/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2012 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-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-framebuffer-gl-private.h"
#include "cogl-buffer-gl-private.h"
#include "cogl-error-private.h"
#include "cogl-texture-gl-private.h"
#include
#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_DEPTH24_STENCIL8
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
#ifndef GL_DEPTH_ATTACHMENT
#define GL_DEPTH_ATTACHMENT 0x8D00
#endif
#ifndef GL_DEPTH_COMPONENT16
#define GL_DEPTH_COMPONENT16 0x81A5
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#endif
#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#endif
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif
#ifndef GL_TEXTURE_SAMPLES_IMG
#define GL_TEXTURE_SAMPLES_IMG 0x9136
#endif
#ifndef GL_PACK_INVERT_MESA
#define GL_PACK_INVERT_MESA 0x8758
#endif
static void
_cogl_framebuffer_gl_flush_viewport_state (CoglFramebuffer *framebuffer)
{
float gl_viewport_y;
g_assert (framebuffer->viewport_width >=0 &&
framebuffer->viewport_height >=0);
/* 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(%f, %f, %f, %f)",
framebuffer->viewport_x,
gl_viewport_y,
framebuffer->viewport_width,
framebuffer->viewport_height);
GE (framebuffer->context,
glViewport (framebuffer->viewport_x,
gl_viewport_y,
framebuffer->viewport_width,
framebuffer->viewport_height));
}
static void
_cogl_framebuffer_gl_flush_clip_state (CoglFramebuffer *framebuffer)
{
CoglClipStack *stack = _cogl_clip_state_get_stack (&framebuffer->clip_state);
_cogl_clip_stack_flush (stack, framebuffer);
}
static void
_cogl_framebuffer_gl_flush_dither_state (CoglFramebuffer *framebuffer)
{
CoglContext *ctx = framebuffer->context;
if (ctx->current_gl_dither_enabled != framebuffer->dither_enabled)
{
if (framebuffer->dither_enabled)
GE (ctx, glEnable (GL_DITHER));
else
GE (ctx, glDisable (GL_DITHER));
ctx->current_gl_dither_enabled = framebuffer->dither_enabled;
}
}
static void
_cogl_framebuffer_gl_flush_modelview_state (CoglFramebuffer *framebuffer)
{
CoglMatrixEntry *modelview_entry =
_cogl_framebuffer_get_modelview_entry (framebuffer);
_cogl_context_set_current_modelview_entry (framebuffer->context,
modelview_entry);
}
static void
_cogl_framebuffer_gl_flush_projection_state (CoglFramebuffer *framebuffer)
{
CoglMatrixEntry *projection_entry =
_cogl_framebuffer_get_projection_entry (framebuffer);
_cogl_context_set_current_projection_entry (framebuffer->context,
projection_entry);
}
static void
_cogl_framebuffer_gl_flush_color_mask_state (CoglFramebuffer *framebuffer)
{
CoglContext *context = framebuffer->context;
/* The color mask state is really owned by a CoglPipeline so to
* ensure the color mask is updated the next time we draw something
* we need to make sure the logic ops for the pipeline are
* re-flushed... */
context->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_LOGIC_OPS;
context->current_pipeline_age--;
}
static void
_cogl_framebuffer_gl_flush_front_face_winding_state (CoglFramebuffer *framebuffer)
{
CoglContext *context = framebuffer->context;
CoglPipelineCullFaceMode mode;
/* NB: The face winding state is actually owned by the current
* CoglPipeline.
