mirror of
https://github.com/brl/mutter.git
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offscreen: Adds support for offscreen multisampling
This adds support for multisample rendering to offscreen framebuffers. After an offscreen framebuffer is first instantiated using cogl_offscreen_new_to_texture() it is then possible to use cogl_framebuffer_set_samples_per_pixel() to request multisampling before the framebuffer is allocated. This also adds cogl_framebuffer_resolve_samples() for explicitly resolving point samples into pixels. Even though we currently only support the IMG_multisampled_render_to_texture extension which doesn't require an explicit resolve, the plan is to also support the EXT_framebuffer_multisample extension which uses the framebuffer_blit extension to issue an explicit resolve. Reviewed-by: Neil Roberts <neil@linux.intel.com>
This commit is contained in:
parent
a74c81ada3
commit
dd7b16faf2
@ -333,18 +333,6 @@ COGL_EXT_FUNCTION (void, glBlitFramebuffer,
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GLenum filter))
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COGL_EXT_END ()
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COGL_EXT_BEGIN (offscreen_multisample, 255, 255,
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0, /* not in either GLES */
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"EXT\0",
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"framebuffer_multisample\0")
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COGL_EXT_FUNCTION (void, glRenderbufferStorageMultisample,
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(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height))
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COGL_EXT_END ()
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/* ARB_fragment_program */
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COGL_EXT_BEGIN (arbfp, 255, 255,
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0, /* not in either GLES */
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@ -660,3 +648,21 @@ COGL_EXT_FUNCTION (void, glDiscardFramebuffer,
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const GLenum *attachments))
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COGL_EXT_END ()
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COGL_EXT_BEGIN (IMG_multisampled_render_to_texture, 255, 255,
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0, /* not in either GLES */
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"\0",
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"IMG_multisampled_render_to_texture\0")
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COGL_EXT_FUNCTION (void, glRenderbufferStorageMultisampleIMG,
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(GLenum target,
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GLsizei samples,
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GLenum internal_format,
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GLsizei width,
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GLsizei height))
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COGL_EXT_FUNCTION (void, glFramebufferTexture2DMultisampleIMG,
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(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level,
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GLsizei samples))
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COGL_EXT_END ()
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@ -54,6 +54,12 @@ typedef struct
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int samples_per_pixel;
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} CoglFramebufferConfig;
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/* Flags to pass to _cogl_offscreen_new_to_texture_full */
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typedef enum
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{
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COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
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} CoglOffscreenFlags;
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struct _CoglFramebuffer
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{
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CoglObject _parent;
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@ -121,13 +127,15 @@ typedef struct _CoglOffscreen
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GSList *renderbuffers;
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CoglTexture *texture;
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} CoglOffscreen;
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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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/* Flags to pass to _cogl_offscreen_new_to_texture_full */
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typedef enum
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{
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COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
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} CoglOffscreenFlags;
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/* FIXME: _cogl_offscreen_new_to_texture_full should be made to use
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* fb->config to configure if we want a depth or stencil buffer so
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* we can get rid of these flags */
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CoglOffscreenFlags create_flags;
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} CoglOffscreen;
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#define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X))
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@ -120,6 +120,12 @@ COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (offscreen);
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* abstract class manually.
