mutter/cogl/driver/gles/cogl-fbo.c
Robert Bragg eed2479556 [cogl] Removes the cogl-current-matrix abstraction
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API.  Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.

This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API.  All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
2009-10-20 12:32:50 +01:00

340 lines
9.6 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-fbo.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-gles2-wrapper.h"
#ifdef HAVE_COGL_GLES2
static void _cogl_offscreen_free (CoglFbo *fbo);
COGL_HANDLE_DEFINE (Fbo, offscreen);
CoglHandle
cogl_offscreen_new_to_texture (CoglHandle texhandle)
{
CoglFbo *fbo;
int width;
int height;
GLuint tex_gl_handle;
GLenum tex_gl_target;
GLuint fbo_gl_handle;
GLuint gl_stencil_handle;
GLenum status;
_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;
/* Pick the single texture slice width, height and GL id */
width = cogl_texture_get_width (texhandle);
height = cogl_texture_get_height (texhandle);
if (!cogl_texture_get_gl_texture (texhandle, &tex_gl_handle, &tex_gl_target))
return COGL_INVALID_HANDLE;
if (tex_gl_target != GL_TEXTURE_2D)
return COGL_INVALID_HANDLE;
/* Create a renderbuffer for stenciling */
GE( glGenRenderbuffers (1, &gl_stencil_handle) );
GE( glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle) );
GE( glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
cogl_texture_get_width (texhandle),
cogl_texture_get_height (texhandle)) );
GE( glBindRenderbuffer (GL_RENDERBUFFER, 0) );
/* Generate framebuffer */
glGenFramebuffers (1, &fbo_gl_handle);
GE( glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle) );
GE( glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle, 0) );
GE( glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_stencil_handle) );
/* Make sure it's complete */
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
/* Stencil renderbuffers aren't always supported. Try again
without the stencil buffer */
GE( glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
0) );
GE( glDeleteRenderbuffers (1, &gl_stencil_handle) );
gl_stencil_handle = 0;
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
/* Still failing, so give up */
GE( glDeleteFramebuffers (1, &fbo_gl_handle) );
GE( glBindFramebuffer (GL_FRAMEBUFFER, 0) );
return COGL_INVALID_HANDLE;
}
}
GE( glBindFramebuffer (GL_FRAMEBUFFER, 0) );
/* Allocate and init a CoglFbo object (store non-wasted size
for subsequent blits and viewport setup) */
fbo = (CoglFbo*) g_malloc (sizeof (CoglFbo));
fbo->width = width;
fbo->height = height;
fbo->gl_handle = fbo_gl_handle;
fbo->gl_stencil_handle = gl_stencil_handle;
return _cogl_offscreen_handle_new (fbo);
}
static void
_cogl_offscreen_free (CoglFbo *fbo)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Frees FBO resources but its handle is not
released! Do that separately before this! */
if (fbo->gl_stencil_handle)
GE( glDeleteRenderbuffers (1, &fbo->gl_stencil_handle) );
GE( glDeleteFramebuffers (1, &fbo->gl_handle) );
g_free (fbo);
}
void
cogl_set_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
{
CoglFbo *fbo = NULL;
CoglDrawBufferState *draw_buffer;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_assert (ctx->draw_buffer_stack != NULL);
draw_buffer = ctx->draw_buffer_stack->data;
if (target == COGL_OFFSCREEN_BUFFER)
{
GLboolean scissor_enabled;
GLint scissor_box[4];
/* Make sure it is a valid fbo handle */
if (!cogl_is_offscreen (offscreen))
return;
fbo = _cogl_offscreen_pointer_from_handle (offscreen);
/* Check current draw buffer target */
if (draw_buffer->target != COGL_OFFSCREEN_BUFFER)
{
/* Push the viewport and matrix setup if redirecting
from a non-screen buffer */
GE( glGetIntegerv (GL_VIEWPORT, ctx->drv.viewport_store) );
_cogl_matrix_stack_push (ctx->projection_stack);
_cogl_matrix_stack_load_identity (ctx->projection_stack);