*
* If we don't have a current pipeline then we can just assume that
* when we later do flush a pipeline we will check the current
* framebuffer to know how to setup the winding */
if (!context->current_pipeline)
return;
mode = cogl_pipeline_get_cull_face_mode (context->current_pipeline);
/* If the current CoglPipeline has a culling mode that doesn't care
* about the winding we can avoid forcing an update of the state and
* bail out. */
if (mode == COGL_PIPELINE_CULL_FACE_MODE_NONE ||
mode == COGL_PIPELINE_CULL_FACE_MODE_BOTH)
return;
/* Since the winding state is really owned by the current pipeline
* the way we "flush" an updated winding is to dirty the pipeline
* state... */
context->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_CULL_FACE;
context->current_pipeline_age--;
}
void
_cogl_framebuffer_gl_bind (CoglFramebuffer *framebuffer, GLenum target)
{
CoglContext *ctx = framebuffer->context;
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
{
CoglOffscreen *offscreen = COGL_OFFSCREEN (framebuffer);
GE (ctx, glBindFramebuffer (target,
offscreen->gl_framebuffer.fbo_handle));
}
else
{
const CoglWinsysVtable *winsys =
_cogl_framebuffer_get_winsys (framebuffer);
winsys->onscreen_bind (COGL_ONSCREEN (framebuffer));
/* glBindFramebuffer is an an extension with OpenGL ES 1.1 */
if (cogl_has_feature (ctx, COGL_FEATURE_ID_OFFSCREEN))
GE (ctx, glBindFramebuffer (target, 0));
}
}
void
_cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer,
CoglFramebufferState state)
{
CoglContext *ctx = draw_buffer->context;
unsigned long differences;
int bit;
/* We can assume that any state that has changed for the current
* framebuffer is different to the currently flushed value. */
differences = ctx->current_draw_buffer_changes;
/* Any state of the current framebuffer that hasn't already been
* flushed is assumed to be unknown so we will always flush that
* state if asked. */
differences |= ~ctx->current_draw_buffer_state_flushed;
/* We only need to consider the state we've been asked to flush */
differences &= state;
if (ctx->current_draw_buffer != draw_buffer)
{
/* If the previous draw buffer is NULL then we'll assume
everything has changed. This can happen if a framebuffer is
destroyed while it is the last flushed draw buffer. In that
case the framebuffer destructor will set
ctx->current_draw_buffer to NULL */
if (ctx->current_draw_buffer == NULL)
differences |= state;
else
/* NB: we only need to compare the state we're being asked to flush
* and we don't need to compare the state we've already decided
* we will definitely flush... */
differences |= _cogl_framebuffer_compare (ctx->current_draw_buffer,
draw_buffer,
state & ~differences);
/* NB: we don't take a reference here, to avoid a circular
* reference. */
ctx->current_draw_buffer = draw_buffer;
ctx->current_draw_buffer_state_flushed = 0;
}
if (ctx->current_read_buffer != read_buffer &&
state & COGL_FRAMEBUFFER_STATE_BIND)
{
differences |= COGL_FRAMEBUFFER_STATE_BIND;
/* NB: we don't take a reference here, to avoid a circular
* reference. */
ctx->current_read_buffer = read_buffer;
}
if (!differences)
return;
/* Lazily ensure the framebuffers have been allocated */
if (G_UNLIKELY (!draw_buffer->allocated))
cogl_framebuffer_allocate (draw_buffer, NULL);
if (G_UNLIKELY (!read_buffer->allocated))
cogl_framebuffer_allocate (read_buffer, NULL);
/* We handle buffer binding separately since the method depends on whether
* we are binding the same buffer for read and write or not unlike all
* other state that only relates to the draw_buffer. */
if (differences & COGL_FRAMEBUFFER_STATE_BIND)
{
if (draw_buffer == read_buffer)
_cogl_framebuffer_gl_bind (draw_buffer, GL_FRAMEBUFFER);
else
{
/* NB: Currently we only take advantage of binding separate
* read/write buffers for offscreen framebuffer blit
* purposes. */
_COGL_RETURN_IF_FAIL (ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT);
_COGL_RETURN_IF_FAIL (draw_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
_COGL_RETURN_IF_FAIL (read_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
_cogl_framebuffer_gl_bind (draw_buffer, GL_DRAW_FRAMEBUFFER);
_cogl_framebuffer_gl_bind (read_buffer, GL_READ_FRAMEBUFFER);
}
differences &= ~COGL_FRAMEBUFFER_STATE_BIND;
}
COGL_FLAGS_FOREACH_START (&differences, 1, bit)
{
/* XXX: We considered having an array of callbacks for each state index
* that we'd call here but decided that this way the compiler is more
* likely going to be able to in-line the flush functions and use the
* index to jump straight to the required code. */
switch (bit)
{
case COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT:
_cogl_framebuffer_gl_flush_viewport_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_CLIP:
_cogl_framebuffer_gl_flush_clip_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_DITHER:
