mutter/cogl/driver/gl/cogl-framebuffer-gl.c
Robert Bragg f53fb5e2e0 Allow propogation of OOM errors to apps
This allows apps to catch out-of-memory errors when allocating textures.

Textures can be pretty huge at times and so it's quite possible for an
application to try and allocate more memory than is available. It's also
very possible that the application can take some action in response to
reduce memory pressure (such as freeing up texture caches perhaps) so
we shouldn't just automatically abort like we do for trivial heap
allocations.

These public functions now take a CoglError argument so applications can
catch out of memory errors:

cogl_buffer_map
cogl_buffer_map_range
cogl_buffer_set_data
cogl_framebuffer_read_pixels_into_bitmap
cogl_pixel_buffer_new
cogl_texture_new_from_data
cogl_texture_new_from_bitmap

Note: we've been quite conservative with how many apis we let throw OOM
CoglErrors since we don't really want to put a burdon on developers to
be checking for errors with every cogl api call. So long as there is
some lower level api for apps to use that let them catch OOM errors
for everything necessary that's enough and we don't have to make more
convenient apis more awkward to use.

The main focus is on bitmaps and texture allocations since they
can be particularly large and prone to failing.

A new cogl_attribute_buffer_new_with_size() function has been added in
case developers need to catch OOM errors when allocating attribute buffers
whereby they can first use _buffer_new_with_size() (which doesn't take a
CoglError) followed by cogl_buffer_set_data() which will lazily allocate
the buffer storage and report OOM errors.

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

(cherry picked from commit f7735e141ad537a253b02afa2a8238f96340b978)

Note: since we can't break the API for Cogl 1.x then actually the main
purpose of cherry picking this patch is to keep in-line with changes
on the master branch so that we can easily cherry-pick patches.

All the api changes relating stable apis released on the 1.12 branch
have been reverted as part of cherry-picking this patch so this most
just applies all the internal plumbing changes that enable us to
correctly propagate OOM errors.
2013-01-22 17:48:07 +00:00

1102 lines
39 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2012 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-context-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-framebuffer-gl-private.h"
#include "cogl-buffer-gl-private.h"
#include "cogl-error-private.h"
#include <glib.h>
#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_DEPTH24_STENCIL8
#define GL_DEPTH24_STENCIL8 0x88F0
#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_ATTACHMENT_DEPTH_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#endif
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif
#ifndef GL_TEXTURE_SAMPLES_IMG
#define GL_TEXTURE_SAMPLES_IMG 0x9136
#endif
#ifndef GL_PACK_INVERT_MESA
#define GL_PACK_INVERT_MESA 0x8758
#endif
static void
_cogl_framebuffer_gl_flush_viewport_state (CoglFramebuffer *framebuffer)
{
float gl_viewport_y;
g_assert (framebuffer->viewport_width >=0 &&
framebuffer->viewport_height >=0);
/* 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(%f, %f, %f, %f)",
framebuffer->viewport_x,
gl_viewport_y,
framebuffer->viewport_width,
framebuffer->viewport_height);
GE (framebuffer->context,
glViewport (framebuffer->viewport_x,
gl_viewport_y,
framebuffer->viewport_width,
framebuffer->viewport_height));
}
static void
_cogl_framebuffer_gl_flush_clip_state (CoglFramebuffer *framebuffer)
{
CoglClipStack *stack = _cogl_clip_state_get_stack (&framebuffer->clip_state);
_cogl_clip_stack_flush (stack, framebuffer);
}
static void
_cogl_framebuffer_gl_flush_dither_state (CoglFramebuffer *framebuffer)
{
CoglContext *ctx = framebuffer->context;
if (ctx->current_gl_dither_enabled != framebuffer->dither_enabled)
{
if (framebuffer->dither_enabled)
GE (ctx, glEnable (GL_DITHER));
else
GE (ctx, glDisable (GL_DITHER));
ctx->current_gl_dither_enabled = framebuffer->dither_enabled;
}
}
static void
_cogl_framebuffer_gl_flush_modelview_state (CoglFramebuffer *framebuffer)
{
CoglMatrixEntry *modelview_entry =
_cogl_framebuffer_get_modelview_entry (framebuffer);
_cogl_context_set_current_modelview_entry (framebuffer->context,
modelview_entry);
}
static void
_cogl_framebuffer_gl_flush_projection_state (CoglFramebuffer *framebuffer)
{
CoglMatrixEntry *projection_entry =
_cogl_framebuffer_get_projection_entry (framebuffer);
_cogl_context_set_current_projection_entry (framebuffer->context,
projection_entry);
}
static void
_cogl_framebuffer_gl_flush_color_mask_state (CoglFramebuffer *framebuffer)
{
CoglContext *context = framebuffer->context;
/* The color mask state is really owned by a CoglPipeline so to
* ensure the color mask is updated the next time we draw something
* we need to make sure the logic ops for the pipeline are
* re-flushed... */
context->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_LOGIC_OPS;
context->current_pipeline_age--;
}
static void
_cogl_framebuffer_gl_flush_front_face_winding_state (CoglFramebuffer *framebuffer)
{
CoglContext *context = framebuffer->context;
CoglPipelineCullFaceMode mode;
/* NB: The face winding state is actually owned by the current
* CoglPipeline.
*
* If we don't have a current pipeline then we can just assume that
* when we later do flush a pipeline we will check the current
* framebuffer to know how to setup the winding */
if (!context->current_pipeline)
return;
mode = cogl_pipeline_get_cull_face_mode (context->current_pipeline);
/* If the current CoglPipeline has a culling mode that doesn't care
* about the winding we can avoid forcing an update of the state and
* bail out. */
if (mode == COGL_PIPELINE_CULL_FACE_MODE_NONE ||
mode == COGL_PIPELINE_CULL_FACE_MODE_BOTH)
return;
/* Since the winding state is really owned by the current pipeline
* the way we "flush" an updated winding is to dirty the pipeline
* state... */
context->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_CULL_FACE;
context->current_pipeline_age--;
}
void
_cogl_framebuffer_gl_bind (CoglFramebuffer *framebuffer, GLenum target)
{
CoglContext *ctx = framebuffer->context;
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
{
CoglOffscreen *offscreen = COGL_OFFSCREEN (framebuffer);
GE (ctx, glBindFramebuffer (target,
offscreen->gl_framebuffer.fbo_handle));
}
else
{
const CoglWinsysVtable *winsys =
_cogl_framebuffer_get_winsys (framebuffer);
winsys->onscreen_bind (COGL_ONSCREEN (framebuffer));
/* glBindFramebuffer is an an extension with OpenGL ES 1.1 */
if (cogl_has_feature (ctx, COGL_FEATURE_ID_OFFSCREEN))
GE (ctx, glBindFramebuffer (target, 0));
}
}
void
_cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer,
CoglFramebufferState state)
{
CoglContext *ctx = draw_buffer->context;
unsigned long differences;
int bit;
/* We can assume that any state that has changed for the current
* framebuffer is different to the currently flushed value. */
differences = ctx->current_draw_buffer_changes;
/* Any state of the current framebuffer that hasn't already been
* flushed is assumed to be unknown so we will always flush that
* state if asked. */
differences |= ~ctx->current_draw_buffer_state_flushed;
/* We only need to consider the state we've been asked to flush */
differences &= state;
if (ctx->current_draw_buffer != draw_buffer)
{
/* If the previous draw buffer is NULL then we'll assume
everything has changed. This can happen if a framebuffer is
destroyed while it is the last flushed draw buffer. In that
case the framebuffer destructor will set
ctx->current_draw_buffer to NULL */
if (ctx->current_draw_buffer == NULL)
differences |= state;
else
/* NB: we only need to compare the state we're being asked to flush
* and we don't need to compare the state we've already decided
* we will definitely flush... */
differences |= _cogl_framebuffer_compare (ctx->current_draw_buffer,
draw_buffer,
state & ~differences);
/* NB: we don't take a reference here, to avoid a circular
* reference. */
ctx->current_draw_buffer = draw_buffer;
ctx->current_draw_buffer_state_flushed = 0;
}
if (ctx->current_read_buffer != read_buffer &&
state & COGL_FRAMEBUFFER_STATE_BIND)
{
differences |= COGL_FRAMEBUFFER_STATE_BIND;
/* NB: we don't take a reference here, to avoid a circular
* reference. */
ctx->current_read_buffer = read_buffer;
}
if (!differences)
return;
/* Lazily ensure the framebuffers have been allocated */
if (G_UNLIKELY (!draw_buffer->allocated))
cogl_framebuffer_allocate (draw_buffer, NULL);
if (G_UNLIKELY (!read_buffer->allocated))
cogl_framebuffer_allocate (read_buffer, NULL);
/* We handle buffer binding separately since the method depends on whether
* we are binding the same buffer for read and write or not unlike all
* other state that only relates to the draw_buffer. */
if (differences & COGL_FRAMEBUFFER_STATE_BIND)
{
if (draw_buffer == read_buffer)
_cogl_framebuffer_gl_bind (draw_buffer, GL_FRAMEBUFFER);
else
{
/* NB: Currently we only take advantage of binding separate
* read/write buffers for offscreen framebuffer blit
* purposes. */
_COGL_RETURN_IF_FAIL (ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT);
_COGL_RETURN_IF_FAIL (draw_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
_COGL_RETURN_IF_FAIL (read_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
_cogl_framebuffer_gl_bind (draw_buffer, GL_DRAW_FRAMEBUFFER);
_cogl_framebuffer_gl_bind (read_buffer, GL_READ_FRAMEBUFFER);
}
differences &= ~COGL_FRAMEBUFFER_STATE_BIND;
}
COGL_FLAGS_FOREACH_START (&differences, 1, bit)
{
/* XXX: We considered having an array of callbacks for each state index
* that we'd call here but decided that this way the compiler is more
* likely going to be able to in-line the flush functions and use the
* index to jump straight to the required code. */
switch (bit)
{
case COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT:
_cogl_framebuffer_gl_flush_viewport_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_CLIP:
_cogl_framebuffer_gl_flush_clip_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_DITHER:
_cogl_framebuffer_gl_flush_dither_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW:
_cogl_framebuffer_gl_flush_modelview_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION:
_cogl_framebuffer_gl_flush_projection_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK:
_cogl_framebuffer_gl_flush_color_mask_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING:
_cogl_framebuffer_gl_flush_front_face_winding_state (draw_buffer);
break;
default:
g_warn_if_reached ();
}
}
COGL_FLAGS_FOREACH_END;
ctx->current_draw_buffer_state_flushed |= state;
ctx->current_draw_buffer_changes &= ~state;
}
static CoglTexture *
create_depth_texture (CoglContext *ctx,
int width,
int height)
{
CoglPixelFormat format;
CoglTexture2D *depth_texture;
if (ctx->private_feature_flags &
(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL))
{
format = COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8;
}
else
format = COGL_PIXEL_FORMAT_DEPTH_16;
depth_texture = cogl_texture_2d_new_with_size (ctx,
width, height,
format,
NULL);
return COGL_TEXTURE (depth_texture);
}
static CoglTexture *
attach_depth_texture (CoglContext *ctx,
CoglTexture *depth_texture,
CoglOffscreenAllocateFlags flags)
{
GLuint tex_gl_handle;
GLenum tex_gl_target;
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
{
/* attach a GL_DEPTH_STENCIL texture to the GL_DEPTH_ATTACHMENT and
* GL_STENCIL_ATTACHMENT attachement points */
g_assert (cogl_texture_get_format (depth_texture) ==
COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8);
cogl_texture_get_gl_texture (depth_texture,
&tex_gl_handle, &tex_gl_target);
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
}
else if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
{
/* attach a newly created GL_DEPTH_COMPONENT16 texture to the
* GL_DEPTH_ATTACHMENT attachement point */
g_assert (cogl_texture_get_format (depth_texture) ==
COGL_PIXEL_FORMAT_DEPTH_16);
cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
&tex_gl_handle, &tex_gl_target);
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
}
return COGL_TEXTURE (depth_texture);
}
static GList *
try_creating_renderbuffers (CoglContext *ctx,
int width,
int height,
CoglOffscreenAllocateFlags flags,
int n_samples)
{
GList *renderbuffers = NULL;
GLuint gl_depth_stencil_handle;
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
{
GLenum format;
/* Although GL_OES_packed_depth_stencil is mostly equivalent to
* GL_EXT_packed_depth_stencil, one notable difference is that
* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
* be passed as an internal format to glRenderbufferStorage.
*/
if (ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL)
format = GL_DEPTH_STENCIL;
else
{
_COGL_RETURN_VAL_IF_FAIL (
ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL,
NULL);
format = GL_DEPTH24_STENCIL8;
}
/* Create a renderbuffer for depth and stenciling */
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
if (n_samples)
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
n_samples,
format,
width, height));
else
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
width, height));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
renderbuffers =
g_list_prepend (renderbuffers,
GUINT_TO_POINTER (gl_depth_stencil_handle));
}
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
{
GLuint gl_depth_handle;
GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
* available under GLES */
if (n_samples)
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
n_samples,
GL_DEPTH_COMPONENT16,
width, height));
else
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl_depth_handle));
renderbuffers =
g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_depth_handle));
}
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL)
{
GLuint gl_stencil_handle;
GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
if (n_samples)
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
n_samples,
GL_STENCIL_INDEX8,
width, height));
else
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
width, height));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_stencil_handle));
renderbuffers =
g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_stencil_handle));
}
return renderbuffers;
}
static void
delete_renderbuffers (CoglContext *ctx, GList *renderbuffers)
{
GList *l;
for (l = renderbuffers; l; l = l->next)
{
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
}
g_list_free (renderbuffers);
}
/*
* NB: This function may be called with a standalone GLES2 context
* bound so we can create a shadow framebuffer that wraps the same
* CoglTexture as the given CoglOffscreen. This function shouldn't
* modify anything in
*/
static CoglBool
try_creating_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)
{
GLuint tex_gl_handle;
GLenum tex_gl_target;
GLenum status;
int n_samples;
if (!cogl_texture_get_gl_texture (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;
if (config->samples_per_pixel)
{
if (!ctx->glFramebufferTexture2DMultisampleIMG)
return FALSE;
n_samples = config->samples_per_pixel;
}
else
n_samples = 0;
/* 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. */
ctx->current_draw_buffer_changes |= COGL_FRAMEBUFFER_STATE_BIND;
/* Generate framebuffer */
ctx->glGenFramebuffers (1, &gl_framebuffer->fbo_handle);
GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, gl_framebuffer->fbo_handle));
if (n_samples)
{
GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle,
n_samples,
texture_level));
}
else
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle,
texture_level));
/* attach either a depth/stencil texture, a depth texture or render buffers
* depending on what we've been asked to provide */
if (depth_texture &&
flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH))
{
attach_depth_texture (ctx, depth_texture, flags);
/* Let's clear the flags that are now fulfilled as we might need to
* create renderbuffers (for the ALLOCATE_FLAG_DEPTH |
* ALLOCATE_FLAG_STENCIL case) */
flags &= ~(COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH);
}
if (flags)
{
gl_framebuffer->renderbuffers =
try_creating_renderbuffers (ctx,
texture_level_width,
texture_level_height,
flags,
n_samples);
}
/* Make sure it's complete */
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
GE (ctx, glDeleteFramebuffers (1, &gl_framebuffer->fbo_handle));
delete_renderbuffers (ctx, gl_framebuffer->renderbuffers);
gl_framebuffer->renderbuffers = NULL;
return FALSE;
}
/* Update the real number of samples_per_pixel now that we have a
* complete framebuffer */
if (n_samples)
{
GLenum attachment = GL_COLOR_ATTACHMENT0;
GLenum pname = GL_TEXTURE_SAMPLES_IMG;
int texture_samples;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&texture_samples) );
gl_framebuffer->samples_per_pixel = texture_samples;
}
return TRUE;
}
CoglBool
_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)
{
return try_creating_fbo (ctx,
texture,
texture_level,
texture_level_width,
texture_level_height,
depth_texture,
config,
flags,
gl_framebuffer);
}
CoglBool
_cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
CoglError **error)
{
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
CoglContext *ctx = fb->context;
CoglOffscreenAllocateFlags flags;
CoglGLFramebuffer *gl_framebuffer = &offscreen->gl_framebuffer;
if (fb->config.depth_texture_enabled &&
offscreen->depth_texture == NULL)
{
offscreen->depth_texture =
create_depth_texture (ctx,
offscreen->texture_level_width,
offscreen->texture_level_height);
if (offscreen->depth_texture)
_cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
else
{
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to allocate depth texture for framebuffer");
}
}
/* 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_gl_flush_legacy_texobj_filters (offscreen->texture,
GL_NEAREST, GL_NEAREST);
if (((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL) &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer)) ||
(ctx->have_last_offscreen_allocate_flags &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = ctx->last_offscreen_allocate_flags,
gl_framebuffer)) ||
((ctx->private_feature_flags &
(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)) &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
gl_framebuffer)) ||
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
gl_framebuffer) ||
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
gl_framebuffer) ||
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
gl_framebuffer) ||
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer))
{
fb->samples_per_pixel = gl_framebuffer->samples_per_pixel;
if (!offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL)
{
/* Record that the last set of flags succeeded so that we can
try that set first next time */
ctx->last_offscreen_allocate_flags = flags;
ctx->have_last_offscreen_allocate_flags = TRUE;
}
/* Save the flags we managed to successfully allocate the
* renderbuffers with in case we need to make renderbuffers for a
* GLES2 context later */
offscreen->allocation_flags = flags;
return TRUE;
}
else
{
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to create an OpenGL framebuffer object");
return FALSE;
}
}
void
_cogl_offscreen_gl_free (CoglOffscreen *offscreen)
{
CoglContext *ctx = COGL_FRAMEBUFFER (offscreen)->context;
delete_renderbuffers (ctx, offscreen->gl_framebuffer.renderbuffers);
GE (ctx, glDeleteFramebuffers (1, &offscreen->gl_framebuffer.fbo_handle));
}
void
_cogl_framebuffer_gl_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha)
{
CoglContext *ctx = framebuffer->context;
GLbitfield gl_buffers = 0;
if (buffers & COGL_BUFFER_BIT_COLOR)
{
GE( ctx, glClearColor (red, green, blue, alpha) );
gl_buffers |= GL_COLOR_BUFFER_BIT;
if (ctx->current_gl_color_mask != framebuffer->color_mask)
{
CoglColorMask color_mask = framebuffer->color_mask;
GE( ctx, glColorMask (!!(color_mask & COGL_COLOR_MASK_RED),
!!(color_mask & COGL_COLOR_MASK_GREEN),
!!(color_mask & COGL_COLOR_MASK_BLUE),
!!(color_mask & COGL_COLOR_MASK_ALPHA)));
ctx->current_gl_color_mask = color_mask;
/* Make sure the ColorMask is updated when the next primitive is drawn */
ctx->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_LOGIC_OPS;
ctx->current_pipeline_age--;
}
}
if (buffers & COGL_BUFFER_BIT_DEPTH)
gl_buffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
gl_buffers |= GL_STENCIL_BUFFER_BIT;
GE (ctx, glClear (gl_buffers));
}
static inline void
_cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
{
CoglContext *ctx = framebuffer->context;
cogl_framebuffer_allocate (framebuffer, NULL);
if (G_LIKELY (!framebuffer->dirty_bitmasks))
return;
#ifdef HAVE_COGL_GL
if ((ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS) &&
framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
{
GLenum attachment, pname;
attachment = GL_COLOR_ATTACHMENT0;
pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->red_bits) );
pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->green_bits)
);
pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->blue_bits)
);
pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->alpha_bits)
);
}
else
#endif /* HAVE_COGL_GL */
{
GE( ctx, glGetIntegerv (GL_RED_BITS, &framebuffer->red_bits) );
GE( ctx, glGetIntegerv (GL_GREEN_BITS, &framebuffer->green_bits) );
GE( ctx, glGetIntegerv (GL_BLUE_BITS, &framebuffer->blue_bits) );
GE( ctx, 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;
}
void
_cogl_framebuffer_gl_query_bits (CoglFramebuffer *framebuffer,
int *red,
int *green,
int *blue,
int *alpha)
{
_cogl_framebuffer_init_bits (framebuffer);
/* TODO: cache these in some driver specific location not
* directly as part of CoglFramebuffer. */
*red = framebuffer->red_bits;
*green = framebuffer->green_bits;
*blue = framebuffer->blue_bits;
*alpha = framebuffer->alpha_bits;
}
void
_cogl_framebuffer_gl_finish (CoglFramebuffer *framebuffer)
{
GE (framebuffer->context, glFinish ());
}
void
_cogl_framebuffer_gl_discard_buffers (CoglFramebuffer *framebuffer,
unsigned long buffers)
{
#ifdef GL_EXT_discard_framebuffer
CoglContext *ctx = framebuffer->context;
if (ctx->glDiscardFramebuffer)
{
GLenum attachments[3];
int i = 0;
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
{
if (buffers & COGL_BUFFER_BIT_COLOR)
attachments[i++] = GL_COLOR_EXT;
if (buffers & COGL_BUFFER_BIT_DEPTH)
attachments[i++] = GL_DEPTH_EXT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
attachments[i++] = GL_STENCIL_EXT;
}
else
{
if (buffers & COGL_BUFFER_BIT_COLOR)
attachments[i++] = GL_COLOR_ATTACHMENT0;
if (buffers & COGL_BUFFER_BIT_DEPTH)
attachments[i++] = GL_DEPTH_ATTACHMENT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
attachments[i++] = GL_STENCIL_ATTACHMENT;
}
GE (ctx, glDiscardFramebuffer (GL_FRAMEBUFFER, i, attachments));
}
#endif /* GL_EXT_discard_framebuffer */
}
void
_cogl_framebuffer_gl_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
_cogl_flush_attributes_state (framebuffer, pipeline, flags,
attributes, n_attributes);
GE (framebuffer->context,
glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
}
static size_t
sizeof_index_type (CoglIndicesType type)
{
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_INDICES_TYPE_UNSIGNED_INT:
return 4;
}
g_return_val_if_reached (0);
}
void
_cogl_framebuffer_gl_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
CoglBuffer *buffer;
uint8_t *base;
size_t buffer_offset;
size_t index_size;
GLenum indices_gl_type = 0;
_cogl_flush_attributes_state (framebuffer, pipeline, flags,
attributes, n_attributes);
buffer = COGL_BUFFER (cogl_indices_get_buffer (indices));
/* Note: we don't try and catch errors with binding the index buffer
* here since OOM errors at this point indicate that nothing has yet
* been uploaded to the indices buffer which we consider to be a
* programmer error.
*/
base = _cogl_buffer_gl_bind (buffer,
COGL_BUFFER_BIND_TARGET_INDEX_BUFFER, NULL);
buffer_offset = cogl_indices_get_offset (indices);
index_size = sizeof_index_type (cogl_indices_get_type (indices));
switch (cogl_indices_get_type (indices))
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
indices_gl_type = GL_UNSIGNED_BYTE;
break;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
indices_gl_type = GL_UNSIGNED_SHORT;
break;
case COGL_INDICES_TYPE_UNSIGNED_INT:
indices_gl_type = GL_UNSIGNED_INT;
break;
}
GE (framebuffer->context,
glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + buffer_offset + index_size * first_vertex));
_cogl_buffer_gl_unbind (buffer);
}