mutter/cogl/cogl/cogl-framebuffer-private.h
Jonas Ådahl 209b78afd8 cogl/framebuffer/gl: Move OpenGL driver fields to private struct
It's driver specific, so it shouldn't be kept in the generic data
structure.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1496
2020-10-16 16:17:38 +00:00

409 lines
13 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
* Copyright (C) 2019 DisplayLink (UK) Ltd.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
#define __COGL_FRAMEBUFFER_PRIVATE_H
#include "cogl-object-private.h"
#include "cogl-matrix-stack-private.h"
#include "cogl-journal-private.h"
#include "winsys/cogl-winsys-private.h"
#include "cogl-attribute-private.h"
#include "cogl-offscreen.h"
#include "cogl-gl-header.h"
#include "cogl-clip-stack.h"
typedef enum _CoglFramebufferType
{
COGL_FRAMEBUFFER_TYPE_ONSCREEN,
COGL_FRAMEBUFFER_TYPE_OFFSCREEN
} CoglFramebufferType;
typedef struct
{
CoglSwapChain *swap_chain;
gboolean need_stencil;
int samples_per_pixel;
gboolean stereo_enabled;
} CoglFramebufferConfig;
/* Flags to pass to _cogl_offscreen_new_with_texture_full */
typedef enum
{
COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
} CoglOffscreenFlags;
/* XXX: The order of these indices determines the order they are
* flushed.
*
* Flushing clip state may trash the modelview and projection matrices
* so we must do it before flushing the matrices.
*/
typedef enum _CoglFramebufferStateIndex
{
COGL_FRAMEBUFFER_STATE_INDEX_BIND = 0,
COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT = 1,
COGL_FRAMEBUFFER_STATE_INDEX_CLIP = 2,
COGL_FRAMEBUFFER_STATE_INDEX_DITHER = 3,
COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW = 4,
COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION = 5,
COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING = 6,
COGL_FRAMEBUFFER_STATE_INDEX_DEPTH_WRITE = 7,
COGL_FRAMEBUFFER_STATE_INDEX_STEREO_MODE = 8,
COGL_FRAMEBUFFER_STATE_INDEX_MAX = 9
} CoglFramebufferStateIndex;
typedef enum _CoglFramebufferState
{
COGL_FRAMEBUFFER_STATE_BIND = 1<<0,
COGL_FRAMEBUFFER_STATE_VIEWPORT = 1<<1,
COGL_FRAMEBUFFER_STATE_CLIP = 1<<2,
COGL_FRAMEBUFFER_STATE_DITHER = 1<<3,
COGL_FRAMEBUFFER_STATE_MODELVIEW = 1<<4,
COGL_FRAMEBUFFER_STATE_PROJECTION = 1<<5,
COGL_FRAMEBUFFER_STATE_FRONT_FACE_WINDING = 1<<6,
COGL_FRAMEBUFFER_STATE_DEPTH_WRITE = 1<<7,
COGL_FRAMEBUFFER_STATE_STEREO_MODE = 1<<8
} CoglFramebufferState;
#define COGL_FRAMEBUFFER_STATE_ALL ((1<<COGL_FRAMEBUFFER_STATE_INDEX_MAX) - 1)
/* Private flags that can internally be added to CoglReadPixelsFlags */
typedef enum
{
/* If this is set then the data will not be flipped to compensate
for GL's upside-down coordinate system but instead will be left
in whatever order GL gives us (which will depend on whether the
framebuffer is offscreen or not) */
COGL_READ_PIXELS_NO_FLIP = 1L << 30
} CoglPrivateReadPixelsFlags;
typedef struct
{
int red;
int blue;
int green;
int alpha;
int depth;
int stencil;
} CoglFramebufferBits;
struct _CoglFramebuffer
{
CoglObject _parent;
CoglContext *context;
CoglFramebufferType type;
/* The user configuration before allocation... */
CoglFramebufferConfig config;
int width;
int height;
/* Format of the pixels in the framebuffer (including the expected
premult state) */
CoglPixelFormat internal_format;
gboolean allocated;
CoglMatrixStack *modelview_stack;
CoglMatrixStack *projection_stack;
float viewport_x;
float viewport_y;
float viewport_width;
float viewport_height;
int viewport_age;
int viewport_age_for_scissor_workaround;
CoglClipStack *clip_stack;
gboolean dither_enabled;
gboolean depth_writing_enabled;
CoglStereoMode stereo_mode;
/* We journal the textured rectangles we want to submit to OpenGL so
* we have an opportunity to batch them together into less draw
* calls. */
CoglJournal *journal;
/* The scene of a given framebuffer may depend on images in other
* framebuffers... */
GList *deps;
/* As part of an optimization for reading-back single pixels from a
* framebuffer in some simple cases where the geometry is still
* available in the journal we need to track the bounds of the last
* region cleared, its color and we need to track when something
* does in fact draw to that region so it is no longer clear.
