diff --git a/clutter/cogl/cogl/cogl-framebuffer-private.h b/clutter/cogl/cogl/cogl-framebuffer-private.h index 946adfe25..1f21a670a 100644 --- a/clutter/cogl/cogl/cogl-framebuffer-private.h +++ b/clutter/cogl/cogl/cogl-framebuffer-private.h @@ -56,7 +56,7 @@ typedef struct _CoglOffscreen { CoglFramebuffer _parent; GLuint fbo_handle; - GLuint gl_stencil_handle; + GSList *renderbuffers; CoglHandle texture; } CoglOffscreen; diff --git a/clutter/cogl/cogl/cogl-framebuffer.c b/clutter/cogl/cogl/cogl-framebuffer.c index a34eaaa5c..a6b62bed8 100644 --- a/clutter/cogl/cogl/cogl-framebuffer.c +++ b/clutter/cogl/cogl/cogl-framebuffer.c @@ -71,6 +71,15 @@ #ifndef GL_STENCIL_INDEX8 #define GL_STENCIL_INDEX8 0x8D48 #endif +#ifndef GL_DEPTH_STENCIL +#define GL_DEPTH_STENCIL 0x84F9 +#endif + +typedef enum { + _TRY_DEPTH_STENCIL = 1L<<0, + _TRY_DEPTH = 1L<<1, + _TRY_STENCIL = 1L<<2 +} TryFBOFlags; static void _cogl_framebuffer_free (CoglFramebuffer *framebuffer); static void _cogl_onscreen_free (CoglOnscreen *onscreen); @@ -232,17 +241,123 @@ _cogl_framebuffer_get_projection_stack (CoglHandle handle) return framebuffer->projection_stack; } +static TryFBOFlags +try_creating_fbo (CoglOffscreen *offscreen, + TryFBOFlags flags, + CoglHandle texture) +{ + GLuint gl_depth_stencil_handle; + GLuint gl_depth_handle; + GLuint gl_stencil_handle; + GLuint tex_gl_handle; + GLenum tex_gl_target; + GLuint fbo_gl_handle; + GLenum status; + + _COGL_GET_CONTEXT (ctx, FALSE); + + if (!cogl_texture_get_gl_texture (texture, &tex_gl_handle, &tex_gl_target)) + return 0; + + if (tex_gl_target != GL_TEXTURE_2D +#ifdef HAVE_COGL_GL + && tex_gl_target != GL_TEXTURE_RECTANGLE_ARB +#endif + ) + return 0; + + /* We are about to generate and bind a new fbo, so when next flushing the + * journal, we will need to rebind the current framebuffer... */ + ctx->dirty_bound_framebuffer = 1; + + /* Generate framebuffer */ + glGenFramebuffers (1, &fbo_gl_handle); + GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle)); + offscreen->fbo_handle = fbo_gl_handle; + + GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + tex_gl_target, tex_gl_handle, 0)); + + if (flags & _TRY_DEPTH_STENCIL) + { + /* Create a renderbuffer for depth and stenciling */ + GE (glGenRenderbuffers (1, &gl_depth_stencil_handle)); + GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle)); + GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL, + cogl_texture_get_width (texture), + cogl_texture_get_height (texture))); + GE (glBindRenderbuffer (GL_RENDERBUFFER, 0)); + GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, gl_depth_stencil_handle)); + GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, gl_depth_stencil_handle)); + offscreen->renderbuffers = + g_slist_prepend (offscreen->renderbuffers, + GUINT_TO_POINTER (gl_depth_stencil_handle)); + } + + if (flags & _TRY_DEPTH) + { + GE (glGenRenderbuffers (1, &gl_depth_handle)); + GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle)); + /* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's + * available under GLES */ + GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, + cogl_texture_get_width (texture), + cogl_texture_get_height (texture))); + GE (glBindRenderbuffer (GL_RENDERBUFFER, 0)); + GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, gl_depth_handle)); + offscreen->renderbuffers = + g_slist_prepend (offscreen->renderbuffers, + GUINT_TO_POINTER (gl_depth_handle)); + } + + if (flags & _TRY_STENCIL) + { + GE (glGenRenderbuffers (1, &gl_stencil_handle)); + GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle)); + GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8, + cogl_texture_get_width (texture), + cogl_texture_get_height (texture))); + GE (glBindRenderbuffer (GL_RENDERBUFFER, 0)); + GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, gl_stencil_handle)); + offscreen->renderbuffers = + g_slist_prepend (offscreen->renderbuffers, + GUINT_TO_POINTER (gl_stencil_handle)); + } + + /* Make sure it's complete */ + status = glCheckFramebufferStatus (GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + GSList *l; + + GE (glDeleteFramebuffers (1, &fbo_gl_handle)); + + for (l = offscreen->renderbuffers; l; l = l->next) + { + GLuint renderbuffer = GPOINTER_TO_UINT (l->data); + GE (glDeleteRenderbuffers (1, &renderbuffer)); + } + return 0; + } + + return flags; +} + CoglHandle cogl_offscreen_new_to_texture (CoglHandle texhandle) { - CoglOffscreen *offscreen; - int width; - int height; - GLuint tex_gl_handle; - GLenum tex_gl_target; - GLuint fbo_gl_handle; - GLuint gl_stencil_handle; - GLenum status; + CoglOffscreen *offscreen; + TryFBOFlags flags; + static TryFBOFlags last_working_flags = 0; _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE); @@ -257,42 +372,6 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle) if (cogl_texture_is_sliced (texhandle)) return COGL_INVALID_HANDLE; - /* Pick