mutter/cogl/cogl-framebuffer-private.h
Robert Bragg e9f721216e Add _primitive_draw to replace _framebuffer_draw_primitive
When splitting out the CoglPath api we saw that we would be left with
inconsistent drawing apis if the drawing apis in core Cogl were lumped
into the cogl_framebuffer_ api considering other Cogl sub-libraries or
that others will want to create higher level drawing apis outside of
Cogl but can't use the same namespace.

So that we can aim for a more consistent style this adds a
cogl_primitive_draw() api, comparable to cogl_path_fill() or
cogl_pango_show_layout() that's intended to replace
cogl_framebuffer_draw_primitive()

Note: the attribute and rectangle drawing apis are still in the
cogl_framebuffer_ namespace and this might potentially change but in
these cases there is no single object representing the thing being drawn
so it seems a more reasonable they they live in the framebuffer
namespace for now.

Note: the cogl_framebuffer_draw_primitive() api isn't removed by this
patch so it can more conveniently be cherry picked to the 1.16 branch so
we can mark it deprecated for a short while. Even though it's marked as
experimental api we know that there are people using the api so we'd
like to give them a chance to switch to the new api.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48)

Conflicts:
	cogl-pango/cogl-pango-display-list.c
	cogl/Makefile.am
	cogl/cogl-framebuffer.c
	cogl/cogl-pipeline-layer-state.h
	cogl/cogl2-path.c
	cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-29 18:31:36 +01:00

