mirror of
https://github.com/brl/mutter.git
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2616ae0fa9
This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
1095 lines
39 KiB
C
1095 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 <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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|
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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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|
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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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|
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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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*/
|
|
if (ctx->private_feature_flags &
|
|
COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL)
|
|
format = GL_DEPTH_STENCIL;
|
|
else
|
|
{
|
|
_COGL_RETURN_VAL_IF_FAIL (
|
|
ctx->private_feature_flags &
|
|
COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL,
|
|
NULL);
|
|
format = GL_DEPTH24_STENCIL8;
|
|
}
|
|
|
|
/* Create a renderbuffer for depth and stenciling */
|
|
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
|
|
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
|
|
if (n_samples)
|
|
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
|
|
n_samples,
|
|
format,
|
|
width, height));
|
|
else
|
|
GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
|
|
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));
|
|
base = _cogl_buffer_gl_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_BUFFER);
|
|
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);
|
|
}
|