_cogl_framebuffer_gl_flush_dither_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW:
_cogl_framebuffer_gl_flush_modelview_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION:
_cogl_framebuffer_gl_flush_projection_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK:
_cogl_framebuffer_gl_flush_color_mask_state (draw_buffer);
break;
case COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING:
_cogl_framebuffer_gl_flush_front_face_winding_state (draw_buffer);
break;
default:
g_warn_if_reached ();
}
}
COGL_FLAGS_FOREACH_END;
ctx->current_draw_buffer_state_flushed |= state;
ctx->current_draw_buffer_changes &= ~state;
}
static CoglTexture *
create_depth_texture (CoglContext *ctx,
int width,
int height)
{
CoglPixelFormat format;
CoglTexture2D *depth_texture;
if (ctx->private_feature_flags &
(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL))
{
format = COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8;
}
else
format = COGL_PIXEL_FORMAT_DEPTH_16;
depth_texture = cogl_texture_2d_new_with_size (ctx,
width, height,
format,
NULL);
return COGL_TEXTURE (depth_texture);
}
static CoglTexture *
attach_depth_texture (CoglContext *ctx,
CoglTexture *depth_texture,
CoglOffscreenAllocateFlags flags)
{
GLuint tex_gl_handle;
GLenum tex_gl_target;
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
{
/* attach a GL_DEPTH_STENCIL texture to the GL_DEPTH_ATTACHMENT and
* GL_STENCIL_ATTACHMENT attachement points */
g_assert (cogl_texture_get_format (depth_texture) ==
COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8);
cogl_texture_get_gl_texture (depth_texture,
&tex_gl_handle, &tex_gl_target);
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
}
else if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
{
/* attach a newly created GL_DEPTH_COMPONENT16 texture to the
* GL_DEPTH_ATTACHMENT attachement point */
g_assert (cogl_texture_get_format (depth_texture) ==
COGL_PIXEL_FORMAT_DEPTH_16);
cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
&tex_gl_handle, &tex_gl_target);
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex_gl_target, tex_gl_handle,
0));
}
return COGL_TEXTURE (depth_texture);
}
static GList *
try_creating_renderbuffers (CoglContext *ctx,
int width,
int height,
CoglOffscreenAllocateFlags flags,
int n_samples)
{
GList *renderbuffers = NULL;
GLuint gl_depth_stencil_handle;
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
{
GLenum format;
/* Although GL_OES_packed_depth_stencil is mostly equivalent to
* GL_EXT_packed_depth_stencil, one notable difference is that
* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
* be passed as an internal format to glRenderbufferStorage.
*/
if (ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL)
format = GL_DEPTH_STENCIL;
else
{
_COGL_RETURN_VAL_IF_FAIL (
ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL,
NULL);
format = GL_DEPTH24_STENCIL8;
}
/* Create a renderbuffer for depth and stenciling */
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
if (n_samples)
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
n_samples,
format,
width, height));
else
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
width, height));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
renderbuffers =
g_list_prepend (renderbuffers,
GUINT_TO_POINTER (gl_depth_stencil_handle));
}
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
{
GLuint gl_depth_handle;
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));
renderbuffers =
g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_depth_handle));
}
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL)
{
GLuint gl_stencil_handle;
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));
renderbuffers =
g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_stencil_handle));
}
return renderbuffers;
}
static void
delete_renderbuffers (CoglContext *ctx, GList *renderbuffers)
{
GList *l;
for (l = renderbuffers; l; l = l->next)
{
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
}
g_list_free (renderbuffers);
}
/*
* NB: This function may be called with a standalone GLES2 context
* bound so we can create a shadow framebuffer that wraps the same
* CoglTexture as the given CoglOffscreen. This function shouldn't
* modify anything in
*/
static CoglBool
try_creating_fbo (CoglContext *ctx,
CoglTexture *texture,
int texture_level,
int texture_level_width,
int texture_level_height,
CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer)
{
GLuint tex_gl_handle;
GLenum tex_gl_target;
GLenum status;
int n_samples;
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;
if (config->samples_per_pixel)
{
if (!ctx->glFramebufferTexture2DMultisampleIMG)
return FALSE;
n_samples = config->samples_per_pixel;
}
else
n_samples = 0;
/* 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. */
ctx->current_draw_buffer_changes |= COGL_FRAMEBUFFER_STATE_BIND;
/* Generate framebuffer */
ctx->glGenFramebuffers (1, &gl_framebuffer->fbo_handle);
GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, gl_framebuffer->fbo_handle));
if (n_samples)
{
GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle,
n_samples,
texture_level));
}
else
GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle,
texture_level));
/* attach either a depth/stencil texture, a depth texture or render buffers
* depending on what we've been asked to provide */
if (depth_texture &&
flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH))
{
attach_depth_texture (ctx, depth_texture, flags);
/* Let's clear the flags that are now fulfilled as we might need to
* create renderbuffers (for the ALLOCATE_FLAG_DEPTH |
* ALLOCATE_FLAG_STENCIL case) */
flags &= ~(COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH);
}
if (flags)
{
gl_framebuffer->renderbuffers =
try_creating_renderbuffers (ctx,
texture_level_width,
texture_level_height,
flags,
n_samples);
}
/* Make sure it's complete */
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
GE (ctx, glDeleteFramebuffers (1, &gl_framebuffer->fbo_handle));
delete_renderbuffers (ctx, gl_framebuffer->renderbuffers);
gl_framebuffer->renderbuffers = NULL;
return FALSE;
}
/* Update the real number of samples_per_pixel now that we have a
* complete framebuffer */
if (n_samples)
{
GLenum attachment = GL_COLOR_ATTACHMENT0;
GLenum pname = GL_TEXTURE_SAMPLES_IMG;
int texture_samples;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&texture_samples) );
gl_framebuffer->samples_per_pixel = texture_samples;
}
return TRUE;
}
CoglBool
_cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
CoglTexture *texture,
int texture_level,
int texture_level_width,
int texture_level_height,
CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer)
{
return try_creating_fbo (ctx,
texture,
texture_level,
texture_level_width,
texture_level_height,
depth_texture,
config,
flags,
gl_framebuffer);
}
CoglBool
_cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
CoglError **error)
{
CoglFramebuffer *fb = COGL_FRAMEBUFFER (offscreen);
CoglContext *ctx = fb->context;
CoglOffscreenAllocateFlags flags;
CoglGLFramebuffer *gl_framebuffer = &offscreen->gl_framebuffer;
if (fb->config.depth_texture_enabled &&
offscreen->depth_texture == NULL)
{
offscreen->depth_texture =
create_depth_texture (ctx,
offscreen->texture_level_width,
offscreen->texture_level_height);
if (offscreen->depth_texture)
_cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
else
{
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to allocate depth texture for framebuffer");
}
}
/* 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_gl_flush_legacy_texobj_filters (offscreen->texture,
GL_NEAREST, GL_NEAREST);
if (((offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL) &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer)) ||
(ctx->have_last_offscreen_allocate_flags &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = ctx->last_offscreen_allocate_flags,
gl_framebuffer)) ||
((ctx->private_feature_flags &
(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)) &&
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
gl_framebuffer)) ||
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&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,
offscreen->depth_texture,
&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,
offscreen->depth_texture,
&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,
offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer))
{
fb->samples_per_pixel = gl_framebuffer->samples_per_pixel;
if (!offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL)
{
/* 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 to successfully allocate the
* renderbuffers with in case we need to make renderbuffers for a
* GLES2 context later */
offscreen->allocation_flags = flags;
return TRUE;
}
else
{
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to create an OpenGL framebuffer object");
return FALSE;
}
}
void
_cogl_offscreen_gl_free (CoglOffscreen *offscreen)
{
CoglContext *ctx = COGL_FRAMEBUFFER (offscreen)->context;
delete_renderbuffers (ctx, offscreen->gl_framebuffer.renderbuffers);
GE (ctx, glDeleteFramebuffers (1, &offscreen->gl_framebuffer.fbo_handle));
}
void
_cogl_framebuffer_gl_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha)
{
CoglContext *ctx = framebuffer->context;
GLbitfield gl_buffers = 0;
if (buffers & COGL_BUFFER_BIT_COLOR)
{
GE( ctx, glClearColor (red, green, blue, alpha) );
gl_buffers |= GL_COLOR_BUFFER_BIT;
if (ctx->current_gl_color_mask != framebuffer->color_mask)
{
CoglColorMask color_mask = framebuffer->color_mask;
GE( ctx, glColorMask (!!(color_mask & COGL_COLOR_MASK_RED),
!!(color_mask & COGL_COLOR_MASK_GREEN),
!!(color_mask & COGL_COLOR_MASK_BLUE),
!!(color_mask & COGL_COLOR_MASK_ALPHA)));