488 lines
16 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/>.
*
*
*/
#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
#define __COGL_FRAMEBUFFER_PRIVATE_H
#include "cogl-object-private.h"
#include "cogl-matrix-stack-private.h"
#include "cogl-clip-state-private.h"
#include "cogl-journal-private.h"
#include "cogl-winsys-private.h"
#include "cogl-attribute-private.h"
#include "cogl-offscreen.h"
#include "cogl-gl-header.h"
#ifdef COGL_HAS_XLIB_SUPPORT
#include <X11/Xlib.h>
#endif
#ifdef COGL_HAS_GLX_SUPPORT
#include <GL/glx.h>
#include <GL/glxext.h>
#endif
typedef enum _CoglFramebufferType {
COGL_FRAMEBUFFER_TYPE_ONSCREEN,
COGL_FRAMEBUFFER_TYPE_OFFSCREEN
} CoglFramebufferType;
typedef struct
{
CoglSwapChain *swap_chain;
CoglBool need_stencil;
int samples_per_pixel;
CoglBool swap_throttled;
CoglBool depth_texture_enabled;
} CoglFramebufferConfig;
/* Flags to pass to _cogl_offscreen_new_to_texture_full */
typedef enum
{
COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
} CoglOffscreenFlags;
/* XXX: The order of these indices determines the order they are
* flushed.
*
* Flushing clip state may trash the modelview and projection matrices
* so we must do it before flushing the matrices.
*/
typedef enum _CoglFramebufferStateIndex
{
COGL_FRAMEBUFFER_STATE_INDEX_BIND = 0,
COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT = 1,
COGL_FRAMEBUFFER_STATE_INDEX_CLIP = 2,
COGL_FRAMEBUFFER_STATE_INDEX_DITHER = 3,
COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW = 4,
COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION = 5,
COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK = 6,
COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING = 7,
COGL_FRAMEBUFFER_STATE_INDEX_MAX = 8
} CoglFramebufferStateIndex;
typedef enum _CoglFramebufferState
{
COGL_FRAMEBUFFER_STATE_BIND = 1<<0,
COGL_FRAMEBUFFER_STATE_VIEWPORT = 1<<1,
COGL_FRAMEBUFFER_STATE_CLIP = 1<<2,
COGL_FRAMEBUFFER_STATE_DITHER = 1<<3,
COGL_FRAMEBUFFER_STATE_MODELVIEW = 1<<4,
COGL_FRAMEBUFFER_STATE_PROJECTION = 1<<5,
COGL_FRAMEBUFFER_STATE_COLOR_MASK = 1<<6,
COGL_FRAMEBUFFER_STATE_FRONT_FACE_WINDING = 1<<7
} CoglFramebufferState;
#define COGL_FRAMEBUFFER_STATE_ALL ((1<<COGL_FRAMEBUFFER_STATE_INDEX_MAX) - 1)
/* Private flags that can internally be added to CoglReadPixelsFlags */
typedef enum
{
/* If this is set then the data will not be flipped to compensate
for GL's upside-down coordinate system but instead will be left
in whatever order GL gives us (which will depend on whether the
framebuffer is offscreen or not) */
COGL_READ_PIXELS_NO_FLIP = 1L << 30
} CoglPrivateReadPixelsFlags;
typedef struct
{
int red;
int blue;
int green;
int alpha;
int depth;
int stencil;
} CoglFramebufferBits;
struct _CoglFramebuffer
{
CoglObject _parent;
CoglContext *context;
CoglFramebufferType type;
/* The user configuration before allocation... */
CoglFramebufferConfig config;
int width;
int height;
/* Format of the pixels in the framebuffer (including the expected
premult state) */
CoglPixelFormat format;
CoglBool allocated;
CoglMatrixStack *modelview_stack;
CoglMatrixStack *projection_stack;
float viewport_x;
float viewport_y;
float viewport_width;
float viewport_height;
int viewport_age;
int viewport_age_for_scissor_workaround;
CoglClipState clip_state;
CoglBool dither_enabled;
CoglColorMask color_mask;
/* We journal the textured rectangles we want to submit to OpenGL so
* we have an oppertunity to batch them together into less draw
* calls. */
CoglJournal *journal;
/* The scene of a given framebuffer may depend on images in other
* framebuffers... */
GList *deps;
/* As part of an optimization for reading-back single pixels from a
* framebuffer in some simple cases where the geometry is still
* available in the journal we need to track the bounds of the last
* region cleared, its color and we need to track when something
* does in fact draw to that region so it is no longer clear.
*/
float clear_color_red;
float clear_color_green;
float clear_color_blue;
float clear_color_alpha;
int clear_clip_x0;
int clear_clip_y0;
int clear_clip_x1;
int clear_clip_y1;
CoglBool clear_clip_dirty;
/* Whether something has been drawn to the buffer since the last
* swap buffers or swap region. */
CoglBool mid_scene;
/* driver specific */
CoglBool dirty_bitmasks;
CoglFramebufferBits bits;
int samples_per_pixel;
};
typedef enum {
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL = 1L<<0,
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH = 1L<<1,
COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL = 1L<<2
} CoglOffscreenAllocateFlags;
typedef struct _CoglGLFramebuffer
{
GLuint fbo_handle;
GList *renderbuffers;
int samples_per_pixel;
} CoglGLFramebuffer;
struct _CoglOffscreen
{
CoglFramebuffer _parent;
CoglGLFramebuffer gl_framebuffer;
CoglTexture *texture;
int texture_level;
int texture_level_width;
int texture_level_height;
CoglTexture *depth_texture;
CoglOffscreenAllocateFlags allocation_flags;
/* FIXME: _cogl_offscreen_new_to_texture_full should be made to use
* fb->config to configure if we want a depth or stencil buffer so
* we can get rid of these flags */
CoglOffscreenFlags create_flags;
};
void
_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
CoglContext *ctx,
CoglFramebufferType type,
CoglPixelFormat format,
int width,
int height);
void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
const CoglWinsysVtable *
_cogl_framebuffer_get_winsys (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_clear_without_flush4f (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha);
void
_cogl_framebuffer_mark_mid_scene (CoglFramebuffer *framebuffer);
CoglClipState *
_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer);
/*
* _cogl_framebuffer_get_clip_stack:
* @framebuffer: A #CoglFramebuffer
*
* Gets a pointer to the current clip stack. This can be used to later
* return to the same clip stack state with
* _cogl_framebuffer_set_clip_stack(). A reference is not taken on the
* stack so if you want to keep it you should call
* _cogl_clip_stack_ref().
*
* Return value: a pointer to the @framebuffer clip stack.
*/
