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11349b6c74
This is useful because sometimes we need to get the current matrix, which is too expensive when indirect rendering. In addition, this virtualization makes it easier to clean up the API in the future.
355 lines
9.4 KiB
C
355 lines
9.4 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) 2008 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-private.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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#include "cogl-gles2-wrapper.h"
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#ifdef HAVE_COGL_GLES2
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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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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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GLuint gl_stencil_handle;
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GLenum status;
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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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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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/* Create a renderbuffer for stenciling */
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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 (texhandle),
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cogl_texture_get_height (texhandle)) );
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GE( glBindRenderbuffer (GL_RENDERBUFFER, 0) );
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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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GE( glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex->gl_target, tex_gl_handle, 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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/* 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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/* Stencil renderbuffers aren't always supported. Try again
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without the stencil buffer */
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GE( glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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0) );
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GE( glDeleteRenderbuffers (1, &gl_stencil_handle) );
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gl_stencil_handle = 0;
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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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/* Still failing, so give up */
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GE( glDeleteFramebuffers (1, &fbo_gl_handle) );
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GE( glBindFramebuffer (GL_FRAMEBUFFER, 0) );
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return COGL_INVALID_HANDLE;
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}
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}
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GE( glBindFramebuffer (GL_FRAMEBUFFER, 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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fbo->gl_stencil_handle = gl_stencil_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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if (fbo->gl_stencil_handle)
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GE( glDeleteRenderbuffers (1, &fbo->gl_stencil_handle) );
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GE( glDeleteFramebuffers (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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/* Not supported on GLES */
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return;
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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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/* Not supported on GLES */
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return;
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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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CoglFbo *fbo = NULL;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (target == COGL_OFFSCREEN_BUFFER)
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{
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GLboolean scissor_enabled;
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GLint scissor_box[4];
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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( glGetIntegerv (GL_VIEWPORT, ctx->viewport_store) );
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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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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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_identity ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_identity ();
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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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_cogl_current_matrix_translate (-1.0f, -1.0f, 0.0f);
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_cogl_current_matrix_scale (2.0f / fbo->width, 2.0f / fbo->height, 1.0f);
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/* Bind offscreen framebuffer object */
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GE( glBindFramebuffer (GL_FRAMEBUFFER, 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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scissor_enabled = glIsEnabled (GL_SCISSOR_TEST);
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GE( glGetIntegerv (GL_SCISSOR_BOX, scissor_box) );
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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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if (!scissor_enabled)
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glDisable (GL_SCISSOR_TEST);
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glScissor (scissor_box[0], scissor_box[1],
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scissor_box[2], scissor_box[3]);
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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( glViewport (ctx->viewport_store[0], ctx->viewport_store[1],
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ctx->viewport_store[2], ctx->viewport_store[3]) );
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_pop ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_pop ();
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}
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/* Bind window framebuffer object */
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GE( glBindFramebuffer (GL_FRAMEBUFFER, 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_TRUE) );
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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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#else /* HAVE_COGL_GLES2 */
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/* No support on regular OpenGL 1.1 */
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gboolean
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cogl_is_offscreen (CoglHandle handle)
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{
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return FALSE;
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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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return COGL_INVALID_HANDLE;
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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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return COGL_INVALID_HANDLE;
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}
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CoglHandle
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cogl_offscreen_ref (CoglHandle handle)
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{
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return COGL_INVALID_HANDLE;
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}
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void
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cogl_offscreen_unref (CoglHandle handle)
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{
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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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}
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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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}
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void
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cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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