush
* first. */
_cogl_journal_flush ();
ctx->dirty_bound_framebuffer = 1;
/* Generate framebuffer */
glGenFramebuffers (1, &fbo_gl_handle);
GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
offscreen->fbo_handle = fbo_gl_handle;
GE (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 (glGenRenderbuffers (1, &gl_depth_stencil_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
data->level_width,
data->level_height));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_depth_stencil_handle));
GE (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 (glGenRenderbuffers (1, &gl_depth_handle));
GE (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 (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
data->level_width,
data->level_height));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (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 (glGenRenderbuffers (1, &gl_stencil_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
data->level_width,
data->level_height));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (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 = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
GSList *l;
GE (glDeleteFramebuffers (1, &fbo_gl_handle));
for (l = offscreen->renderbuffers; l; l = l->next)
{
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
GE (glDeleteRenderbuffers (1, &renderbuffer));
}
g_slist_free (offscreen->renderbuffers);
offscreen->renderbuffers = NULL;
return FALSE;
}
return TRUE;
}
CoglHandle
_cogl_offscreen_new_to_texture_full (CoglHandle texhandle,
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;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
return COGL_INVALID_HANDLE;
/* Make texhandle is a valid texture object */
if (!cogl_is_texture (texhandle))
return COGL_INVALID_HANDLE;
/* The texture must not be sliced */
if (cogl_texture_is_sliced (texhandle))
return COGL_INVALID_HANDLE;
data.texture = texhandle;
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 (texhandle);
data.level_height = cogl_texture_get_height (texhandle);
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 (data.level_width > 1)
data.level_width >>= 1;
if (data.level_height > 1)
data.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 (texhandle, GL_NEAREST, GL_NEAREST);
offscreen = g_new0 (CoglOffscreen, 1);
offscreen->texture = cogl_handle_ref (texhandle);
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
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;
}
if (fbo_created)
{
_cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
cogl_texture_get_format (texhandle),
data.level_width,
data.level_height);
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;
}
}
CoglHandle
cogl_offscreen_new_to_texture (CoglHandle texhandle)
{
return _cogl_offscreen_new_to_texture_full (texhandle, 0, 0);
}
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. */
/* FIXME: We are assuming onscreen buffers will always be
premultiplied so we'll set the premult flag on the bitmap
format. This will usually be correct because the result of the
default blending operations for Cogl ends up with premultiplied
data in the framebuffer. However it is possible for the
framebuffer to be in whatever format depending on what
CoglPipeline is used to render to it. Eventually we may want to
add a way for an application to inform Cogl that the framebuffer
is not premultiplied in case it is being used for some special
purpose. */
onscreen = g_new0 (CoglOnscreen, 1);
_cogl_framebuffer_init (COGL_FRAMEBUFFER (onscreen),
COGL_FRAMEBUFFER_TYPE_ONSCREEN,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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...
*/
if (!(flags & COGL_FRAMEBUFFER_FLUSH_SKIP_CLIP_STATE))
_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;
}