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*/
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GQuark
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cogl_framebuffer_error_quark (void)
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{
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return g_quark_from_static_string ("cogl-framebuffer-error-quark");
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}
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gboolean
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_cogl_is_framebuffer (void *object)
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{
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@ -681,144 +687,17 @@ _cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
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framebuffer->dirty_bitmasks = FALSE;
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}
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typedef struct
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{
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CoglTexture *texture;
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unsigned int level;
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unsigned int level_width;
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unsigned int level_height;
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} CoglFramebufferTryFBOData;
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static gboolean
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try_creating_fbo (CoglOffscreen *offscreen,
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TryFBOFlags flags,
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CoglFramebufferTryFBOData *data)
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{
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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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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_texture_get_gl_texture (data->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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/* 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->dirty_bound_framebuffer = 1;
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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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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle, data->level));
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if (flags & _TRY_DEPTH_STENCIL)
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{
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/* Create a renderbuffer for depth and stenciling */
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GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
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data->level_width,
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data->level_height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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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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}
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if (flags & _TRY_DEPTH)
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{
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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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* available under GLES */
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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data->level_width,
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data->level_height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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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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}
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if (flags & _TRY_STENCIL)
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{
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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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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
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data->level_width,
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data->level_height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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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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}
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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, &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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return FALSE;
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}
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return TRUE;
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}
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CoglHandle
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_cogl_offscreen_new_to_texture_full (CoglTexture *texture,
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CoglOffscreenFlags create_flags,
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unsigned int level)
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{
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CoglOffscreen *offscreen;
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static TryFBOFlags flags;
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static gboolean have_working_flags = FALSE;
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unsigned int i;
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CoglFramebufferTryFBOData data;
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gboolean fbo_created;
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CoglOffscreen *offscreen;
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CoglFramebuffer *fb;
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int level_width;
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int level_height;
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int i;
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CoglHandle ret;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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@ -833,98 +712,49 @@ _cogl_offscreen_new_to_texture_full (CoglTexture *texture,
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if (cogl_texture_is_sliced (texture))
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return COGL_INVALID_HANDLE;
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data.texture = texture;
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data.level = level;
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/* Calculate the size of the texture at this mipmap level to ensure
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that it's a valid level */
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data.level_width = cogl_texture_get_width (texture);
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data.level_height = cogl_texture_get_height (texture);
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level_width = cogl_texture_get_width (texture);
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level_height = cogl_texture_get_height (texture);
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for (i = 0; i < level; i++)
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{
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/* If neither dimension can be further divided then the level is
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invalid */
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if (data.level_width == 1 && data.level_height == 1)
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return COGL_INVALID_HANDLE;
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if (level_width == 1 && level_height == 1)
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{
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g_warning ("Invalid texture level passed to "
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"_cogl_offscreen_new_to_texture_full");
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return COGL_INVALID_HANDLE;
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}
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if (data.level_width > 1)
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data.level_width >>= 1;
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if (data.level_height > 1)
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data.level_height >>= 1;
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if (level_width > 1)
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level_width >>= 1;
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if (level_height > 1)
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level_height >>= 1;
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}
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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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* mipmaps have not been uploaded should result in an incomplete framebuffer
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* object. (different drivers make different decisions)
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*
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* To avoid an error with drivers that do consider this a problem we
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* explicitly set non mipmapped filters here. These will later be reset when
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* the texture is actually used for rendering according to the filters set on
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* the corresponding CoglPipeline.
