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https://github.com/brl/mutter.git
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Adds initial GLES2 integration support
This makes it possible to integrate existing GLES2 code with applications using Cogl as the rendering api. Currently all GLES2 usage is handled with separate GLES2 contexts to ensure that GLES2 api usage doesn't interfere with Cogl's own use of OpenGL[ES]. The api has been designed though so we can provide tighter integration later. The api would allow us to support GLES2 virtualized on top of an OpenGL/GLX driver as well as GLES2 virtualized on the core rendering api of Cogl itself. Virtualizing the GLES2 support on Cogl will allow us to take advantage of Cogl debugging facilities as well as let us optimize the cost of allocating multiple GLES2 contexts and switching between them which can both be very expensive with many drivers. As as a side effect of this patch Cogl can also now be used as a portable window system binding API for GLES2 as an alternative to EGL. Parts of this patch are based on work done by Tomeu Vizoso <tomeu.vizoso@collabora.com> who did the first iteration of adding GLES2 API support to Cogl so that WebGL support could be added to webkit-clutter. This patch adds a very minimal cogl-gles2-context example that shows how to create a gles2 context, clear the screen to a random color and also draw a triangle with the cogl api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 4bb6eff3dbd50d8fef7d6bdbed55c5aaa70036a8)
This commit is contained in:
@ -111,13 +111,6 @@
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#endif
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typedef enum {
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_TRY_DEPTH_STENCIL = 1L<<0,
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_TRY_DEPTH24_STENCIL8 = 1L<<1,
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_TRY_DEPTH = 1L<<2,
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_TRY_STENCIL = 1L<<3
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} TryFBOFlags;
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typedef struct _CoglFramebufferStackEntry
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{
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CoglFramebuffer *draw_buffer;
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@ -794,23 +787,31 @@ cogl_offscreen_new_to_texture (CoglTexture *texture)
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}
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static void
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_cogl_offscreen_free (CoglOffscreen *offscreen)
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delete_renderbuffers (CoglContext *ctx, GList *renderbuffers)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (offscreen);
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CoglContext *ctx = framebuffer->context;
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GSList *l;
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GList *l;
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/* Chain up to parent */
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_cogl_framebuffer_free (framebuffer);
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for (l = offscreen->renderbuffers; l; l = l->next)
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for (l = renderbuffers; l; l = l->next)
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{
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GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
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GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
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}
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g_slist_free (offscreen->renderbuffers);
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GE (ctx, glDeleteFramebuffers (1, &offscreen->fbo_handle));
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g_list_free (renderbuffers);
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}
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static void
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_cogl_offscreen_free (CoglOffscreen *offscreen)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (offscreen);
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CoglContext *ctx = framebuffer->context;
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/* Chain up to parent */
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_cogl_framebuffer_free (framebuffer);
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delete_renderbuffers (ctx, offscreen->gl_framebuffer.renderbuffers);
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GE (ctx, glDeleteFramebuffers (1, &offscreen->gl_framebuffer.fbo_handle));
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if (offscreen->texture != NULL)
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cogl_object_unref (offscreen->texture);
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@ -818,72 +819,20 @@ _cogl_offscreen_free (CoglOffscreen *offscreen)
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g_free (offscreen);
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}
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static CoglBool
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try_creating_fbo (CoglOffscreen *offscreen,
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TryFBOFlags flags)
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static GList *
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try_creating_renderbuffers (CoglContext *ctx,
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int width,
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int height,
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CoglOffscreenAllocateFlags flags,
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int n_samples)
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
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CoglContext *ctx = fb->context;
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GList *renderbuffers = NULL;
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GLuint gl_depth_stencil_handle;
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GLuint gl_depth_handle;
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GLuint gl_stencil_handle;
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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GLuint fbo_gl_handle;
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GLenum status;
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int n_samples;
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int height;
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int width;
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if (!cogl_texture_get_gl_texture (offscreen->texture,
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&tex_gl_handle, &tex_gl_target))
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return FALSE;
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if (tex_gl_target != GL_TEXTURE_2D
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#ifdef HAVE_COGL_GL
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&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
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#endif
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)
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return FALSE;
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if (fb->config.samples_per_pixel)
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if (flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
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COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8))
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{
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if (!ctx->glFramebufferTexture2DMultisampleIMG)
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return FALSE;
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n_samples = fb->config.samples_per_pixel;
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}
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else
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n_samples = 0;
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width = offscreen->texture_level_width;
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height = offscreen->texture_level_height;
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/* We are about to generate and bind a new fbo, so we pretend to
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* change framebuffer state so that the old framebuffer will be
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* rebound again before drawing. */
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ctx->current_draw_buffer_changes |= COGL_FRAMEBUFFER_STATE_BIND;
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/* Generate framebuffer */
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ctx->glGenFramebuffers (1, &fbo_gl_handle);
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GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
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offscreen->fbo_handle = fbo_gl_handle;
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if (n_samples)
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{
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GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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n_samples,
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offscreen->texture_level));
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}
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else
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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offscreen->texture_level));
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if (flags & (_TRY_DEPTH_STENCIL | _TRY_DEPTH24_STENCIL8))
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{
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GLenum format = ((flags & _TRY_DEPTH_STENCIL) ?