the single texture slice width, height and GL id */ - - width = cogl_texture_get_width (texhandle); - height = cogl_texture_get_height (texhandle); - - if (!cogl_texture_get_gl_texture (texhandle, &tex_gl_handle, &tex_gl_target)) - return COGL_INVALID_HANDLE; - - if (tex_gl_target != GL_TEXTURE_2D -#ifdef HAVE_COGL_GL - && tex_gl_target != GL_TEXTURE_RECTANGLE_ARB -#endif - ) - return COGL_INVALID_HANDLE; - - /* Create a renderbuffer for stenciling */ - GE (glGenRenderbuffers (1, &gl_stencil_handle)); - GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle)); - GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8, - cogl_texture_get_width (texhandle), - cogl_texture_get_height (texhandle))); - GE (glBindRenderbuffer (GL_RENDERBUFFER, 0)); - - /* We are about to generate and bind a new fbo, so when next flushing the - * journal, we will need to rebind the current framebuffer... */ - ctx->dirty_bound_framebuffer = 1; - - /* Generate framebuffer */ - glGenFramebuffers (1, &fbo_gl_handle); - GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle)); - GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - tex_gl_target, tex_gl_handle, 0)); - GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, - GL_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, gl_stencil_handle)); - /* XXX: The framebuffer_object spec isn't clear in defining whether attaching * a texture as a renderbuffer with mipmap filtering enabled while the * mipmaps have not been uploaded should result in an incomplete framebuffer @@ -305,50 +384,34 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle) */ _cogl_texture_set_filters (texhandle, GL_NEAREST, GL_NEAREST); - /* Make sure it's complete */ - status = glCheckFramebufferStatus (GL_FRAMEBUFFER); + offscreen = g_new0 (CoglOffscreen, 1); + offscreen->texture = cogl_handle_ref (texhandle); - if (status != GL_FRAMEBUFFER_COMPLETE) + if (!(last_working_flags && + (flags = try_creating_fbo (offscreen, last_working_flags, + texhandle))) && + !(flags = try_creating_fbo (offscreen, _TRY_DEPTH_STENCIL, + texhandle)) && + !(flags = try_creating_fbo (offscreen, _TRY_DEPTH | _TRY_STENCIL, + texhandle)) && + !(flags = try_creating_fbo (offscreen, _TRY_STENCIL, texhandle)) && + !(flags = try_creating_fbo (offscreen, _TRY_DEPTH, texhandle)) && + !(flags = try_creating_fbo (offscreen, 0, texhandle))) { - /* Stencil renderbuffers aren't always supported. Try again - without the stencil buffer */ - GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER, - GL_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, - 0)); - GE (glDeleteRenderbuffers (1, &gl_stencil_handle)); - gl_stencil_handle = 0; - - status = glCheckFramebufferStatus (GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - /* Still failing, so give up */ - GE (glDeleteFramebuffers (1, &fbo_gl_handle)); - GE (glBindFramebuffer (GL_FRAMEBUFFER, 0)); - return COGL_INVALID_HANDLE; - } + g_free (offscreen); + last_working_flags = 0; + /* XXX: This API should probably have been defined to take a GError */ + g_warning ("%s: Failed to create an OpenGL framebuffer", G_STRLOC); + return COGL_INVALID_HANDLE; } - - offscreen = g_new0 (CoglOffscreen, 1); + /* Save the final set of flags that worked so we can hopefully construct + * subsequent buffers faster. */ + last_working_flags = flags; _cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen), COGL_FRAMEBUFFER_TYPE_OFFSCREEN, - width, - height); - - offscreen->fbo_handle = fbo_gl_handle; - offscreen->gl_stencil_handle = gl_stencil_handle; - offscreen->texture = cogl_handle_ref (texhandle); - - /* XXX: Can we get a away with removing this? It wasn't documented, and most - * users of the API are hopefully setting up the modelview from scratch - * anyway */ -#if 0 - cogl_matrix_translate (&framebuffer->modelview, -1.0f, -1.0f, 0.0f); - cogl_matrix_scale (&framebuffer->modelview, - 2.0f / framebuffer->width, 2.0f / framebuffer->height, 1.0f); -#endif + cogl_texture_get_width (texhandle), + cogl_texture_get_height (texhandle)); return _cogl_offscreen_handle_new (offscreen); } @@ -356,16 +419,25 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle) static void _cogl_offscreen_free (CoglOffscreen *offscreen) { + GSList *l; + _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Chain up to parent */ _cogl_framebuffer_free (COGL_FRAMEBUFFER (offscreen)); - if (offscreen->gl_stencil_handle) - GE (glDeleteRenderbuffers (1, &offscreen->gl_stencil_handle)); + for (l = offscreen->renderbuffers; l; l = l->next) + { + GLuint renderbuffer = GPOINTER_TO_UINT (l->data); + GE (glDeleteRenderbuffers (1, &renderbuffer)); + } + g_slist_free (offscreen->renderbuffers); + + GE (glDeleteFramebuffers (1, &offscreen->fbo_handle)); + if (offscreen->texture != COGL_INVALID_HANDLE) cogl_handle_unref (offscreen->texture); - GE (glDeleteFramebuffers (1, &offscreen->fbo_handle)); + g_free (offscreen); }