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*/
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_cogl_texture_set_filters (texture, GL_NEAREST, GL_NEAREST);
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offscreen = g_new0 (CoglOffscreen, 1);
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offscreen->texture = texture;
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offscreen->texture = cogl_object_ref (texture);
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offscreen->texture_level = level;
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offscreen->texture_level_width = level_width;
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offscreen->texture_level_height = level_height;
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offscreen->create_flags = create_flags;
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if ((create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL))
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fbo_created = try_creating_fbo (offscreen, 0, &data);
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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, &data)) ||
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#ifdef HAVE_COGL_GL
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(ctx->driver == COGL_DRIVER_GL &&
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try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL, &data)) ||
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#endif
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try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL,
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&data) ||
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try_creating_fbo (offscreen, flags = _TRY_STENCIL, &data) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH, &data) ||
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try_creating_fbo (offscreen, flags = 0, &data))
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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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fb = COGL_FRAMEBUFFER (offscreen);
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if (fbo_created)
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{
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CoglOffscreen *ret;
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
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_cogl_framebuffer_init (fb,
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ctx,
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
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cogl_texture_get_format (texture),
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level_width,
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level_height);
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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ret = _cogl_offscreen_object_new (offscreen);
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_cogl_framebuffer_init (fb,
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ctx,
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
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cogl_texture_get_format (texture),
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data.level_width,
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data.level_height);
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_cogl_texture_associate_framebuffer (texture, fb);
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cogl_object_ref (offscreen->texture);
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ret = _cogl_offscreen_object_new (offscreen);
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_cogl_texture_associate_framebuffer (texture, COGL_FRAMEBUFFER (ret));
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fb->allocated = TRUE;
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return ret;
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}
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else
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{
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g_free (offscreen);
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/* XXX: This API should probably have been defined to take a GError */
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g_warning ("%s: Failed to create an OpenGL framebuffer", G_STRLOC);
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return COGL_INVALID_HANDLE;
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}
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return ret;
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}
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CoglHandle
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@ -1028,6 +858,221 @@ cogl_onscreen_new (CoglContext *ctx, int width, int height)
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return _cogl_onscreen_object_new (onscreen);
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}
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static gboolean
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try_creating_fbo (CoglOffscreen *offscreen,
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TryFBOFlags flags)
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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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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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{
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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->dirty_bound_framebuffer = 1;
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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)
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{
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/* Create a renderbuffer for depth and stenciling */
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GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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if (n_samples)
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GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
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n_samples,
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GL_DEPTH_STENCIL,
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width, height));
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else
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
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width, height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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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 (ctx, glGenRenderbuffers (1, &gl_depth_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
|
||||
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
|
||||
* available under GLES */
|
||||
if (n_samples)
|
||||
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
||||
n_samples,
|
||||
GL_DEPTH_COMPONENT16,
|
||||
width, height));
|
||||
else
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
|
||||
width, height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_depth_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_depth_handle));
|
||||
}
|
||||
|
||||
if (flags & _TRY_STENCIL)
|
||||
{
|
||||
GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
|
||||
if (n_samples)
|
||||
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
||||
n_samples,
|
||||
GL_STENCIL_INDEX8,
|
||||
width, height));
|
||||
else
|
||||
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
|
||||
width, height));
|
||||
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
|
||||
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
|
||||
GL_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER, gl_stencil_handle));
|
||||
offscreen->renderbuffers =
|
||||
g_slist_prepend (offscreen->renderbuffers,
|
||||
GUINT_TO_POINTER (gl_stencil_handle));
|
||||
}
|
||||
|
||||
/* Make sure it's complete */
|
||||
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
GSList *l;
|
||||
|
||||
GE (ctx, glDeleteFramebuffers (1, &fbo_gl_handle));
|
||||
|
||||
for (l = offscreen->renderbuffers; l; l = l->next)
|
||||
{
|
||||
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
|
||||
GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
|
||||
}
|
||||
|
||||
g_slist_free (offscreen->renderbuffers);
|
||||
offscreen->renderbuffers = NULL;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
_cogl_offscreen_allocate (CoglOffscreen *offscreen,
|
||||
GError **error)
|
||||
{
|
||||
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
|
||||
CoglContext *ctx = fb->context;
|
||||
static TryFBOFlags flags;
|
||||
static gboolean have_working_flags = FALSE;
|
||||
gboolean fbo_created;
|
||||
|
||||
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
|
||||
* a texture as a renderbuffer with mipmap filtering enabled while the
|
||||
* mipmaps have not been uploaded should result in an incomplete framebuffer
|
||||
* object. (different drivers make different decisions)
|
||||
*
|
||||
* To avoid an error with drivers that do consider this a problem we
|
||||
* explicitly set non mipmapped filters here. These will later be reset when
|
||||
* the texture is actually used for rendering according to the filters set on
|
||||
* the corresponding CoglPipeline.
