mirror of
https://github.com/brl/mutter.git
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e8eb9793e6
This adds a driver/gl/cogl-texture-gl.c file and moves some gl specific bits from cogl-texture.c into it. The moved symbols were also given a _gl_ infix and the calling code was updated accordingly. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 2c9e81de70cc02d72b1ce9013c49e39300a05b6a)
1103 lines
39 KiB
C
1103 lines
39 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) 2007,2008,2009,2012 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, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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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-context-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-framebuffer-gl-private.h"
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#include "cogl-buffer-gl-private.h"
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#include "cogl-error-private.h"
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#include "cogl-texture-gl-private.h"
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#include <glib.h>
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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_DEPTH24_STENCIL8
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#define GL_DEPTH24_STENCIL8 0x88F0
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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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#ifndef GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
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#endif
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#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
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#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
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#endif
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#ifndef GL_READ_FRAMEBUFFER
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#define GL_READ_FRAMEBUFFER 0x8CA8
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#endif
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#ifndef GL_DRAW_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER 0x8CA9
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#endif
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#ifndef GL_TEXTURE_SAMPLES_IMG
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#define GL_TEXTURE_SAMPLES_IMG 0x9136
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#endif
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#ifndef GL_PACK_INVERT_MESA
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#define GL_PACK_INVERT_MESA 0x8758
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#endif
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static void
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_cogl_framebuffer_gl_flush_viewport_state (CoglFramebuffer *framebuffer)
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{
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float gl_viewport_y;
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g_assert (framebuffer->viewport_width >=0 &&
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framebuffer->viewport_height >=0);
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/* Convert the Cogl viewport y offset to an OpenGL viewport y offset
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* NB: OpenGL defines its window and viewport origins to be bottom
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* left, while Cogl defines them to be top left.
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* NB: We render upside down to offscreen framebuffers so we don't
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* need to convert the y offset in this case. */
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if (cogl_is_offscreen (framebuffer))
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gl_viewport_y = framebuffer->viewport_y;
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else
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gl_viewport_y = framebuffer->height -
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(framebuffer->viewport_y + framebuffer->viewport_height);
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COGL_NOTE (OPENGL, "Calling glViewport(%f, %f, %f, %f)",
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framebuffer->viewport_x,
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gl_viewport_y,
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framebuffer->viewport_width,
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framebuffer->viewport_height);
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GE (framebuffer->context,
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glViewport (framebuffer->viewport_x,
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gl_viewport_y,
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framebuffer->viewport_width,
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framebuffer->viewport_height));
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}
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static void
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_cogl_framebuffer_gl_flush_clip_state (CoglFramebuffer *framebuffer)
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{
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CoglClipStack *stack = _cogl_clip_state_get_stack (&framebuffer->clip_state);
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_cogl_clip_stack_flush (stack, framebuffer);
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}
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static void
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_cogl_framebuffer_gl_flush_dither_state (CoglFramebuffer *framebuffer)
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{
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CoglContext *ctx = framebuffer->context;
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if (ctx->current_gl_dither_enabled != framebuffer->dither_enabled)
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{
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if (framebuffer->dither_enabled)
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GE (ctx, glEnable (GL_DITHER));
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else
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GE (ctx, glDisable (GL_DITHER));
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ctx->current_gl_dither_enabled = framebuffer->dither_enabled;
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}
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}
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static void
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_cogl_framebuffer_gl_flush_modelview_state (CoglFramebuffer *framebuffer)
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{
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CoglMatrixEntry *modelview_entry =
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_cogl_framebuffer_get_modelview_entry (framebuffer);
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_cogl_context_set_current_modelview_entry (framebuffer->context,
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modelview_entry);
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}
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static void
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_cogl_framebuffer_gl_flush_projection_state (CoglFramebuffer *framebuffer)
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{
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CoglMatrixEntry *projection_entry =
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_cogl_framebuffer_get_projection_entry (framebuffer);
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_cogl_context_set_current_projection_entry (framebuffer->context,
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projection_entry);
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}
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static void
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_cogl_framebuffer_gl_flush_color_mask_state (CoglFramebuffer *framebuffer)
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{
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CoglContext *context = framebuffer->context;
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/* The color mask state is really owned by a CoglPipeline so to
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* ensure the color mask is updated the next time we draw something
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* we need to make sure the logic ops for the pipeline are
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* re-flushed... */
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context->current_pipeline_changes_since_flush |=
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COGL_PIPELINE_STATE_LOGIC_OPS;
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context->current_pipeline_age--;
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}
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static void
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_cogl_framebuffer_gl_flush_front_face_winding_state (CoglFramebuffer *framebuffer)
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{
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CoglContext *context = framebuffer->context;
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CoglPipelineCullFaceMode mode;
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/* NB: The face winding state is actually owned by the current
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* CoglPipeline.
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*
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* If we don't have a current pipeline then we can just assume that
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* when we later do flush a pipeline we will check the current
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* framebuffer to know how to setup the winding */
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if (!context->current_pipeline)
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return;
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mode = cogl_pipeline_get_cull_face_mode (context->current_pipeline);
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/* If the current CoglPipeline has a culling mode that doesn't care
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* about the winding we can avoid forcing an update of the state and
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* bail out. */
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if (mode == COGL_PIPELINE_CULL_FACE_MODE_NONE ||
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mode == COGL_PIPELINE_CULL_FACE_MODE_BOTH)
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return;
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/* Since the winding state is really owned by the current pipeline
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* the way we "flush" an updated winding is to dirty the pipeline
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* state... */
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context->current_pipeline_changes_since_flush |=
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COGL_PIPELINE_STATE_CULL_FACE;
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context->current_pipeline_age--;
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}
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void
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_cogl_framebuffer_gl_bind (CoglFramebuffer *framebuffer, GLenum target)
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{
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CoglContext *ctx = framebuffer->context;
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if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN)
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{
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CoglOffscreen *offscreen = COGL_OFFSCREEN (framebuffer);
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GE (ctx, glBindFramebuffer (target,
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offscreen->gl_framebuffer.fbo_handle));
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}
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else
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{
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const CoglWinsysVtable *winsys =
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_cogl_framebuffer_get_winsys (framebuffer);
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winsys->onscreen_bind (COGL_ONSCREEN (framebuffer));
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/* glBindFramebuffer is an an extension with OpenGL ES 1.1 */
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if (cogl_has_feature (ctx, COGL_FEATURE_ID_OFFSCREEN))
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GE (ctx, glBindFramebuffer (target, 0));
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}
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}
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void
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_cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
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CoglFramebuffer *read_buffer,
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CoglFramebufferState state)
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{
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CoglContext *ctx = draw_buffer->context;
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unsigned long differences;
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int bit;
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/* We can assume that any state that has changed for the current
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* framebuffer is different to the currently flushed value. */
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differences = ctx->current_draw_buffer_changes;
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/* Any state of the current framebuffer that hasn't already been
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* flushed is assumed to be unknown so we will always flush that
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* state if asked. */
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differences |= ~ctx->current_draw_buffer_state_flushed;
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/* We only need to consider the state we've been asked to flush */
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differences &= state;
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if (ctx->current_draw_buffer != draw_buffer)
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{
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/* If the previous draw buffer is NULL then we'll assume
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everything has changed. This can happen if a framebuffer is
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destroyed while it is the last flushed draw buffer. In that
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case the framebuffer destructor will set
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ctx->current_draw_buffer to NULL */
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if (ctx->current_draw_buffer == NULL)
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differences |= state;
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else
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/* NB: we only need to compare the state we're being asked to flush
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* and we don't need to compare the state we've already decided
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* we will definitely flush... */
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differences |= _cogl_framebuffer_compare (ctx->current_draw_buffer,
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draw_buffer,
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state & ~differences);
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/* NB: we don't take a reference here, to avoid a circular
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* reference. */
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ctx->current_draw_buffer = draw_buffer;
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ctx->current_draw_buffer_state_flushed = 0;
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}
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if (ctx->current_read_buffer != read_buffer &&
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state & COGL_FRAMEBUFFER_STATE_BIND)
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{
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differences |= COGL_FRAMEBUFFER_STATE_BIND;
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/* NB: we don't take a reference here, to avoid a circular
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* reference. */
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ctx->current_read_buffer = read_buffer;
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}
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if (!differences)
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return;
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/* Lazily ensure the framebuffers have been allocated */
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if (G_UNLIKELY (!draw_buffer->allocated))
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cogl_framebuffer_allocate (draw_buffer, NULL);
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if (G_UNLIKELY (!read_buffer->allocated))
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cogl_framebuffer_allocate (read_buffer, NULL);
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/* We handle buffer binding separately since the method depends on whether
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* we are binding the same buffer for read and write or not unlike all
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* other state that only relates to the draw_buffer. */
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if (differences & COGL_FRAMEBUFFER_STATE_BIND)
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{
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if (draw_buffer == read_buffer)
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_cogl_framebuffer_gl_bind (draw_buffer, GL_FRAMEBUFFER);
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else
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{
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/* NB: Currently we only take advantage of binding separate
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* read/write buffers for offscreen framebuffer blit
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* purposes. */
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_COGL_RETURN_IF_FAIL (ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT);
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_COGL_RETURN_IF_FAIL (draw_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
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_COGL_RETURN_IF_FAIL (read_buffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN);
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_cogl_framebuffer_gl_bind (draw_buffer, GL_DRAW_FRAMEBUFFER);
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_cogl_framebuffer_gl_bind (read_buffer, GL_READ_FRAMEBUFFER);
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}
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differences &= ~COGL_FRAMEBUFFER_STATE_BIND;
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}
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COGL_FLAGS_FOREACH_START (&differences, 1, bit)
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{
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/* XXX: We considered having an array of callbacks for each state index
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* that we'd call here but decided that this way the compiler is more
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* likely going to be able to in-line the flush functions and use the
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* index to jump straight to the required code. */
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switch (bit)
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{
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case COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT:
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_cogl_framebuffer_gl_flush_viewport_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_CLIP:
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_cogl_framebuffer_gl_flush_clip_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_DITHER:
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_cogl_framebuffer_gl_flush_dither_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW:
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_cogl_framebuffer_gl_flush_modelview_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION:
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_cogl_framebuffer_gl_flush_projection_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK:
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_cogl_framebuffer_gl_flush_color_mask_state (draw_buffer);
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break;
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case COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING:
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_cogl_framebuffer_gl_flush_front_face_winding_state (draw_buffer);
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break;
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default:
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g_warn_if_reached ();
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}
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}
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COGL_FLAGS_FOREACH_END;
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ctx->current_draw_buffer_state_flushed |= state;
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ctx->current_draw_buffer_changes &= ~state;
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}
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static CoglTexture *
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create_depth_texture (CoglContext *ctx,
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int width,
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int height)
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{
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CoglPixelFormat format;
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CoglTexture2D *depth_texture;
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if (ctx->private_feature_flags &
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(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
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COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL))
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{
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format = COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8;
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}
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else
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format = COGL_PIXEL_FORMAT_DEPTH_16;
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depth_texture = cogl_texture_2d_new_with_size (ctx,
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width, height,
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format,
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NULL);
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return COGL_TEXTURE (depth_texture);
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}
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static CoglTexture *
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attach_depth_texture (CoglContext *ctx,
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CoglTexture *depth_texture,
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CoglOffscreenAllocateFlags flags)
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{
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
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{
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/* attach a GL_DEPTH_STENCIL texture to the GL_DEPTH_ATTACHMENT and
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* GL_STENCIL_ATTACHMENT attachement points */
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g_assert (cogl_texture_get_format (depth_texture) ==
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COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8);
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cogl_texture_get_gl_texture (depth_texture,
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&tex_gl_handle, &tex_gl_target);
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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}
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else if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
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{
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/* attach a newly created GL_DEPTH_COMPONENT16 texture to the
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* GL_DEPTH_ATTACHMENT attachement point */
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g_assert (cogl_texture_get_format (depth_texture) ==
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COGL_PIXEL_FORMAT_DEPTH_16);
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cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
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&tex_gl_handle, &tex_gl_target);
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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tex_gl_target, tex_gl_handle,
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0));
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}
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return COGL_TEXTURE (depth_texture);
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}
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static GList *
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try_creating_renderbuffers (CoglContext *ctx,
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int width,
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int height,
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CoglOffscreenAllocateFlags flags,
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int n_samples)
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{
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GList *renderbuffers = NULL;
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GLuint gl_depth_stencil_handle;
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
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{
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GLenum format;
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/* Although GL_OES_packed_depth_stencil is mostly equivalent to
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* GL_EXT_packed_depth_stencil, one notable difference is that
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* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
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* be passed as an internal format to glRenderbufferStorage.
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*/
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if (ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL)
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format = GL_DEPTH_STENCIL;
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else
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{
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_COGL_RETURN_VAL_IF_FAIL (
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ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL,
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NULL);
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format = GL_DEPTH24_STENCIL8;
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}
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/* Create a renderbuffer for depth and stenciling */
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GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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if (n_samples)
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GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
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n_samples,
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format,
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width, height));
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else
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
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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);
|
|
}
|