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ba4b00be42
There was a redundant _cogl_journal_flush function prototype in cogl-primitives.h
704 lines
20 KiB
C
704 lines
20 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-util.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-clip-stack.h"
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#include "cogl-journal-private.h"
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#else
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#define glGenRenderbuffers ctx->drv.pf_glGenRenderbuffers
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#define glDeleteRenderbuffers ctx->drv.pf_glDeleteRenderbuffers
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#define glBindRenderbuffer ctx->drv.pf_glBindRenderbuffer
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#define glRenderbufferStorage ctx->drv.pf_glRenderbufferStorage
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#define glGenFramebuffers ctx->drv.pf_glGenFramebuffers
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#define glBindFramebuffer ctx->drv.pf_glBindFramebuffer
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#define glFramebufferTexture2D ctx->drv.pf_glFramebufferTexture2D
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#define glFramebufferRenderbuffer ctx->drv.pf_glFramebufferRenderbuffer
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#define glCheckFramebufferStatus ctx->drv.pf_glCheckFramebufferStatus
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#define glDeleteFramebuffers ctx->drv.pf_glDeleteFramebuffers
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#endif
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#ifndef GL_FRAMEBUFFER
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#define GL_FRAMEBUFFER 0x8D40
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#endif
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#ifndef GL_RENDERBUFFER
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#define GL_RENDERBUFFER 0x8D41
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#endif
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#ifndef GL_STENCIL_ATTACHMENT
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#define GL_STENCIL_ATTACHMENT 0x8D00
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#endif
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#ifndef GL_COLOR_ATTACHMENT0
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#endif
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#ifndef GL_FRAMEBUFFER_COMPLETE
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#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
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#endif
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#ifndef GL_STENCIL_INDEX8
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#define GL_STENCIL_INDEX8 0x8D48
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#endif
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#ifndef GL_DEPTH_STENCIL
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#define GL_DEPTH_STENCIL 0x84F9
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#endif
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#ifndef GL_DEPTH_ATTACHMENT
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#define GL_DEPTH_ATTACHMENT 0x8D00
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#endif
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#ifndef GL_DEPTH_COMPONENT16
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#define GL_DEPTH_COMPONENT16 0x81A5
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#endif
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typedef enum {
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_TRY_DEPTH_STENCIL = 1L<<0,
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_TRY_DEPTH = 1L<<1,
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_TRY_STENCIL = 1L<<2
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} TryFBOFlags;
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static void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
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static void _cogl_onscreen_free (CoglOnscreen *onscreen);
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static void _cogl_offscreen_free (CoglOffscreen *offscreen);
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COGL_HANDLE_DEFINE (Onscreen, onscreen);
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COGL_HANDLE_DEFINE (Offscreen, offscreen);
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/* XXX:
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* The CoglHandle macros don't support any form of inheritance, so for
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* now we implement the CoglHandle support for the CoglFramebuffer
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* abstract class manually.
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*/
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gboolean
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cogl_is_framebuffer (CoglHandle handle)
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{
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CoglHandleObject *obj = (CoglHandleObject *)handle;
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if (handle == COGL_INVALID_HANDLE)
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return FALSE;
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return obj->klass->type == _cogl_handle_onscreen_get_type ()
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|| obj->klass->type == _cogl_handle_offscreen_get_type ();
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}
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static void
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_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
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CoglFramebufferType type,
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int width,
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int height)
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{
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framebuffer->type = type;
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framebuffer->width = width;
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framebuffer->height = height;
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framebuffer->viewport_x = 0;
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framebuffer->viewport_y = 0;
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framebuffer->viewport_width = width;
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framebuffer->viewport_height = height;
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framebuffer->modelview_stack = _cogl_matrix_stack_new ();
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framebuffer->projection_stack = _cogl_matrix_stack_new ();
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/* Initialise the clip stack */
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_cogl_clip_stack_state_init (&framebuffer->clip_state);
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}
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void
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_cogl_framebuffer_free (CoglFramebuffer *framebuffer)
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{
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_cogl_clip_stack_state_destroy (&framebuffer->clip_state);
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_cogl_matrix_stack_destroy (framebuffer->modelview_stack);
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framebuffer->modelview_stack = NULL;
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_cogl_matrix_stack_destroy (framebuffer->projection_stack);
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framebuffer->projection_stack = NULL;
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}
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int
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_cogl_framebuffer_get_width (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->width;
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}
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int
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_cogl_framebuffer_get_height (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->height;
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}
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CoglClipStackState *
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_cogl_framebuffer_get_clip_state (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return &framebuffer->clip_state;
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}
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void
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_cogl_framebuffer_set_viewport (CoglHandle handle,
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int x,
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int y,
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int width,
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int height)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (framebuffer->viewport_x == x &&
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framebuffer->viewport_y == y &&
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framebuffer->viewport_width == width &&
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framebuffer->viewport_height == height)
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return;
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_cogl_journal_flush ();
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framebuffer->viewport_x = x;
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framebuffer->viewport_y = y;
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framebuffer->viewport_width = width;
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framebuffer->viewport_height = height;
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if (_cogl_get_framebuffer () == framebuffer)
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ctx->dirty_gl_viewport = TRUE;
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}
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int
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_cogl_framebuffer_get_viewport_x (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->viewport_x;
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}
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int
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_cogl_framebuffer_get_viewport_y (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->viewport_y;
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}
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int
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_cogl_framebuffer_get_viewport_width (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->viewport_width;
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}
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int
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_cogl_framebuffer_get_viewport_height (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->viewport_height;