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GLenum format = ((flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL) ?
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GL_DEPTH_STENCIL : GL_DEPTH24_STENCIL8);
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/* Create a renderbuffer for depth and stenciling */
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@ -906,13 +855,15 @@ try_creating_fbo (CoglOffscreen *offscreen,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_depth_stencil_handle));
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renderbuffers =
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g_list_prepend (renderbuffers,
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GUINT_TO_POINTER (gl_depth_stencil_handle));
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}
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if (flags & _TRY_DEPTH)
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
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{
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GLuint gl_depth_handle;
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GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
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/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
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@ -929,13 +880,14 @@ try_creating_fbo (CoglOffscreen *offscreen,
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_depth_handle));
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renderbuffers =
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g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_depth_handle));
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}
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if (flags & _TRY_STENCIL)
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL)
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{
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GLuint gl_stencil_handle;
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GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
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if (n_samples)
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@ -950,28 +902,91 @@ try_creating_fbo (CoglOffscreen *offscreen,
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_stencil_handle));
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offscreen->renderbuffers =
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g_slist_prepend (offscreen->renderbuffers,
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GUINT_TO_POINTER (gl_stencil_handle));
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renderbuffers =
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g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_stencil_handle));
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}
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return renderbuffers;
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}
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/*
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* NB: This function may be called with a standalone GLES2 context
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* bound so we can create a shadow framebuffer that wraps the same
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* CoglTexture as the given CoglOffscreen. This function shouldn't
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* modify anything in
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*/
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static CoglBool
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try_creating_fbo (CoglContext *ctx,
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CoglTexture *texture,
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int texture_level,
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int texture_level_width,
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int texture_level_height,
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CoglFramebufferConfig *config,
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CoglOffscreenAllocateFlags flags,
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CoglGLFramebuffer *gl_framebuffer)
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{
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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GLenum status;
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int n_samples;
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if (!cogl_texture_get_gl_texture (texture, &tex_gl_handle, &tex_gl_target))
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return FALSE;
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if (tex_gl_target != GL_TEXTURE_2D
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#ifdef HAVE_COGL_GL
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&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
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#endif
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)
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return FALSE;
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if (config->samples_per_pixel)
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{
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if (!ctx->glFramebufferTexture2DMultisampleIMG)
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return FALSE;
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n_samples = config->samples_per_pixel;
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}
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else
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n_samples = 0;
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/* We are about to generate and bind a new fbo, so we pretend to
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* change framebuffer state so that the old framebuffer will be
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* rebound again before drawing. */
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ctx->current_draw_buffer_changes |= COGL_FRAMEBUFFER_STATE_BIND;
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/* Generate framebuffer */
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ctx->glGenFramebuffers (1, &gl_framebuffer->fbo_handle);
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GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, gl_framebuffer->fbo_handle));
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if (n_samples)
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{
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GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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n_samples,
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texture_level));
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}
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else
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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texture_level));
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gl_framebuffer->renderbuffers =
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try_creating_renderbuffers (ctx,
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texture_level_width,
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texture_level_height,
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flags,
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n_samples);
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/* Make sure it's complete */
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status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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GSList *l;
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GE (ctx, glDeleteFramebuffers (1, &gl_framebuffer->fbo_handle));
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GE (ctx, glDeleteFramebuffers (1, &fbo_gl_handle));
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for (l = offscreen->renderbuffers; l; l = l->next)
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{
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GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
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GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
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}
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g_slist_free (offscreen->renderbuffers);
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offscreen->renderbuffers = NULL;
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delete_renderbuffers (ctx, gl_framebuffer->renderbuffers);
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gl_framebuffer->renderbuffers = NULL;
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return FALSE;
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}
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@ -988,21 +1003,40 @@ try_creating_fbo (CoglOffscreen *offscreen,
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attachment,
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pname,
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&texture_samples) );
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fb->samples_per_pixel = texture_samples;
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gl_framebuffer->samples_per_pixel = texture_samples;
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}
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return TRUE;
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}
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CoglBool
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_cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
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CoglTexture *texture,
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int texture_level,
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int texture_level_width,
