/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Collabora Ltd.
* Copyright (C) 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
* .
*
* Authors:
* Tomeu Vizoso
* Robert Bragg
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-gles2.h"
#include "cogl-gles2-context-private.h"
#include "cogl-context-private.h"
#include "cogl-display-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-onscreen-template-private.h"
#include "cogl-renderer-private.h"
#include "cogl-swap-chain-private.h"
#include "cogl-texture-2d-private.h"
static void _cogl_gles2_context_free (CoglGLES2Context *gles2_context);
COGL_OBJECT_DEFINE (GLES2Context, gles2_context);
static CoglGLES2Context *current_gles2_context;
static CoglUserDataKey offscreen_wrapper_key;
enum {
RESTORE_FB_NONE,
RESTORE_FB_FROM_OFFSCREEN,
RESTORE_FB_FROM_ONSCREEN,
};
GQuark
_cogl_gles2_context_error_quark (void)
{
return g_quark_from_static_string ("cogl-gles2-context-error-quark");
}
/* We wrap glBindFramebuffer so that when framebuffer 0 is bound
* we can instead bind the write_framebuffer passed to
* cogl_push_gles2_context().
*/
static void
gl_bind_framebuffer_wrapper (GLenum target, GLuint framebuffer)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
gles2_ctx->current_fbo_handle = framebuffer;
if (framebuffer == 0 && cogl_is_offscreen (gles2_ctx->write_buffer))
{
CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
framebuffer = write->gl_framebuffer.fbo_handle;
}
gles2_ctx->context->glBindFramebuffer (target, framebuffer);
}
static int
transient_bind_read_buffer (CoglGLES2Context *gles2_ctx)
{
if (gles2_ctx->current_fbo_handle == 0)
{
if (cogl_is_offscreen (gles2_ctx->read_buffer))
{
CoglGLES2Offscreen *read = gles2_ctx->gles2_read_buffer;
GLuint read_fbo_handle = read->gl_framebuffer.fbo_handle;
gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER,
read_fbo_handle);
return RESTORE_FB_FROM_OFFSCREEN;
}
else
{
_cogl_gl_framebuffer_bind (gles2_ctx->read_buffer,
0 /* target ignored */);
return RESTORE_FB_FROM_ONSCREEN;
}
}
else
return RESTORE_FB_NONE;
}
static void
restore_write_buffer (CoglGLES2Context *gles2_ctx,
int restore_mode)
{
switch (restore_mode)
{
case RESTORE_FB_FROM_OFFSCREEN:
gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
break;
case RESTORE_FB_FROM_ONSCREEN:
/* Note: we can't restore the original write buffer using
* _cogl_gl_framebuffer_bind() if it's an offscreen
* framebuffer because _cogl_gl_framebuffer_bind() doesn't
* know about the fbo handle owned by the gles2 context.
*/
if (cogl_is_offscreen (gles2_ctx->write_buffer))
gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
else
_cogl_gl_framebuffer_bind (gles2_ctx->write_buffer, GL_FRAMEBUFFER);
break;
case RESTORE_FB_NONE:
break;
}
}
/* We wrap glReadPixels so when framebuffer 0 is bound then we can
* read from the read_framebuffer passed to cogl_push_gles2_context().
*/
static void
gl_read_pixels_wrapper (GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLvoid *pixels)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
int restore_mode = transient_bind_read_buffer (gles2_ctx);
gles2_ctx->context->glReadPixels (x, y, width, height, format, type, pixels);
restore_write_buffer (gles2_ctx, restore_mode);
}
static void
gl_copy_tex_image_2d_wrapper (GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
int restore_mode = transient_bind_read_buffer (gles2_ctx);
gles2_ctx->context->glCopyTexImage2D (target, level, internalformat,
x, y, width, height, border);
restore_write_buffer (gles2_ctx, restore_mode);
}
static void
gl_copy_tex_sub_image_2d_wrapper (GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
int restore_mode = transient_bind_read_buffer (gles2_ctx);
gles2_ctx->context->glCopyTexSubImage2D (target, level,
xoffset, yoffset,
x, y, width, height);
restore_write_buffer (gles2_ctx, restore_mode);
}
static void
_cogl_gles2_offscreen_free (CoglGLES2Offscreen *gles2_offscreen)
{
COGL_LIST_REMOVE (gles2_offscreen, list_node);
g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
}
static void
_cogl_gles2_context_free (CoglGLES2Context *gles2_context)
{
CoglContext *ctx = gles2_context->context;
const CoglWinsysVtable *winsys;
winsys = ctx->display->renderer->winsys_vtable;
winsys->destroy_gles2_context (gles2_context);
while (gles2_context->foreign_offscreens.lh_first)
{
CoglGLES2Offscreen *gles2_offscreen =
gles2_context->foreign_offscreens.lh_first;
/* Note: this will also indirectly free the gles2_offscreen by
* calling the destroy notify for the _user_data */
cogl_object_set_user_data (COGL_OBJECT (gles2_offscreen->original_offscreen),
&offscreen_wrapper_key,
NULL,
NULL);
}
cogl_object_unref (gles2_context->context);
g_free (gles2_context->vtable);
g_free (gles2_context);
}
CoglGLES2Context *
cogl_gles2_context_new (CoglContext *ctx, GError **error)
{
CoglGLES2Context *gles2_ctx;
const CoglWinsysVtable *winsys;
if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLES2_CONTEXT))
{
g_set_error (error, COGL_GLES2_CONTEXT_ERROR,
COGL_GLES2_CONTEXT_ERROR_UNSUPPORTED,
"Backend doesn't support creating GLES2 contexts");
return NULL;
}
gles2_ctx = g_malloc0 (sizeof (CoglGLES2Context));
cogl_object_ref (ctx);
gles2_ctx->context = ctx;
COGL_LIST_INIT (&gles2_ctx->foreign_offscreens);
winsys = ctx->display->renderer->winsys_vtable;
gles2_ctx->winsys = winsys->context_create_gles2_context (ctx, error);
if (gles2_ctx->winsys == NULL)
{
cogl_object_unref (gles2_ctx->context);
g_free (gles2_ctx);
return NULL;
}
gles2_ctx->vtable = g_malloc0 (sizeof (CoglGLES2Vtable));
#define COGL_EXT_BEGIN(name, \
min_gl_major, min_gl_minor, \
gles_availability, \
extension_suffixes, extension_names)
#define COGL_EXT_FUNCTION(ret, name, args) \
gles2_ctx->vtable->name = ctx->name;
#define COGL_EXT_END()
#include "gl-prototypes/cogl-gles2-functions.h"
#undef COGL_EXT_BEGIN
#undef COGL_EXT_FUNCTION
#undef COGL_EXT_END
gles2_ctx->vtable->glBindFramebuffer = gl_bind_framebuffer_wrapper;
gles2_ctx->vtable->glReadPixels = gl_read_pixels_wrapper;
gles2_ctx->vtable->glCopyTexImage2D = gl_copy_tex_image_2d_wrapper;
gles2_ctx->vtable->glCopyTexSubImage2D = gl_copy_tex_sub_image_2d_wrapper;
return _cogl_gles2_context_object_new (gles2_ctx);
}
const CoglGLES2Vtable *
cogl_gles2_context_get_vtable (CoglGLES2Context *gles2_ctx)
{
return gles2_ctx->vtable;
}
/* When drawing to a CoglFramebuffer from a separate context we have
* to be able to allocate ancillary buffers for that context...
*/
static CoglGLES2Offscreen *
_cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
CoglGLES2Context *gles2_context,
GError **error)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (offscreen);
const CoglWinsysVtable *winsys;
GError *internal_error = NULL;
CoglGLES2Offscreen *gles2_offscreen;
if (!framebuffer->allocated &&
!cogl_framebuffer_allocate (framebuffer, error))
{
return NULL;
}
for (gles2_offscreen = gles2_context->foreign_offscreens.lh_first;
gles2_offscreen;
gles2_offscreen = gles2_offscreen->list_node.le_next)
{
if (gles2_offscreen->original_offscreen == offscreen)
return gles2_offscreen;
}
winsys = _cogl_framebuffer_get_winsys (framebuffer);
winsys->save_context (framebuffer->context);
if (!winsys->set_gles2_context (gles2_context, &internal_error))
{
winsys->restore_context (framebuffer->context);
g_error_free (internal_error);
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to bind gles2 context to create framebuffer");
return NULL;
}
gles2_offscreen = g_slice_new0 (CoglGLES2Offscreen);
if (!_cogl_framebuffer_try_creating_gl_fbo (gles2_context->context,
offscreen->texture,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
&COGL_FRAMEBUFFER (offscreen)->config,
offscreen->allocation_flags,
&gles2_offscreen->gl_framebuffer))
{
winsys->restore_context (framebuffer->context);
g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to create an OpenGL framebuffer object");
return NULL;
}
winsys->restore_context (framebuffer->context);
gles2_offscreen->original_offscreen = offscreen;
COGL_LIST_INSERT_HEAD (&gles2_context->foreign_offscreens,
gles2_offscreen,
list_node);
/* So we avoid building up an ever growing collection of ancillary
* buffers for wrapped framebuffers, we make sure that the wrappers
* get freed when the original offscreen framebuffer is freed. */
cogl_object_set_user_data (COGL_OBJECT (framebuffer),
&offscreen_wrapper_key,
gles2_offscreen,
(CoglUserDataDestroyCallback)
_cogl_gles2_offscreen_free);
return gles2_offscreen;
}
CoglBool
cogl_push_gles2_context (CoglContext *ctx,
CoglGLES2Context *gles2_ctx,
CoglFramebuffer *read_buffer,
CoglFramebuffer *write_buffer,
GError **error)
{
const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
GError *internal_error = NULL;
_COGL_RETURN_VAL_IF_FAIL (gles2_ctx != NULL, FALSE);
/* The read/write buffers are properties of the gles2 context and we
* don't currently track the read/write buffers as part of the stack
* entries so we explicitly don't allow the same context to be
* pushed multiple times. */
if (g_queue_find (&ctx->gles2_context_stack, gles2_ctx))
{
g_critical ("Pushing the same GLES2 context multiple times isn't "
"supported");
return FALSE;
}
if (ctx->gles2_context_stack.length == 0)
{
_cogl_journal_flush (read_buffer->journal);
if (write_buffer != read_buffer)
_cogl_journal_flush (write_buffer->journal);
winsys->save_context (ctx);
}
else
gles2_ctx->vtable->glFlush ();
if (gles2_ctx->read_buffer != read_buffer)
{
if (cogl_is_offscreen (read_buffer))
{
gles2_ctx->gles2_read_buffer =
_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (read_buffer),
gles2_ctx,
error);
/* XXX: what consistency guarantees should this api have?