_cogl_matrix_stack_push (ctx->modelview_stack);
_cogl_matrix_stack_load_identity (ctx->modelview_stack);
}
else
{
/* Override viewport and matrix setup if redirecting
from another offscreen buffer */
_cogl_matrix_stack_load_identity (ctx->projection_stack);
_cogl_matrix_stack_load_identity (ctx->modelview_stack);
}
/* Setup new viewport and matrices */
GE( glViewport (0, 0, fbo->width, fbo->height) );
_cogl_matrix_stack_translate (ctx->modelview_stack, -1.0f, -1.0f, 0.0f);
_cogl_matrix_stack_scale (ctx->modelview_stack,
2.0f / fbo->width, 2.0f / fbo->height, 1.0f);
/* Bind offscreen framebuffer object */
GE( glBindFramebuffer (GL_FRAMEBUFFER, fbo->gl_handle) );
GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
/* Some implementation require a clear before drawing
to an fbo. Luckily it is affected by scissor test. */
/* FIXME: test where exactly this is needed end whether
a glClear with 0 argument is enough */
scissor_enabled = glIsEnabled (GL_SCISSOR_TEST);
GE( glGetIntegerv (GL_SCISSOR_BOX, scissor_box) );
GE( glScissor (0, 0, 0, 0) );
GE( glEnable (GL_SCISSOR_TEST) );
GE( glClear (GL_COLOR_BUFFER_BIT) );
if (!scissor_enabled)
glDisable (GL_SCISSOR_TEST);
glScissor (scissor_box[0], scissor_box[1],
scissor_box[2], scissor_box[3]);
}
else if (target & COGL_WINDOW_BUFFER)
{
/* Check current draw buffer target */
if (draw_buffer->target == COGL_OFFSCREEN_BUFFER)
{
/* Pop viewport and matrices if redirecting back
from an offscreen buffer */
GE( glViewport (ctx->drv.viewport_store[0],
ctx->drv.viewport_store[1],
ctx->drv.viewport_store[2],
ctx->drv.viewport_store[3]) );
_cogl_matrix_stack_pop (ctx->projection_stack);
_cogl_matrix_stack_pop (ctx->modelview_stack);
}
/* Bind window framebuffer object */
GE( glBindFramebuffer (GL_FRAMEBUFFER, 0) );
}
/* Store new target */
draw_buffer->target = target;
if (draw_buffer->offscreen != offscreen)
{
if (draw_buffer->offscreen != COGL_INVALID_HANDLE)
cogl_handle_unref (draw_buffer->offscreen);
if (offscreen != COGL_INVALID_HANDLE)
cogl_handle_ref (offscreen);
draw_buffer->offscreen = offscreen;
}
}
void
cogl_push_draw_buffer(void)
{
CoglDrawBufferState *old;
CoglDrawBufferState *draw_buffer;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_assert (ctx->draw_buffer_stack != NULL);
old = ctx->draw_buffer_stack->data;
draw_buffer = g_slice_new0 (CoglDrawBufferState);
*draw_buffer = *old;
ctx->draw_buffer_stack =
g_slist_prepend (ctx->draw_buffer_stack, draw_buffer);
}
void
cogl_pop_draw_buffer(void)
{
CoglDrawBufferState *to_pop;
CoglDrawBufferState *to_restore;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_assert (ctx->draw_buffer_stack != NULL);
if (ctx->draw_buffer_stack->next == NULL)
{
g_warning ("1 more cogl_pop_draw_buffer() than cogl_push_draw_buffer()");
return;
}
to_pop = ctx->draw_buffer_stack->data;
to_restore = ctx->draw_buffer_stack->next->data;
/* the logic in cogl_set_draw_buffer() only works if
* to_pop is still on top of the stack, because
* cogl_set_draw_buffer() needs to know the previous
* state.
*/
cogl_set_draw_buffer (to_restore->target, to_restore->offscreen);
/* cogl_set_draw_buffer() should have set top of stack
* to to_restore
*/
g_assert (to_restore->target == to_pop->target);
g_assert (to_restore->offscreen == to_pop->offscreen);
g_assert (ctx->draw_buffer_stack->data == to_pop);
ctx->draw_buffer_stack =
g_slist_remove_link (ctx->draw_buffer_stack,
ctx->draw_buffer_stack);
g_slice_free (CoglDrawBufferState, to_pop);
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
gboolean
cogl_is_offscreen (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_offscreen_new_to_texture (CoglHandle texhandle)
{
return COGL_INVALID_HANDLE;
}
CoglHandle
cogl_offscreen_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_offscreen_unref (CoglHandle handle)
{
}
void
cogl_set_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
{
}
#endif /* HAVE_COGL_GLES2 */