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}
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void
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_cogl_framebuffer_get_viewport4fv (CoglHandle handle, int *viewport)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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viewport[0] = framebuffer->viewport_x;
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viewport[1] = framebuffer->viewport_y;
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viewport[2] = framebuffer->viewport_width;
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viewport[3] = framebuffer->viewport_height;
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}
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CoglMatrixStack *
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_cogl_framebuffer_get_modelview_stack (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->modelview_stack;
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}
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CoglMatrixStack *
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_cogl_framebuffer_get_projection_stack (CoglHandle handle)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (handle);
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return framebuffer->projection_stack;
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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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CoglHandle texture)
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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 (texture, &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 when next flushing the
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* journal, we will need to rebind the current framebuffer... */
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ctx->dirty_bound_framebuffer = 1;
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/* Generate framebuffer */
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glGenFramebuffers (1, &fbo_gl_handle);
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GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
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offscreen->fbo_handle = fbo_gl_handle;
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GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle, 0));
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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 (glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_stencil_handle));
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GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, 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 (glGenRenderbuffers (1, &gl_depth_handle));
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GE (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 (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (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 (glGenRenderbuffers (1, &gl_stencil_handle));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
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GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
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cogl_texture_get_width (texture),
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cogl_texture_get_height (texture)));
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GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (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 = 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 (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 (glDeleteRenderbuffers (1, &renderbuffer));
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}
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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 (CoglHandle texhandle)
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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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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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return COGL_INVALID_HANDLE;
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/* Make texhandle is a valid texture object */
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if (!cogl_is_texture (texhandle))
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return COGL_INVALID_HANDLE;
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/* The texture must not be sliced */
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if (cogl_texture_is_sliced (texhandle))
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return COGL_INVALID_HANDLE;
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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 CoglMaterial.
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*/
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_cogl_texture_set_filters (texhandle, GL_NEAREST, GL_NEAREST);
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offscreen = g_new0 (CoglOffscreen, 1);
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offscreen->texture = cogl_handle_ref (texhandle);
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if ((have_working_flags &&
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try_creating_fbo (offscreen, flags, texhandle)) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH_STENCIL, texhandle) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH | _TRY_STENCIL,
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texhandle) ||
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try_creating_fbo (offscreen, flags = _TRY_STENCIL, texhandle) ||
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try_creating_fbo (offscreen, flags = _TRY_DEPTH, texhandle) ||
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try_creating_fbo (offscreen, flags = 0, texhandle))
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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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_cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen),
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
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cogl_texture_get_width (texhandle),
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cogl_texture_get_height (texhandle));
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return _cogl_offscreen_handle_new (offscreen);
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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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}
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static void
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_cogl_offscreen_free (CoglOffscreen *offscreen)
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{
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GSList *l;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Chain up to parent */
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_cogl_framebuffer_free (COGL_FRAMEBUFFER (offscreen));
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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 (glDeleteRenderbuffers (1, &renderbuffer));
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}
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g_slist_free (offscreen->renderbuffers);
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GE (glDeleteFramebuffers (1, &offscreen->fbo_handle));
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if (offscreen->texture != COGL_INVALID_HANDLE)
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cogl_handle_unref (offscreen->texture);
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g_free (offscreen);
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}
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CoglHandle
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_cogl_onscreen_new (void)
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{
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CoglOnscreen *onscreen;
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/* XXX: Until we have full winsys support in Cogl then we can't fully
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* implement CoglOnscreen framebuffers, since we can't, e.g. keep track of
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* the window size. */
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onscreen = g_new0 (CoglOnscreen, 1);
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_cogl_framebuffer_init (COGL_FRAMEBUFFER (onscreen),
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COGL_FRAMEBUFFER_TYPE_ONSCREEN,
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0xdeadbeef, /* width */
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0xdeadbeef); /* height */
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return _cogl_onscreen_handle_new (onscreen);
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}
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static void
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_cogl_onscreen_free (CoglOnscreen *onscreen)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Chain up to parent */
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_cogl_framebuffer_free (COGL_FRAMEBUFFER (onscreen));
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g_free (onscreen);
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}
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void
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_cogl_onscreen_clutter_backend_set_size (int width, int height)
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{
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CoglFramebuffer *framebuffer;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = COGL_FRAMEBUFFER (ctx->window_buffer);
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if (framebuffer->width == width && framebuffer->height == height)
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return;
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framebuffer->width = width;
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framebuffer->height = height;
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/* We'll need to recalculate the GL viewport state derived
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* from the Cogl viewport */
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ctx->dirty_gl_viewport = 1;
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}
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GSList *
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_cogl_create_framebuffer_stack (void)
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{
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GSList *stack = NULL;
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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_stack_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);
|
|
|
|
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_flush_clip_state (&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);
|
|
}
|
|
|