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int texture_level_height,
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CoglFramebufferConfig *config,
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CoglOffscreenAllocateFlags flags,
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CoglGLFramebuffer *gl_framebuffer)
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{
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return try_creating_fbo (ctx,
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texture,
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texture_level,
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texture_level_width,
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texture_level_height,
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config,
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flags,
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gl_framebuffer);
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}
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static CoglBool
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_cogl_offscreen_allocate (CoglOffscreen *offscreen,
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GError **error)
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
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CoglContext *ctx = fb->context;
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static TryFBOFlags flags;
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static CoglBool have_working_flags = FALSE;
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CoglBool fbo_created;
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CoglOffscreenAllocateFlags flags;
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CoglGLFramebuffer *gl_framebuffer = &offscreen->gl_framebuffer;
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/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
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* a texture as a renderbuffer with mipmap filtering enabled while the
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@ -1016,41 +1050,106 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
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*/
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_cogl_texture_set_filters (offscreen->texture, GL_NEAREST, GL_NEAREST);
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if ((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL))
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fbo_created = try_creating_fbo (offscreen, 0);
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else
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{
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if ((have_working_flags &&
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try_creating_fbo (offscreen, flags)) ||
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((ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL) &&
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try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL)) ||
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((ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL) &&
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try_creating_fbo (offscreen, flags = _TRY_DEPTH24_STENCIL8)) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL) ||
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try_creating_fbo (offscreen, flags = _TRY_STENCIL) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH) ||
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try_creating_fbo (offscreen, flags = 0))
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{
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/* Record that the last set of flags succeeded so that we can
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try that set first next time */
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have_working_flags = TRUE;
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fbo_created = TRUE;
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}
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else
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fbo_created = FALSE;
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}
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if (((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL) &&
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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&fb->config,
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flags = 0,
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gl_framebuffer)) ||
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if (!fbo_created)
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(ctx->have_last_offscreen_allocate_flags &&
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
|
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offscreen->texture_level_width,
|
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offscreen->texture_level_height,
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&fb->config,
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flags = ctx->last_offscreen_allocate_flags,
|
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gl_framebuffer)) ||
|
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|
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((ctx->private_feature_flags &
|
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COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL) &&
|
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try_creating_fbo (ctx,
|
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offscreen->texture,
|
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offscreen->texture_level,
|
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offscreen->texture_level_width,
|
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offscreen->texture_level_height,
|
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&fb->config,
|
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
|
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gl_framebuffer)) ||
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|
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((ctx->private_feature_flags &
|
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COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL) &&
|
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try_creating_fbo (ctx,
|
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offscreen->texture,
|
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offscreen->texture_level,
|
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offscreen->texture_level_width,
|
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offscreen->texture_level_height,
|
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&fb->config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8,
|
||||
gl_framebuffer)) ||
|
||||
|
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try_creating_fbo (ctx,
|
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offscreen->texture,
|
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offscreen->texture_level,
|
||||
offscreen->texture_level_width,
|
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offscreen->texture_level_height,
|
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&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,
|
||||
&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,
|
||||
&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,
|
||||
&fb->config,
|
||||
flags = 0,
|
||||
gl_framebuffer))
|
||||
{
|
||||
fb->samples_per_pixel = gl_framebuffer->samples_per_pixel;
|
||||
|
||||
/* 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 so successfully allocate the
|
||||
* renderbuffers with in case we need to make renderbuffers for a
|
||||
* GLES2 context later */
|
||||
offscreen->allocation_flags = flags;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
|
||||
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
|
||||
"Failed to create an OpenGL framebuffer object");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
CoglBool
|
||||
@ -1325,14 +1424,17 @@ cogl_pop_draw_buffer (void)
|
||||
cogl_pop_framebuffer ();
|
||||
}
|
||||
|
||||
static void
|
||||
bind_gl_framebuffer (CoglContext *ctx,
|
||||
GLenum target,
|
||||
CoglFramebuffer *framebuffer)
|
||||
void
|
||||
_cogl_gl_framebuffer_bind (CoglFramebuffer *framebuffer, GLenum target)
|
||||
{
|
||||
CoglContext *ctx = framebuffer->context;
|
||||
|
||||
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
|
||||
GE (ctx, glBindFramebuffer (target,
|
||||
COGL_OFFSCREEN (framebuffer)->fbo_handle));
|
||||
{
|
||||
CoglOffscreen *offscreen = COGL_OFFSCREEN (framebuffer);
|
||||
GE (ctx, glBindFramebuffer (target,
|
||||
offscreen->gl_framebuffer.fbo_handle));
|
||||
}
|
||||
else
|
||||
{
|
||||
const CoglWinsysVtable *winsys =
|
||||
@ -1681,7 +1783,7 @@ _cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
|
||||
if (differences & COGL_FRAMEBUFFER_STATE_BIND)
|
||||
{
|
||||
if (draw_buffer == read_buffer)
|
||||
bind_gl_framebuffer (ctx, GL_FRAMEBUFFER, draw_buffer);
|
||||
_cogl_gl_framebuffer_bind (draw_buffer, GL_FRAMEBUFFER);
|
||||
else
|
||||
{
|
||||
/* NB: Currently we only take advantage of binding separate
|
||||
@ -1692,8 +1794,8 @@ _cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
|
||||
_COGL_RETURN_IF_FAIL (draw_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
|
||||
_COGL_RETURN_IF_FAIL (read_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
|
||||
|
||||
bind_gl_framebuffer (ctx, GL_DRAW_FRAMEBUFFER, draw_buffer);
|
||||
bind_gl_framebuffer (ctx, GL_READ_FRAMEBUFFER, read_buffer);
|
||||
_cogl_gl_framebuffer_bind (draw_buffer, GL_DRAW_FRAMEBUFFER);
|
||||
_cogl_gl_framebuffer_bind (read_buffer, GL_READ_FRAMEBUFFER);
|
||||
}
|
||||
|
||||
differences &= ~COGL_FRAMEBUFFER_STATE_BIND;
|
||||
|
Reference in New Issue
Block a user