/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-util.h" #include "cogl-texture-private.h" #include "cogl-framebuffer-private.h" #include "cogl-clip-stack.h" #include "cogl-journal-private.h" #ifdef HAVE_COGL_GLES2 #include "../gles/cogl-gles2-wrapper.h" #else #define glGenRenderbuffers ctx->drv.pf_glGenRenderbuffers #define glDeleteRenderbuffers ctx->drv.pf_glDeleteRenderbuffers #define glBindRenderbuffer ctx->drv.pf_glBindRenderbuffer #define glRenderbufferStorage ctx->drv.pf_glRenderbufferStorage #define glGenFramebuffers ctx->drv.pf_glGenFramebuffers #define glBindFramebuffer ctx->drv.pf_glBindFramebuffer #define glFramebufferTexture2D ctx->drv.pf_glFramebufferTexture2D #define glFramebufferRenderbuffer ctx->drv.pf_glFramebufferRenderbuffer #define glCheckFramebufferStatus ctx->drv.pf_glCheckFramebufferStatus #define glDeleteFramebuffers ctx->drv.pf_glDeleteFramebuffers #endif #ifndef GL_FRAMEBUFFER #define GL_FRAMEBUFFER 0x8D40 #endif #ifndef GL_RENDERBUFFER #define GL_RENDERBUFFER 0x8D41 #endif #ifndef GL_STENCIL_ATTACHMENT #define GL_STENCIL_ATTACHMENT 0x8D00 #endif #ifndef GL_COLOR_ATTACHMENT0 #define GL_COLOR_ATTACHMENT0 0x8CE0 #endif #ifndef GL_FRAMEBUFFER_COMPLETE #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #endif #ifndef GL_STENCIL_INDEX8 #define GL_STENCIL_INDEX8 0x8D48 #endif #ifndef GL_DEPTH_STENCIL #define GL_DEPTH_STENCIL 0x84F9 #endif #ifndef GL_DEPTH_ATTACHMENT #define GL_DEPTH_ATTACHMENT 0x8D00 #endif #ifndef GL_DEPTH_COMPONENT16 #define GL_DEPTH_COMPONENT16 0x81A5 #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); static void _cogl_offscreen_free (CoglOffscreen *offscreen); COGL_HANDLE_DEFINE (Onscreen, onscreen); COGL_HANDLE_DEFINE (Offscreen, offscreen); /* XXX: * The CoglHandle macros don't support any form of inheritance, so for * now we implement the CoglHandle support for the CoglFramebuffer * abstract class manually. */ gboolean cogl_is_framebuffer (CoglHandle handle) { CoglHandleObject *obj = (CoglHandleObject *)handle; if (handle == COGL_INVALID_HANDLE) return FALSE; return obj->klass->type == _cogl_handle_onscreen_get_type () || obj->klass->type == _cogl_handle_offscreen_get_type (); } static void _cogl_framebuffer_init (CoglFramebuffer *framebuffer, CoglFramebufferType type, int width, int height) { framebuffer->type = type; framebuffer->width = width; framebuffer->height = height; framebuffer->viewport_x = 0; framebuffer->viewport_y = 0; framebuffer->viewport_width = width; framebuffer->viewport_height = height; framebuffer->modelview_stack = _cogl_matrix_stack_new (); framebuffer->projection_stack = _cogl_matrix_stack_new (); /* Initialise the clip stack */ _cogl_clip_state_init (&framebuffer->clip_state); } void _cogl_framebuffer_free (CoglFramebuffer *framebuffer) { _cogl_clip_state_destroy (&framebuffer->clip_state); _cogl_matrix_stack_destroy (framebuffer->modelview_stack); framebuffer->modelview_stack = NULL; _cogl_matrix_stack_destroy (framebuffer->projection_stack); framebuffer->projection_stack = NULL; } int _cogl_framebuffer_get_width (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->width; } int _cogl_framebuffer_get_height (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->height; } CoglClipState * _cogl_framebuffer_get_clip_state (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return &framebuffer->clip_state; } void _cogl_framebuffer_set_viewport (CoglHandle handle, int x, int y, int width, int height) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (framebuffer->viewport_x == x && framebuffer->viewport_y == y && framebuffer->viewport_width == width && framebuffer->viewport_height == height) return; _cogl_journal_flush (); framebuffer->viewport_x = x; framebuffer->viewport_y = y; framebuffer->viewport_width = width; framebuffer->viewport_height = height; if (_cogl_get_framebuffer () == framebuffer) ctx->dirty_gl_viewport = TRUE; } int _cogl_framebuffer_get_viewport_x (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->viewport_x; } int _cogl_framebuffer_get_viewport_y (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->viewport_y; } int _cogl_framebuffer_get_viewport_width (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->viewport_width; } int _cogl_framebuffer_get_viewport_height (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->viewport_height; } void _cogl_framebuffer_get_viewport4fv (CoglHandle handle, int *viewport) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); viewport[0] = framebuffer->viewport_x; viewport[1] = framebuffer->viewport_y; viewport[2] = framebuffer->viewport_width; viewport[3] = framebuffer->viewport_height; } CoglMatrixStack * _cogl_framebuffer_get_modelview_stack (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->modelview_stack; } CoglMatrixStack * _cogl_framebuffer_get_projection_stack (CoglHandle handle) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle); return framebuffer->projection_stack; } static gboolean 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 FALSE; if (tex_gl_target != GL_TEXTURE_2D #ifdef HAVE_COGL_GL && tex_gl_target != GL_TEXTURE_RECTANGLE_ARB #endif ) return FALSE; /* We are about to generate and bind a new fbo, so we pretend to change framebuffer * state so that the old framebuffer will be rebound again before drawing. * The framebuffer state can't be changed while their are active entries, so flush * first. */ _cogl_journal_flush (); 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 FALSE; } return TRUE; } CoglHandle cogl_offscreen_new_to_texture (CoglHandle texhandle) { CoglOffscreen *offscreen; static TryFBOFlags flags; static gboolean have_working_flags = FALSE; _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE); if (!cogl_features_available (COGL_FEATURE_OFFSCREEN)) return COGL_INVALID_HANDLE; /* Make texhandle is a valid texture object */ if (!cogl_is_texture (texhandle)) return COGL_INVALID_HANDLE; /* The texture must not be sliced */ if (cogl_texture_is_sliced (texhandle)) return COGL_INVALID_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 * 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 CoglMaterial. */ _cogl_texture_set_filters (texhandle, GL_NEAREST, GL_NEAREST); offscreen = g_new0 (CoglOffscreen, 1); offscreen->texture = cogl_handle_ref (texhandle); if ((have_working_flags && try_creating_fbo (offscreen, flags, texhandle)) || try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL, texhandle) || try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL, texhandle) || try_creating_fbo (offscreen, flags = _TRY_STENCIL, texhandle) || try_creating_fbo (offscreen, flags = _TRY_DEPTH, texhandle) || try_creating_fbo (offscreen, flags = 0, texhandle)) { /* Record that the last set of flags succeeded so that we can try that set first next time */ have_working_flags = TRUE; _cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen), COGL_FRAMEBUFFER_TYPE_OFFSCREEN, cogl_texture_get_width (texhandle), cogl_texture_get_height (texhandle)); return _cogl_offscreen_handle_new (offscreen); } else { g_free (offscreen); /* 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; } } 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)); 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); g_free (offscreen); } CoglHandle _cogl_onscreen_new (void) { CoglOnscreen *onscreen; /* XXX: Until we have full winsys support in Cogl then we can't fully * implement CoglOnscreen framebuffers, since we can't, e.g. keep track of * the window size. */ onscreen = g_new0 (CoglOnscreen, 1); _cogl_framebuffer_init (COGL_FRAMEBUFFER (onscreen), COGL_FRAMEBUFFER_TYPE_ONSCREEN, 0xdeadbeef, /* width */ 0xdeadbeef); /* height */ return _cogl_onscreen_handle_new (onscreen); } static void _cogl_onscreen_free (CoglOnscreen *onscreen) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Chain up to parent */ _cogl_framebuffer_free (COGL_FRAMEBUFFER (onscreen)); g_free (onscreen); } void _cogl_onscreen_clutter_backend_set_size (int width, int height) { CoglFramebuffer *framebuffer; _COGL_GET_CONTEXT (ctx, NO_RETVAL); framebuffer = COGL_FRAMEBUFFER (ctx->window_buffer); if (framebuffer->width == width && framebuffer->height == height) return; framebuffer->width = width; framebuffer->height = height; /* We'll need to recalculate the GL viewport state derived * from the Cogl viewport */ ctx->dirty_gl_viewport = 1; } GSList * _cogl_create_framebuffer_stack (void) { GSList *stack = NULL; return g_slist_prepend (stack, COGL_INVALID_HANDLE); } void _cogl_free_framebuffer_stack (GSList *stack) { GSList *l; for (l = stack; l != NULL; l = l->next) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (l->data); if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN) _cogl_offscreen_free (COGL_OFFSCREEN (framebuffer)); else _cogl_onscreen_free (COGL_ONSCREEN (framebuffer)); } g_slist_free (stack); } /* Set the current framebuffer without checking if it's already