ctx->current_gl_color_mask = color_mask;
/* Make sure the ColorMask is updated when the next primitive is drawn */
ctx->current_pipeline_changes_since_flush |=
COGL_PIPELINE_STATE_LOGIC_OPS;
ctx->current_pipeline_age--;
}
}
if (buffers & COGL_BUFFER_BIT_DEPTH)
gl_buffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
gl_buffers |= GL_STENCIL_BUFFER_BIT;
GE (ctx, glClear (gl_buffers));
}
static inline void
_cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
{
CoglContext *ctx = framebuffer->context;
cogl_framebuffer_allocate (framebuffer, NULL);
if (G_LIKELY (!framebuffer->dirty_bitmasks))
return;
#ifdef HAVE_COGL_GL
if ((ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS) &&
framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
{
GLenum attachment, pname;
attachment = GL_COLOR_ATTACHMENT0;
pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->red_bits) );
pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->green_bits)
);
pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->blue_bits)
);
pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE;
GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
attachment,
pname,
&framebuffer->alpha_bits)
);
}
else
#endif /* HAVE_COGL_GL */
{
GE( ctx, glGetIntegerv (GL_RED_BITS, &framebuffer->red_bits) );
GE( ctx, glGetIntegerv (GL_GREEN_BITS, &framebuffer->green_bits) );
GE( ctx, glGetIntegerv (GL_BLUE_BITS, &framebuffer->blue_bits) );
GE( ctx, glGetIntegerv (GL_ALPHA_BITS, &framebuffer->alpha_bits) );
}
COGL_NOTE (OFFSCREEN,
"RGBA Bits for framebuffer[%p, %s]: %d, %d, %d, %d",
framebuffer,
framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN
? "offscreen"
: "onscreen",
framebuffer->red_bits,
framebuffer->blue_bits,
framebuffer->green_bits,
framebuffer->alpha_bits);
framebuffer->dirty_bitmasks = FALSE;
}
void
_cogl_framebuffer_gl_query_bits (CoglFramebuffer *framebuffer,
int *red,
int *green,
int *blue,
int *alpha)
{
_cogl_framebuffer_init_bits (framebuffer);
/* TODO: cache these in some driver specific location not
* directly as part of CoglFramebuffer. */
*red = framebuffer->red_bits;
*green = framebuffer->green_bits;
*blue = framebuffer->blue_bits;
*alpha = framebuffer->alpha_bits;
}
void
_cogl_framebuffer_gl_finish (CoglFramebuffer *framebuffer)
{
GE (framebuffer->context, glFinish ());
}
void
_cogl_framebuffer_gl_discard_buffers (CoglFramebuffer *framebuffer,
unsigned long buffers)
{
#ifdef GL_EXT_discard_framebuffer
CoglContext *ctx = framebuffer->context;
if (ctx->glDiscardFramebuffer)
{
GLenum attachments[3];
int i = 0;
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
{
if (buffers & COGL_BUFFER_BIT_COLOR)
attachments[i++] = GL_COLOR_EXT;
if (buffers & COGL_BUFFER_BIT_DEPTH)
attachments[i++] = GL_DEPTH_EXT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
attachments[i++] = GL_STENCIL_EXT;
}
else
{
if (buffers & COGL_BUFFER_BIT_COLOR)
attachments[i++] = GL_COLOR_ATTACHMENT0;
if (buffers & COGL_BUFFER_BIT_DEPTH)
attachments[i++] = GL_DEPTH_ATTACHMENT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
attachments[i++] = GL_STENCIL_ATTACHMENT;
}
GE (ctx, glDiscardFramebuffer (GL_FRAMEBUFFER, i, attachments));
}
#endif /* GL_EXT_discard_framebuffer */
}
void
_cogl_framebuffer_gl_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
_cogl_flush_attributes_state (framebuffer, pipeline, flags,
attributes, n_attributes);
GE (framebuffer->context,
glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
}
static size_t
sizeof_index_type (CoglIndicesType type)
{
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_INDICES_TYPE_UNSIGNED_INT:
return 4;
}
g_return_val_if_reached (0);
}
void
_cogl_framebuffer_gl_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
CoglBuffer *buffer;
uint8_t *base;
size_t buffer_offset;
size_t index_size;
GLenum indices_gl_type = 0;
_cogl_flush_attributes_state (framebuffer, pipeline, flags,
attributes, n_attributes);
buffer = COGL_BUFFER (cogl_indices_get_buffer (indices));
/* Note: we don't try and catch errors with binding the index buffer
* here since OOM errors at this point indicate that nothing has yet
* been uploaded to the indices buffer which we consider to be a
* programmer error.
*/
base = _cogl_buffer_gl_bind (buffer,
COGL_BUFFER_BIND_TARGET_INDEX_BUFFER, NULL);
buffer_offset = cogl_indices_get_offset (indices);
index_size = sizeof_index_type (cogl_indices_get_type (indices));
switch (cogl_indices_get_type (indices))
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
indices_gl_type = GL_UNSIGNED_BYTE;
break;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
indices_gl_type = GL_UNSIGNED_SHORT;
break;
case COGL_INDICES_TYPE_UNSIGNED_INT:
indices_gl_type = GL_UNSIGNED_INT;
break;
}
GE (framebuffer->context,
glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + buffer_offset + index_size * first_vertex));
_cogl_buffer_gl_unbind (buffer);
}