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3336359abb
This is the result of running a number of sed and perl scripts over the code to do 90% of the work in converting from 16.16 fixed to single precision floating point. Note: A pristine cogl-fixed.c has been maintained as a standalone utility API so that applications may still take advantage of fixed point if they desire for certain optimisations where lower precision may be acceptable. Note: no API changes were made in Clutter, only in Cogl. Overview of changes: - Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use the CLUTTER_FIXED_ macros. - Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped and expanded into code that works with single precision floats instead. - Uses of cogl_fixed_* have been replaced with single precision math.h alternatives. - Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for angles and math.h replacements.
359 lines
9.4 KiB
C
359 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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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
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GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
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}
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else
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{
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/* Override viewport and matrix setup if redirecting
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from another offscreen buffer */
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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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GE( cogl_wrap_glLoadIdentity () );
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GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
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GE( cogl_wrap_glLoadIdentity () );
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}
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/* Setup new viewport and matrices */
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GE( glViewport (0, 0, fbo->width, fbo->height) );
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GE( cogl_wrap_glTranslatef (-1.0, -1.0, 0) );
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GE( cogl_wrap_glScalef (((float)(2) /
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(float)(fbo->width)),
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((float)(2) /
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(float)(fbo->height)),
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1.0) );
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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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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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GE( cogl_wrap_glPopMatrix () );
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GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
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GE( cogl_wrap_glPopMatrix () );
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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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