*
* It should be safe to return at this point but we provide
* no guarantee to the caller whether their given buffers
* may be referenced and old buffers unreferenced even
* if the _push fails. */
if (!gles2_ctx->gles2_read_buffer)
return FALSE;
}
else
gles2_ctx->gles2_read_buffer = NULL;
if (gles2_ctx->read_buffer)
cogl_object_unref (gles2_ctx->read_buffer);
gles2_ctx->read_buffer = cogl_object_ref (read_buffer);
}
if (gles2_ctx->write_buffer != write_buffer)
{
if (cogl_is_offscreen (write_buffer))
{
gles2_ctx->gles2_write_buffer =
_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (write_buffer),
gles2_ctx,
error);
/* XXX: what consistency guarantees should this api have?
*
* It should be safe to return at this point but we provide
* no guarantee to the caller whether their given buffers
* may be referenced and old buffers unreferenced even
* if the _push fails. */
if (!gles2_ctx->gles2_write_buffer)
return FALSE;
}
else
gles2_ctx->gles2_write_buffer = NULL;
if (gles2_ctx->write_buffer)
cogl_object_unref (gles2_ctx->write_buffer);
gles2_ctx->write_buffer = cogl_object_ref (write_buffer);
}
if (!winsys->set_gles2_context (gles2_ctx, &internal_error))
{
winsys->restore_context (ctx);
g_error_free (internal_error);
g_set_error (error, COGL_GLES2_CONTEXT_ERROR,
COGL_GLES2_CONTEXT_ERROR_DRIVER,
"Driver failed to make GLES2 context current");
return FALSE;
}
g_queue_push_tail (&ctx->gles2_context_stack, gles2_ctx);
/* The last time this context was pushed may have been with a
* different offscreen draw framebuffer and so if GL framebuffer 0
* is bound for this GLES2 context we may need to bind a new,
* corresponding, window system framebuffer... */
if (gles2_ctx->current_fbo_handle == 0)
{
if (cogl_is_offscreen (gles2_ctx->write_buffer))
{
CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
GLuint handle = write->gl_framebuffer.fbo_handle;
gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER, handle);
}
}
current_gles2_context = gles2_ctx;
return TRUE;
}
CoglGLES2Vtable *
cogl_gles2_get_current_vtable (void)
{
return current_gles2_context ? current_gles2_context->vtable : NULL;
}
void
cogl_pop_gles2_context (CoglContext *ctx)
{
CoglGLES2Context *gles2_ctx;
const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
_COGL_RETURN_IF_FAIL (ctx->gles2_context_stack.length > 0);
g_queue_pop_tail (&ctx->gles2_context_stack);
gles2_ctx = g_queue_peek_tail (&ctx->gles2_context_stack);
if (gles2_ctx)
{
winsys->set_gles2_context (gles2_ctx, NULL);
current_gles2_context = gles2_ctx;
}
else
{
winsys->restore_context (ctx);
current_gles2_context = NULL;
}
}
CoglTexture2D *
cogl_gles2_texture_2d_new_from_handle (CoglContext *ctx,
CoglGLES2Context *gles2_ctx,
unsigned int handle,
int width,
int height,
CoglPixelFormat internal_format,
GError **error)
{
return cogl_texture_2d_new_from_foreign (ctx,
handle,
width,
height,
internal_format,
error);
}
CoglBool
cogl_gles2_texture_get_handle (CoglTexture *texture,
unsigned int *handle,
unsigned int *target)
{
return cogl_texture_get_gl_texture (texture, handle, target);
}