*/
float clear_color_red;
float clear_color_green;
float clear_color_blue;
float clear_color_alpha;
int clear_clip_x0;
int clear_clip_y0;
int clear_clip_x1;
int clear_clip_y1;
gboolean clear_clip_dirty;
int samples_per_pixel;
/* Whether the depth buffer was enabled for this framebuffer,
* usually means it needs to be cleared before being reused next.
*/
gboolean depth_buffer_clear_needed;
gpointer driver_private;
GDestroyNotify driver_private_destroy;
};
typedef enum
{
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL = 1L<<0,
COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH = 1L<<1,
COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL = 1L<<2
} CoglOffscreenAllocateFlags;
typedef struct _CoglGLFramebuffer
{
GLuint fbo_handle;
GList *renderbuffers;
int samples_per_pixel;
} CoglGLFramebuffer;
struct _CoglOffscreen
{
CoglFramebuffer _parent;
CoglGLFramebuffer gl_framebuffer;
CoglTexture *texture;
int texture_level;
CoglTexture *depth_texture;
CoglOffscreenAllocateFlags allocation_flags;
/* FIXME: _cogl_offscreen_new_with_texture_full should be made to use
* fb->config to configure if we want a depth or stencil buffer so
* we can get rid of these flags */
CoglOffscreenFlags create_flags;
};
void
_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
CoglContext *ctx,
CoglFramebufferType type,
int width,
int height);
/* XXX: For a public api we might instead want a way to explicitly
* set the _premult status of a framebuffer or what components we
* care about instead of exposing the CoglPixelFormat
* internal_format.
*
* The current use case for this api is where we create an offscreen
* framebuffer for a shared atlas texture that has a format of
* RGBA_8888 disregarding the premultiplied alpha status for
* individual atlased textures or whether the alpha component is being
* discarded. We want to overried the internal_format that will be
* derived from the texture.
*/
void
_cogl_framebuffer_set_internal_format (CoglFramebuffer *framebuffer,
CoglPixelFormat internal_format);
void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
const CoglWinsysVtable *
_cogl_framebuffer_get_winsys (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_clear_without_flush4f (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha);
void
_cogl_framebuffer_mark_clear_clip_dirty (CoglFramebuffer *framebuffer);
/*
* _cogl_framebuffer_get_clip_stack:
* @framebuffer: A #CoglFramebuffer
*
* Gets a pointer to the current clip stack. A reference is not taken on the
* stack so if you want to keep it you should call
* _cogl_clip_stack_ref().
*
* Return value: a pointer to the @framebuffer clip stack.
*/
CoglClipStack *
_cogl_framebuffer_get_clip_stack (CoglFramebuffer *framebuffer);
COGL_EXPORT CoglMatrixStack *
_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
COGL_EXPORT CoglMatrixStack *
_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer,
CoglFramebuffer *dependency);
void
_cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
CoglFramebuffer *read_buffer,
CoglFramebufferState state);
CoglFramebuffer *
_cogl_get_read_framebuffer (void);
GSList *
_cogl_create_framebuffer_stack (void);
void
_cogl_free_framebuffer_stack (GSList *stack);
/*
* _cogl_offscreen_new_with_texture_full:
* @texture: A #CoglTexture pointer
* @create_flags: Flags specifying how to create the FBO
* @level: The mipmap level within the texture to target
*
* Creates a new offscreen buffer which will target the given
* texture. By default the buffer will have a depth and stencil
* buffer. This can be disabled by passing
* %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags.
*
* Return value: the new CoglOffscreen object.
*/
CoglOffscreen *
_cogl_offscreen_new_with_texture_full (CoglTexture *texture,
CoglOffscreenFlags create_flags,
int level);
void
_cogl_framebuffer_save_clip_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_restore_clip_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_unref (CoglFramebuffer *framebuffer);
/* This can be called directly by the CoglJournal to draw attributes
* skipping the implicit journal flush, the framebuffer flush and
* pipeline validation. */
void
_cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags);
void
_cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags);
void
cogl_framebuffer_set_viewport4fv (CoglFramebuffer *framebuffer,
float *viewport);
unsigned long
_cogl_framebuffer_compare (CoglFramebuffer *a,
CoglFramebuffer *b,
unsigned long state);
static inline CoglMatrixEntry *
_cogl_framebuffer_get_modelview_entry (CoglFramebuffer *framebuffer)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
return modelview_stack->last_entry;
}
static inline CoglMatrixEntry *
_cogl_framebuffer_get_projection_entry (CoglFramebuffer *framebuffer)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
return projection_stack->last_entry;
}
gboolean
_cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer,
int x,
int y,
CoglReadPixelsFlags source,
CoglBitmap *bitmap,
GError **error);
/*
* _cogl_framebuffer_get_stencil_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of stencil bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 2.0
* Stability: unstable
*/
COGL_EXPORT int
_cogl_framebuffer_get_stencil_bits (CoglFramebuffer *framebuffer);
gpointer
cogl_framebuffer_get_driver_private (CoglFramebuffer *framebuffer);
void
cogl_framebuffer_set_driver_private (CoglFramebuffer *framebuffer,
gpointer driver_private,
GDestroyNotify desrtoy_notify);
#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */