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3d034ff6aa
Bug 913 - cogl fails to build on OSX * clutter/cogl/gl/cogl-fbo.c: define GL_READ_FRAMEBUFFER_EXT and GL_DRAW_FRAMEBUFFER_EXT if not defined in the build system. The #ifdef can fail if they're not #defines but variables or enums. As the values are supposed to be industry standard even then it shouldn't have ill effects.
318 lines
9.5 KiB
C
318 lines
9.5 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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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-util.h"
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#include "cogl-texture.h"
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#include "cogl-fbo.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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/* Expecting EXT functions not to be defined - redirect to pointers in context */
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#define glGenRenderbuffersEXT ctx->pf_glGenRenderbuffersEXT
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#define glBindRenderbufferEXT ctx->pf_glBindRenderbufferEXT
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#define glRenderbufferStorageEXT ctx->pf_glRenderbufferStorageEXT
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#define glGenFramebuffersEXT ctx->pf_glGenFramebuffersEXT
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#define glBindFramebufferEXT ctx->pf_glBindFramebufferEXT
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#define glFramebufferTexture2DEXT ctx->pf_glFramebufferTexture2DEXT
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#define glFramebufferRenderbufferEXT ctx->pf_glFramebufferRenderbufferEXT
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#define glCheckFramebufferStatusEXT ctx->pf_glCheckFramebufferStatusEXT
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#define glDeleteFramebuffersEXT ctx->pf_glDeleteFramebuffersEXT
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#define glBlitFramebufferEXT ctx->pf_glBlitFramebufferEXT
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#define glRenderbufferStorageMultisampleEXT ctx->pf_glRenderbufferStorageMultisampleEXT
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#ifndef GL_READ_FRAMEBUFFER_EXT
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#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
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#endif
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#ifndef GL_DRAW_FRAMEBUFFER_EXT
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#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
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#endif
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static void _cogl_offscreen_free (CoglFbo *fbo);
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COGL_HANDLE_DEFINE (Fbo, offscreen, fbo_handles);
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CoglHandle
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cogl_offscreen_new_to_texture (CoglHandle texhandle)
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{
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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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CoglTexture *tex;
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CoglFbo *fbo;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *y_span;
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GLuint tex_gl_handle;
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GLuint fbo_gl_handle;
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GLenum status;
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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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tex = _cogl_texture_pointer_from_handle (texhandle);
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/* The texture must not be sliced */
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if (tex->slice_gl_handles == NULL)
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return COGL_INVALID_HANDLE;
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if (tex->slice_gl_handles->len != 1)
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return COGL_INVALID_HANDLE;
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/* Pick the single texture slice width, height and GL id */
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x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
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y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
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tex_gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
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/* Generate framebuffer */
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glGenFramebuffersEXT (1, &fbo_gl_handle);
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fbo_gl_handle) );
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GE( glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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tex->gl_target, tex_gl_handle, 0) );
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/* Make sure it's complete */
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status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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GE( glDeleteFramebuffersEXT (1, &fbo_gl_handle) );
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
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return COGL_INVALID_HANDLE;
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}
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
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/* Allocate and init a CoglFbo object (store non-wasted size
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for subsequent blits and viewport setup) */
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fbo = (CoglFbo*) g_malloc (sizeof (CoglFbo));
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fbo->ref_count = 1;
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fbo->width = x_span->size - x_span->waste;
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fbo->height = y_span->size - y_span->waste;
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fbo->gl_handle = fbo_gl_handle;
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COGL_HANDLE_DEBUG_NEW (offscreen, fbo);
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return _cogl_offscreen_handle_new (fbo);
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}
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CoglHandle
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cogl_offscreen_new_multisample ()
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{
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_MULTISAMPLE))
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return COGL_INVALID_HANDLE;
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return COGL_INVALID_HANDLE;
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}
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static void
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_cogl_offscreen_free (CoglFbo *fbo)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Frees FBO resources but its handle is not
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released! Do that separately before this! */
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GE( glDeleteFramebuffersEXT (1, &fbo->gl_handle) );
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g_free (fbo);
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}
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void
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cogl_offscreen_blit_region (CoglHandle src_buffer,
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CoglHandle dst_buffer,
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int src_x,
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int src_y,
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int src_w,
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int src_h,
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int dst_x,
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int dst_y,
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int dst_w,
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int dst_h)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_BLIT))
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return;
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CoglFbo *src_fbo;
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CoglFbo *dst_fbo;
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/* Make sure these are valid fbo handles */
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if (!cogl_is_offscreen (src_buffer))
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return;