|
||||
*/
|
||||
_cogl_texture_set_filters (offscreen->texture, GL_NEAREST, GL_NEAREST);
|
||||
|
||||
if ((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL))
|
||||
fbo_created = try_creating_fbo (offscreen, 0);
|
||||
else
|
||||
{
|
||||
if ((have_working_flags &&
|
||||
try_creating_fbo (offscreen, flags)) ||
|
||||
#ifdef HAVE_COGL_GL
|
||||
(ctx->driver == COGL_DRIVER_GL &&
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL)) ||
|
||||
#endif
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_STENCIL) ||
|
||||
try_creating_fbo (offscreen, flags = _TRY_DEPTH) ||
|
||||
try_creating_fbo (offscreen, flags = 0))
|
||||
{
|
||||
/* Record that the last set of flags succeeded so that we can
|
||||
try that set first next time */
|
||||
have_working_flags = TRUE;
|
||||
fbo_created = TRUE;
|
||||
}
|
||||
else
|
||||
fbo_created = FALSE;
|
||||
}
|
||||
|
||||
if (!fbo_created)
|
||||
{
|
||||
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
|
||||
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
|
||||
"Failed to create an OpenGL framebuffer object");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
gboolean
|
||||
cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
|
||||
GError **error)
|
||||
@ -1038,13 +1083,16 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
|
||||
if (framebuffer->allocated)
|
||||
return TRUE;
|
||||
|
||||
/* XXX: with the current cogl_offscreen_new_to_texture() API the
|
||||
* framebuffer is implicitly allocated before returning. */
|
||||
g_return_val_if_fail (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN,
|
||||
TRUE);
|
||||
|
||||
if (!winsys->onscreen_init (onscreen, error))
|
||||
return FALSE;
|
||||
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
|
||||
{
|
||||
if (!winsys->onscreen_init (onscreen, error))
|
||||
return FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_cogl_offscreen_allocate (COGL_OFFSCREEN (framebuffer), error))
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
framebuffer->allocated = TRUE;
|
||||
|
||||
@ -1591,6 +1639,61 @@ cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer)
|
||||
return framebuffer->format;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
|
||||
int samples_per_pixel)
|
||||
{
|
||||
g_return_if_fail (!framebuffer->allocated);
|
||||
|
||||
framebuffer->config.samples_per_pixel = samples_per_pixel;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer)
|
||||
{
|
||||
cogl_framebuffer_resolve_samples_region (framebuffer,
|
||||
0, 0,
|
||||
framebuffer->width,
|
||||
framebuffer->height);
|
||||
|
||||
/* TODO: Make this happen implicitly when the resolve texture next gets used
|
||||
* as a source, either via cogl_texture_get_data(), via cogl_read_pixels() or
|
||||
* if used as a source for rendering. We would also implicitly resolve if
|
||||
* necessary before freeing a CoglFramebuffer.
|
||||
*
|
||||
* This API should still be kept but it is optional, only necessary
|
||||
* if the user wants to explicitly control when the resolve happens e.g.
|
||||
* to ensure it's done in advance of it being used as a source.
|
||||
*
|
||||
* Every texture should have a CoglFramebuffer *needs_resolve member
|
||||
* internally. When the texture gets validated before being used as a source
|
||||
* we should first check the needs_resolve pointer and if set we'll
|
||||
* automatically call cogl_framebuffer_resolve_samples ().
|
||||
*
|
||||
* Calling cogl_framebuffer_resolve_samples() or
|
||||
* cogl_framebuffer_resolve_samples_region() should reset the textures
|
||||
* needs_resolve pointer to NULL.
|
||||
*
|
||||
* Rendering anything to a framebuffer will cause the corresponding
|
||||
* texture's ->needs_resolve pointer to be set.
|
||||
*
|
||||
* XXX: Note: we only need to address this TODO item when adding support for
|
||||
* EXT_framebuffer_multisample because currently we only support hardware
|
||||
* that resolves implicitly anyway.
|
||||
*/
|
||||
}
|
||||
|
||||
void
|
||||
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
|
||||
int x,
|
||||
int y,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
/* NOP for now since we don't support EXT_framebuffer_multisample yet which
|
||||
* requires an explicit resolve. */
|
||||
}
|
||||
|
||||
CoglContext *
|
||||
cogl_framebuffer_get_context (CoglFramebuffer *framebuffer)
|
||||
{
|
||||
|
@ -277,6 +277,128 @@ cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer,
|
||||
CoglPixelFormat
|
||||
cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
|
||||
|
||||
#define cogl_framebuffer_set_samples_per_pixel \
|
||||
cogl_framebuffer_set_samples_per_pixel_EXP
|
||||
/**
|
||||
* cogl_framebuffer_set_samples_per_pixel:
|
||||
* @framebuffer: A #CoglFramebuffer framebuffer
|
||||
* @n: The minimum number of samples per pixel
|
||||
*
|
||||
* Requires that when rendering to @framebuffer then @n point samples
|
||||
* should be made per pixel which will all contribute to the final
|
||||
* resolved color for that pixel. The idea is that the hardware aims
|
||||
* to get quality similar to what you would get if you rendered
|
||||
* everything twice as big (for 4 samples per pixel) and then scaled
|
||||
* that image back down with filtering. It can effectively remove the
|
||||
* jagged edges of polygons and should be more efficient than if you
|
||||
* were to manually render at a higher resolution and downscale
|
||||
* because the hardware is often able to take some shortcuts. For
|
||||
* example the GPU may only calculate a single texture sample for all
|
||||
* points of a single pixel, and for tile based architectures all the
|
||||
* extra sample data (such as depth and stencil samples) may be
|
||||
* handled on-chip and so avoid increased demand on system memory
|
||||
* bandwidth.
|
||||
*
|
||||
* By default this value is usually set to 0 and that is referred to
|
||||
* as "single-sample" rendering. A value of 1 or greater is referred
|
||||
* to as "multisample" rendering.
|
||||
*
|
||||
* <note>There are some semantic differences between single-sample
|
||||
* rendering and multisampling with just 1 point sample such as it
|
||||
* being redundant to use the cogl_framebuffer_resolve_samples() and
|
||||
* cogl_framebuffer_resolve_samples_region() apis with single-sample
|
||||
* rendering.</note>
|
||||
*
|
||||
* <note>It's recommended that
|
||||
* cogl_framebuffer_resolve_samples_region() be explicitly used at the
|
||||
* end of rendering to a point sample buffer to minimize the number of
|
||||
* samples that get resolved. By default Cogl will implicitly resolve
|
||||
* all framebuffer samples but if only a small region of a
|
||||
* framebuffer has changed this can lead to redundant work being
|
||||
* done.</note>
|
||||
*
|
||||
* Since: 1.8
|
||||
* Stability: unstable
|
||||
*/
|
||||
void
|
||||
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
|
||||
int samples_per_pixel);
|
||||
|
||||
#define cogl_framebuffer_resolve_samples \
|
||||
cogl_framebuffer_resolve_samples_EXP
|
||||
/**
|
||||
* cogl_framebuffer_resolve_samples:
|
||||
* @framebuffer: A #CoglFramebuffer framebuffer
|
||||
*
|
||||
* When point sample rendering (also known as multisample rendering)
|
||||
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
|
||||
* then you can optionally call this function (or
|
||||
* cogl_framebuffer_resolve_samples_region()) to explicitly resolve
|
||||
* the point samples into values for the final color buffer.
|
||||
*
|
||||
* Some GPUs will implicitly resolve the point samples during
|
||||
* rendering and so this function is effectively a nop, but with other
|
||||
* architectures it is desirable to defer the resolve step until the
|
||||
* end of the frame.
|
||||
*
|
||||
* Since Cogl will automatically ensure samples are resolved if the
|
||||
* target color buffer is used as a source this API only needs to be
|
||||
* used if explicit control is desired - perhaps because you want to
|
||||
* ensure that the resolve is completed in advance to avoid later
|
||||
* having to wait for the resolve to complete.
|
||||
*
|
||||
* If you are performing incremental updates to a framebuffer you
|
||||
* should consider using cogl_framebuffer_resolve_samples_region()
|
||||
* instead to avoid resolving redundant pixels.
|
||||
*
|
||||
* Since: 1.8
|
||||
* Stability: unstable
|
||||
*/
|
||||
void
|
||||
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer);
|
||||
|
||||
#define cogl_framebuffer_resolve_samples_region \
|
||||
cogl_framebuffer_resolve_samples_region_EXP
|
||||
/**
|
||||
* cogl_framebuffer_resolve_samples_region:
|
||||
* @framebuffer: A #CoglFramebuffer framebuffer
|
||||
* @x: top-left x coordinate of region to resolve
|
||||
* @y: top-left y coordinate of region to resolve
|
||||
* @width: width of region to resolve
|
||||
* @height: height of region to resolve
|
||||
*
|
||||
* When point sample rendering (also known as multisample rendering)
|
||||
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
|
||||
* then you can optionally call this function (or
|
||||
* cogl_framebuffer_resolve_samples()) to explicitly resolve the point
|
||||
* samples into values for the final color buffer.
|
||||
*
|
||||
* Some GPUs will implicitly resolve the point samples during
|
||||
* rendering and so this function is effectively a nop, but with other
|
||||
* architectures it is desirable to defer the resolve step until the
|
||||
* end of the frame.
|
||||
*
|
||||
* Use of this API is recommended if incremental, small updates to
|
||||
* a framebuffer are being made because by default Cogl will
|
||||
* implicitly resolve all the point samples of the framebuffer which
|
||||
* can result in redundant work if only a small number of samples have
|
||||
* changed.
|
||||
*
|
||||
* Because some GPUs implicitly resolve point samples this function
|
||||
* only guarantees that at-least the region specified will be resolved
|
||||
* and if you have rendered to a larger region then it's possible that
|
||||
* other samples may be implicitly resolved.
|
||||
*
|
||||
* Since: 1.8
|
||||
* Stability: unstable
|
||||
*/
|
||||
void
|
||||
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
|
||||
int x,
|
||||
int y,
|
||||
int width,
|
||||
int height);
|
||||
|
||||
#define cogl_framebuffer_get_context cogl_framebuffer_get_context_EXP
|
||||
/**
|
||||
* @framebuffer: A #CoglFramebuffer
|
||||
@ -598,6 +720,19 @@ cogl_get_draw_framebuffer (void);
|
||||
|
||||
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
||||
|
||||
/* XXX: Note these are defined outside the COGL_ENABLE_EXPERIMENTAL_API guard since
|
||||
* otherwise the glib-mkenums stuff will get upset. */
|
||||
|
||||
#define cogl_framebuffer_error_quark cogl_framebuffer_error_quark_EXP
|
||||
GQuark
|
||||
cogl_framebuffer_error_quark (void);
|
||||
|
||||
#define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ())
|
||||
|
||||
typedef enum { /*< prefix=COGL_FRAMEBUFFER_ERROR >*/
|
||||
COGL_FRAMEBUFFER_ERROR_ALLOCATE
|
||||
} CoglFramebufferError;
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_FRAMEBUFFER_H */
|
||||
|
@ -202,8 +202,8 @@ _cogl_gl_update_features (CoglContext *context,
|
||||
if (context->glBlitFramebuffer)
|
||||
flags |= COGL_FEATURE_OFFSCREEN_BLIT;
|
||||
|
||||
if (context->glRenderbufferStorageMultisample)
|
||||
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
|
||||
if (context->glRenderbufferStorageMultisampleIMG)
|
||||
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
|
||||
|
||||
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 1) ||
|
||||
_cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions))
|
||||
|
Loading…
Reference in New Issue
Block a user