the * current framebuffer. This is used by cogl_pop_framebuffer while * the top of the stack is currently not up to date. */ static void _cogl_set_framebuffer_real (CoglFramebuffer *framebuffer) { CoglHandle *entry; _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_flush (); entry = &ctx->framebuffer_stack->data; ctx->dirty_bound_framebuffer = 1; ctx->dirty_gl_viewport = 1; if (framebuffer != COGL_INVALID_HANDLE) cogl_handle_ref (framebuffer); if (*entry != COGL_INVALID_HANDLE) cogl_handle_unref (*entry); *entry = framebuffer; /* We've effectively just switched the current modelview and * projection matrix stacks and clip state so we need to dirty * them to ensure they get flushed for the next batch of geometry * we flush */ _cogl_matrix_stack_dirty (framebuffer->modelview_stack); _cogl_matrix_stack_dirty (framebuffer->projection_stack); _cogl_clip_state_dirty (&framebuffer->clip_state); } void cogl_set_framebuffer (CoglHandle handle) { g_return_if_fail (cogl_is_framebuffer (handle)); if (_cogl_get_framebuffer () != handle) _cogl_set_framebuffer_real (COGL_FRAMEBUFFER (handle)); } /* XXX: deprecated API */ void cogl_set_draw_buffer (CoglBufferTarget target, CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (target == COGL_WINDOW_BUFFER) handle = ctx->window_buffer; cogl_set_framebuffer (handle); } CoglHandle _cogl_get_framebuffer (void) { _COGL_GET_CONTEXT (ctx, NULL); g_assert (ctx->framebuffer_stack); return (CoglHandle)ctx->framebuffer_stack->data; } void cogl_push_framebuffer (CoglHandle buffer) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_return_if_fail (cogl_is_framebuffer (buffer)); g_assert (ctx->framebuffer_stack); cogl_flush (); ctx->framebuffer_stack = g_slist_prepend (ctx->framebuffer_stack, COGL_INVALID_HANDLE); cogl_set_framebuffer (buffer); } /* XXX: deprecated API */ void cogl_push_draw_buffer (void) { cogl_push_framebuffer (_cogl_get_framebuffer ()); } void cogl_pop_framebuffer (void) { CoglHandle to_pop; CoglHandle to_restore; _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_assert (ctx->framebuffer_stack != NULL); g_assert (ctx->framebuffer_stack->next != NULL); to_pop = ctx->framebuffer_stack->data; to_restore = ctx->framebuffer_stack->next->data; cogl_flush (); cogl_handle_unref (to_pop); ctx->framebuffer_stack = g_slist_remove_link (ctx->framebuffer_stack, ctx->framebuffer_stack); /* If the framebuffer has changed as a result of popping the top * then re-assert the current buffer so as to dirty state as * necessary. */ if (to_pop != to_restore) _cogl_set_framebuffer_real (to_restore); } /* XXX: deprecated API */ void cogl_pop_draw_buffer (void) { cogl_pop_framebuffer (); } void _cogl_framebuffer_flush_state (CoglHandle handle, CoglFramebufferFlushFlags flags) { CoglFramebuffer *framebuffer; _COGL_GET_CONTEXT (ctx, NO_RETVAL); framebuffer = COGL_FRAMEBUFFER (handle); if (cogl_features_available (COGL_FEATURE_OFFSCREEN) && ctx->dirty_bound_framebuffer) { if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN) { GE (glBindFramebuffer (GL_FRAMEBUFFER, COGL_OFFSCREEN (framebuffer)->fbo_handle)); } else GE (glBindFramebuffer (GL_FRAMEBUFFER, 0)); ctx->dirty_bound_framebuffer = FALSE; } if (ctx->dirty_gl_viewport) { int gl_viewport_y; /* Convert the Cogl viewport y offset to an OpenGL viewport y offset * NB: OpenGL defines its window and viewport origins to be bottom * left, while Cogl defines them to be top left. * NB: We render upside down to offscreen framebuffers so we don't * need to convert the y offset in this case. */ if (cogl_is_offscreen (framebuffer)) gl_viewport_y = framebuffer->viewport_y; else gl_viewport_y = framebuffer->height - (framebuffer->viewport_y + framebuffer->viewport_height); COGL_NOTE (OPENGL, "Calling glViewport(%d, %d, %d, %d)", framebuffer->viewport_x, gl_viewport_y, framebuffer->viewport_width, framebuffer->viewport_height); GE (glViewport (framebuffer->viewport_x, gl_viewport_y, framebuffer->viewport_width, framebuffer->viewport_height)); ctx->dirty_gl_viewport = FALSE; } /* XXX: Flushing clip state may trash the modelview and projection * matrices so we must do it before flushing the matrices... */ _cogl_clip_state_flush (&framebuffer->clip_state); if (!(flags & COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW)) _cogl_matrix_stack_flush_to_gl (framebuffer->modelview_stack, COGL_MATRIX_MODELVIEW); _cogl_matrix_stack_flush_to_gl (framebuffer->projection_stack, COGL_MATRIX_PROJECTION); }