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if (!cogl_is_offscreen (dst_buffer))
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return;
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src_fbo = _cogl_offscreen_pointer_from_handle (src_buffer);
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dst_fbo = _cogl_offscreen_pointer_from_handle (dst_buffer);
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/* Copy (and scale) a region from one to another framebuffer */
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GE( glBindFramebufferEXT (GL_READ_FRAMEBUFFER_EXT, src_fbo->gl_handle) );
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GE( glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, dst_fbo->gl_handle) );
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GE( glBlitFramebufferEXT (src_x, src_y, src_x + src_w, src_y + src_h,
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dst_x, dst_y, dst_x + dst_w, dst_y + dst_h,
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GL_COLOR_BUFFER_BIT, GL_LINEAR) );
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}
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void
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cogl_offscreen_blit (CoglHandle src_buffer,
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CoglHandle dst_buffer)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_BLIT))
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return;
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CoglFbo *src_fbo;
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CoglFbo *dst_fbo;
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/* Make sure these are valid fbo handles */
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if (!cogl_is_offscreen (src_buffer))
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return;
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if (!cogl_is_offscreen (dst_buffer))
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return;
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src_fbo = _cogl_offscreen_pointer_from_handle (src_buffer);
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dst_fbo = _cogl_offscreen_pointer_from_handle (dst_buffer);
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/* Copy (and scale) whole image from one to another framebuffer */
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GE( glBindFramebufferEXT (GL_READ_FRAMEBUFFER_EXT, src_fbo->gl_handle) );
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GE( glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, dst_fbo->gl_handle) );
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GE( glBlitFramebufferEXT (0, 0, src_fbo->width, src_fbo->height,
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0, 0, dst_fbo->width, dst_fbo->height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR) );
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}
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void
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cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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CoglFbo *fbo = NULL;
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if (target == COGL_OFFSCREEN_BUFFER)
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{
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/* Make sure it is a valid fbo handle */
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if (!cogl_is_offscreen (offscreen))
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return;
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fbo = _cogl_offscreen_pointer_from_handle (offscreen);
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/* Check current draw buffer target */
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if (ctx->draw_buffer != COGL_OFFSCREEN_BUFFER)
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{
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/* Push the viewport and matrix setup if redirecting
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from a non-screen buffer */
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GE( glPushAttrib (GL_VIEWPORT_BIT) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPushMatrix () );
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GE( glLoadIdentity () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glPushMatrix () );
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GE( glLoadIdentity () );
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}
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else
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{
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/* Override viewport and matrix setup if redirecting
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from another offscreen buffer */
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glLoadIdentity () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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}
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/* Setup new viewport and matrices */
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GE( glViewport (0, 0, fbo->width, fbo->height) );
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GE( glTranslatef (-1.0f, -1.0f, 0.0f) );
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GE( glScalef (2.0f / fbo->width, 2.0f / fbo->height, 1.0f) );
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/* Bind offscreen framebuffer object */
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fbo->gl_handle) );
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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/* Some implementation require a clear before drawing
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to an fbo. Luckily it is affected by scissor test. */
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/* FIXME: test where exactly this is needed end whether
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a glClear with 0 argument is enough */
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GE( glPushAttrib (GL_SCISSOR_BIT) );
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GE( glScissor (0,0,0,0) );
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GE( glEnable (GL_SCISSOR_TEST) );
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GE( glClear (GL_COLOR_BUFFER_BIT) );
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GE( glPopAttrib () );
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}
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else if ((target & COGL_WINDOW_BUFFER) ||
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(target & COGL_MASK_BUFFER))
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{
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/* Check current draw buffer target */
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if (ctx->draw_buffer == COGL_OFFSCREEN_BUFFER)
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{
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/* Pop viewport and matrices if redirecting back
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from an offscreen buffer */
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GE( glPopAttrib () );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPopMatrix () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glPopMatrix () );
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}
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/* Bind window framebuffer object */
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
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if (target == COGL_WINDOW_BUFFER)
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{
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/* Draw to RGB channels */
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE) );
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}
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else if (target == COGL_MASK_BUFFER)
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{
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/* Draw only to ALPHA channel */
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GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE) );
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}
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else
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{
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/* Draw to all channels */
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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}
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}
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/* Store new target */
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ctx->draw_buffer = target;
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}
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