CoglClipStack *
_cogl_framebuffer_get_clip_stack (CoglFramebuffer *framebuffer);
/*
* _cogl_framebuffer_set_clip_stack:
* @framebuffer: A #CoglFramebuffer
* @stack: a pointer to the replacement clip stack
*
* Replaces the @framebuffer clip stack with @stack.
*/
void
_cogl_framebuffer_set_clip_stack (CoglFramebuffer *framebuffer,
CoglClipStack *stack);
CoglMatrixStack *
_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
CoglMatrixStack *
_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer,
CoglFramebuffer *dependency);
void
_cogl_framebuffer_remove_all_dependencies (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer,
CoglFramebufferState state);
CoglFramebuffer *
_cogl_get_read_framebuffer (void);
GSList *
_cogl_create_framebuffer_stack (void);
void
_cogl_free_framebuffer_stack (GSList *stack);
/*
* _cogl_offscreen_new_to_texture_full:
* @texture: A #CoglTexture pointer
* @create_flags: Flags specifying how to create the FBO
* @level: The mipmap level within the texture to target
*
* Creates a new offscreen buffer which will target the given
* texture. By default the buffer will have a depth and stencil
* buffer. This can be disabled by passing
* %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags.
*
* Return value: the new CoglOffscreen object.
*/
CoglOffscreen *
_cogl_offscreen_new_to_texture_full (CoglTexture *texture,
CoglOffscreenFlags create_flags,
int level);
/*
* _cogl_push_framebuffers:
* @draw_buffer: A pointer to the buffer used for drawing
* @read_buffer: A pointer to the buffer used for reading back pixels
*
* Redirects drawing and reading to the specified framebuffers as in
* cogl_push_framebuffer() except that it allows the draw and read
* buffer to be different. The buffers are pushed as a pair so that
* they can later both be restored with a single call to
* cogl_pop_framebuffer().
*/
void
_cogl_push_framebuffers (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer);
/*
* _cogl_blit_framebuffer:
* @src: The source #CoglFramebuffer
* @dest: The destination #CoglFramebuffer
* @src_x: Source x position
* @src_y: Source y position
* @dst_x: Destination x position
* @dst_y: Destination y position
* @width: Width of region to copy
* @height: Height of region to copy
*
* This blits a region of the color buffer of the current draw buffer
* to the current read buffer. The draw and read buffers can be set up
* using _cogl_push_framebuffers(). This function should only be
* called if the COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT feature is
* advertised. The two buffers must both be offscreen and have the
* same format.
*
* Note that this function differs a lot from the glBlitFramebuffer
* function provided by the GL_EXT_framebuffer_blit extension. Notably
* it doesn't support having different sizes for the source and
* destination rectangle. This isn't supported by the corresponding
* GL_ANGLE_framebuffer_blit extension on GLES2.0 and it doesn't seem
* like a particularly useful feature. If the application wanted to
* scale the results it may make more sense to draw a primitive
* instead.
*
* We can only really support blitting between two offscreen buffers
* for this function on GLES2.0. This is because we effectively render
* upside down to offscreen buffers to maintain Cogl's representation
* of the texture coordinate system where 0,0 is the top left of the
* texture. If we were to blit from an offscreen to an onscreen buffer
* then we would need to mirror the blit along the x-axis but the GLES
* extension does not support this.
*
* The GL function is documented to be affected by the scissor. This
* function therefore ensure that an empty clip stack is flushed
* before performing the blit which means the scissor is effectively
* ignored.
*
* The function also doesn't support specifying the buffers to copy
* and instead only the color buffer is copied. When copying the depth
* or stencil buffers the extension on GLES2.0 only supports copying
* the full buffer which would be awkward to document with this
* API. If we wanted to support that feature it may be better to have
* a separate function to copy the entire buffer for a given mask.
*/
void
_cogl_blit_framebuffer (CoglFramebuffer *src,
CoglFramebuffer *dest,
int src_x,
int src_y,
int dst_x,
int dst_y,
int width,
int height);
void
_cogl_framebuffer_push_projection (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_pop_projection (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_save_clip_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_restore_clip_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_unref (CoglFramebuffer *framebuffer);
/* This can be called directly by the CoglJournal to draw attributes
* skipping the implicit journal flush, the framebuffer flush and
* pipeline validation. */
void
_cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags);
void
_cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags);
gboolean
_cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
CoglTexture *texture,
int texture_level,
int texture_level_width,
int texture_level_height,
CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer);
unsigned long
_cogl_framebuffer_compare (CoglFramebuffer *a,
CoglFramebuffer *b,
unsigned long state);
static inline CoglMatrixEntry *
_cogl_framebuffer_get_modelview_entry (CoglFramebuffer *framebuffer)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
return modelview_stack->last_entry;
}
static inline CoglMatrixEntry *
_cogl_framebuffer_get_projection_entry (CoglFramebuffer *framebuffer)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
return projection_stack->last_entry;
}
CoglBool
_cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer,
int x,
int y,
CoglReadPixelsFlags source,
CoglBitmap *bitmap,
CoglError **error);
/*
* _cogl_framebuffer_get_stencil_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of stencil bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 2.0
* Stability: unstable
*/
int
_cogl_framebuffer_get_stencil_bits (CoglFramebuffer *framebuffer);
#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */