mutter/cogl/cogl-framebuffer-private.h

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[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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/*
* 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/>.
*
*
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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*/
#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
#define __COGL_FRAMEBUFFER_PRIVATE_H
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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#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"
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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#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;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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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
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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{
CoglObject _parent;
CoglContext *context;
CoglFramebufferType type;
/* The user configuration before allocation... */
CoglFramebufferConfig config;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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int width;
int height;
/* Format of the pixels in the framebuffer (including the expected
premult state) */
CoglPixelFormat format;
CoglBool allocated;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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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;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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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;
cogl: Implements a software only read-pixel fast-path This adds a transparent optimization to cogl_read_pixels for when a single pixel is being read back and it happens that all the geometry of the current frame is still available in the framebuffer's associated journal. The intention is to indirectly optimize Clutter's render based picking mechanism in such a way that the 99% of cases where scenes are comprised of trivial quad primitives that can easily be intersected we can avoid the latency of kicking a GPU render and blocking for the result when we know we can calculate the result manually on the CPU probably faster than we could even kick a render. A nice property of this solution is that it maintains all the flexibility of the render based picking provided by Clutter and it can gracefully fall back to GPU rendering if actors are drawn using anything more complex than a quad for their geometry. It seems worth noting that there is a limitation to the extensibility of this approach in that it can only optimize picking a against geometry that passes through Cogl's journal which isn't something Clutter directly controls. For now though this really doesn't matter since basically all apps should end up hitting this fast-path. The current idea to address this longer term would be a pick2 vfunc for ClutterActor that can support geometry and render based input regions of actors and move this optimization up into Clutter instead. Note: currently we don't have a primitive count threshold to consider that there could be scenes with enough geometry for us to compensate for the cost of kicking a render and determine a result more efficiently by utilizing the GPU. We don't currently expect this to be common though. Note: in the future it could still be interesting to revive something like the wip/async-pbo-picking branch to provide an asynchronous read-pixels based optimization for Clutter picking in cases where more complex input regions that necessitate rendering are in use or if we do add a threshold for rendering as mentioned above.
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/* 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;
wayland: Don't delay resize if nothing is drawn since last swap After discussing with Kristian Høgsberg it seems that the semantics of wl_egl_window_resize is meant to be that if nothing has been drawn to the framebuffer since the last swap then the resize will take effect immediately. Cogl was previously always delaying the call to wl_egl_window_resize until the next swap. That meant that if you wanted to resize the surface you would have to call cogl_wayland_onscreen_resize and then redundantly draw a frame at the old size so that you can swap to get the resize to occur before drawing again at the right size. Typically an application would decide to resize at the start of its paint sequence so it should be able to just resize immediately. In current Mesa master it seems that there is a bug which means that it won't actually delay a resize that is done mid-scene and instead it will just discard what came before. To get consistent behaviour in Cogl, the code to delay the call to wl_egl_window_resize is still used if it determines that the buffer is dirty. There is an existing _cogl_framebuffer_mark_mid_scene call which was being used to track when the framebuffer becomes dirty since the last clear. This function is now also used to track a new flag to track whether something has been drawn since the last swap. It is called ‘mid_scene’ under the assumption that this may also be useful for other things later. cogl_framebuffer_clear has been slightly altered to always call _cogl_framebuffer_mark_mid_scene even if it determines that it doesn't need to clear because the framebuffer should still be considered to be in the middle of a scene. Adding a quad to the journal now also begins the scene. This also fixes a potential bug where it looks like pending_dx/dy were never cleared so they would always be accumulated even after the resize is flushed. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 945689a62903990a20abb87a85d2c96eb3985fe7)
2013-05-17 10:13:41 -04:00
/* 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;
};
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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typedef enum {
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL = 1L<<0,
framebuffer: drop _ALLOCATE_FLAG_DEPTH24_STENCIL8 There are two extensions, GL_OES_packed_depth_stencil and GL_EXT_packed_depth_stencil, that inform us that the hardware supports packing the depth and stencil values together into one format. The OES extension is the GLES equivalent of the EXT extension and the two extensions provide the same enums with basically the same semantics, except that the EXT extension is a lot more wordy due to a larger number of features in the full OpenGL api and the OES extension has some asymmetric limitations on when the GL_DEPTH_STENCIL and GL_DEPTH24_STENCIL8 enums can be used as internal formats. GL_OES_packed_depth_stencil doesn't allow the GL_DEPTH_STENCIL enum to be passed to glRenderbufferStorage (GL_DEPTH24_STENCIL8 should be used instead) and GL_OES_packed_depth_stencil doesn't allow GL_DEPTH24_STENCIL8 to be passed as an internal format to glTexImage2D. We had been handling the two extensions differently in Cogl by calling try_creating_fbo with different flags depending on whether the OES or EXT extension was available and passing GL_DEPTH_STENCIL to glRenderbufferStorage when we have the EXT extension or GL_DEPTH24_STENCIL8 with the OES extension. To localize the code that deals with the differences between the extensions this patch does away with the need for separate flags so we now just have COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_DEPTH_STENCIL and right before calling glRenderbufferStorage we check which extension we are using to decide whether to use the GL_DEPTH_STENCIL or GL_DEPTH24_STENCIL8 enums. (cherry picked from commit 88a05fac6609f88c0f46d9df2611d9fbaf159939)
2012-09-06 05:14:44 -04:00
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
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
{
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;
};
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
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);
cogl: Implements a software only read-pixel fast-path This adds a transparent optimization to cogl_read_pixels for when a single pixel is being read back and it happens that all the geometry of the current frame is still available in the framebuffer's associated journal. The intention is to indirectly optimize Clutter's render based picking mechanism in such a way that the 99% of cases where scenes are comprised of trivial quad primitives that can easily be intersected we can avoid the latency of kicking a GPU render and blocking for the result when we know we can calculate the result manually on the CPU probably faster than we could even kick a render. A nice property of this solution is that it maintains all the flexibility of the render based picking provided by Clutter and it can gracefully fall back to GPU rendering if actors are drawn using anything more complex than a quad for their geometry. It seems worth noting that there is a limitation to the extensibility of this approach in that it can only optimize picking a against geometry that passes through Cogl's journal which isn't something Clutter directly controls. For now though this really doesn't matter since basically all apps should end up hitting this fast-path. The current idea to address this longer term would be a pick2 vfunc for ClutterActor that can support geometry and render based input regions of actors and move this optimization up into Clutter instead. Note: currently we don't have a primitive count threshold to consider that there could be scenes with enough geometry for us to compensate for the cost of kicking a render and determine a result more efficiently by utilizing the GPU. We don't currently expect this to be common though. Note: in the future it could still be interesting to revive something like the wip/async-pbo-picking branch to provide an asynchronous read-pixels based optimization for Clutter picking in cases where more complex input regions that necessitate rendering are in use or if we do add a threshold for rendering as mentioned above.
2011-01-12 17:12:41 -05:00
void
_cogl_framebuffer_mark_mid_scene (CoglFramebuffer *framebuffer);
cogl: Implements a software only read-pixel fast-path This adds a transparent optimization to cogl_read_pixels for when a single pixel is being read back and it happens that all the geometry of the current frame is still available in the framebuffer's associated journal. The intention is to indirectly optimize Clutter's render based picking mechanism in such a way that the 99% of cases where scenes are comprised of trivial quad primitives that can easily be intersected we can avoid the latency of kicking a GPU render and blocking for the result when we know we can calculate the result manually on the CPU probably faster than we could even kick a render. A nice property of this solution is that it maintains all the flexibility of the render based picking provided by Clutter and it can gracefully fall back to GPU rendering if actors are drawn using anything more complex than a quad for their geometry. It seems worth noting that there is a limitation to the extensibility of this approach in that it can only optimize picking a against geometry that passes through Cogl's journal which isn't something Clutter directly controls. For now though this really doesn't matter since basically all apps should end up hitting this fast-path. The current idea to address this longer term would be a pick2 vfunc for ClutterActor that can support geometry and render based input regions of actors and move this optimization up into Clutter instead. Note: currently we don't have a primitive count threshold to consider that there could be scenes with enough geometry for us to compensate for the cost of kicking a render and determine a result more efficiently by utilizing the GPU. We don't currently expect this to be common though. Note: in the future it could still be interesting to revive something like the wip/async-pbo-picking branch to provide an asynchronous read-pixels based optimization for Clutter picking in cases where more complex input regions that necessitate rendering are in use or if we do add a threshold for rendering as mentioned above.
2011-01-12 17:12:41 -05:00
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);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglMatrixStack *
_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglMatrixStack *
_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
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);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
void
_cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer,
CoglFramebufferState state);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglFramebuffer *
_cogl_get_read_framebuffer (void);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
GSList *
_cogl_create_framebuffer_stack (void);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
void
_cogl_free_framebuffer_stack (GSList *stack);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/*
* _cogl_offscreen_new_to_texture_full:
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
* @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 *
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
_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);
void
_cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglPrimitive *primitive,
CoglDrawFlags flags);
/* 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;
}
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.
2012-11-08 12:54:10 -05:00
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 */