mutter/cogl/cogl/driver/gl/cogl-gl-framebuffer-fbo.c
Jonas Ådahl 9a21f97ce1 cogl/gl-framebuffer: Remove hard coding type name
Either "onscreen" or "offscreen" was logged as the type; replace this
with the actual type name.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1514>
2021-01-30 09:11:47 +00:00

660 lines
23 KiB
C

/*
* Copyright (C) 2007,2008,2009,2012 Intel Corporation.
* Copyright (C) 2018 DisplayLink (UK) Ltd.
* Copyright (C) 2020 Red Hat
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
#include "cogl-config.h"
#include "driver/gl/cogl-gl-framebuffer-fbo.h"
#include <gio/gio.h>
#include "cogl-context-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-offscreen-private.h"
#include "driver/gl/cogl-texture-gl-private.h"
#include "driver/gl/cogl-util-gl-private.h"
typedef struct _CoglGlFbo
{
GLuint fbo_handle;
GList *renderbuffers;
int samples_per_pixel;
} CoglGlFbo;
struct _CoglGlFramebufferFbo
{
CoglGlFramebuffer parent;
CoglGlFbo gl_fbo;
gboolean dirty_bitmasks;
CoglFramebufferBits bits;
};
G_DEFINE_TYPE (CoglGlFramebufferFbo, cogl_gl_framebuffer_fbo,
COGL_TYPE_GL_FRAMEBUFFER)
static gboolean
ensure_bits_initialized (CoglGlFramebufferFbo *gl_framebuffer_fbo)
{
CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer_fbo);
CoglFramebuffer *framebuffer =
cogl_framebuffer_driver_get_framebuffer (driver);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
CoglFramebufferBits *bits = &gl_framebuffer_fbo->bits;
g_autoptr (GError) error = NULL;
if (!gl_framebuffer_fbo->dirty_bitmasks)
return TRUE;
cogl_context_flush_framebuffer_state (ctx,
framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_BIND);
#ifdef HAVE_COGL_GL
if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS))
{
const struct {
GLenum attachment, pname;
size_t offset;
} params[] = {
{
.attachment = GL_COLOR_ATTACHMENT0,
.pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE,
.offset = offsetof (CoglFramebufferBits, red),
},
{
.attachment = GL_COLOR_ATTACHMENT0,
.pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE,
.offset = offsetof (CoglFramebufferBits, green),
},
{
.attachment = GL_COLOR_ATTACHMENT0,
.pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE,
.offset = offsetof (CoglFramebufferBits, blue),
},
{
.attachment = GL_COLOR_ATTACHMENT0,
.pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE,
.offset = offsetof (CoglFramebufferBits, alpha),
},
{
.attachment = GL_DEPTH_ATTACHMENT,
.pname = GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE,
.offset = offsetof (CoglFramebufferBits, depth),
},
{
.attachment = GL_STENCIL_ATTACHMENT,
.pname = GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE,
.offset = offsetof (CoglFramebufferBits, stencil),
},
};
int i;
for (i = 0; i < G_N_ELEMENTS (params); i++)
{
int *value =
(int *) ((uint8_t *) bits + params[i].offset);
GE (ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
params[i].attachment,
params[i].pname,
value));
}
}
else
#endif /* HAVE_COGL_GL */
{
GE (ctx, glGetIntegerv (GL_RED_BITS, &bits->red));
GE (ctx, glGetIntegerv (GL_GREEN_BITS, &bits->green));
GE (ctx, glGetIntegerv (GL_BLUE_BITS, &bits->blue));
GE (ctx, glGetIntegerv (GL_ALPHA_BITS, &bits->alpha));
GE (ctx, glGetIntegerv (GL_DEPTH_BITS, &bits->depth));
GE (ctx, glGetIntegerv (GL_STENCIL_BITS, &bits->stencil));
}
if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) &&
(cogl_framebuffer_get_internal_format (framebuffer) ==
COGL_PIXEL_FORMAT_A_8))
{
bits->alpha = bits->red;
bits->red = 0;
}
COGL_NOTE (FRAMEBUFFER,
"RGBA/D/S Bits for framebuffer[%p, %s]: %d, %d, %d, %d, %d, %d",
framebuffer,
G_OBJECT_TYPE_NAME (framebuffer),
bits->red,
bits->blue,
bits->green,
bits->alpha,
bits->depth,
bits->stencil);
gl_framebuffer_fbo->dirty_bitmasks = FALSE;
return TRUE;
}
static void
cogl_gl_framebuffer_fbo_query_bits (CoglFramebufferDriver *driver,
CoglFramebufferBits *bits)
{
CoglGlFramebufferFbo *gl_framebuffer_fbo = COGL_GL_FRAMEBUFFER_FBO (driver);
if (!ensure_bits_initialized (gl_framebuffer_fbo))
return;
*bits = gl_framebuffer_fbo->bits;
}
static void
cogl_gl_framebuffer_fbo_discard_buffers (CoglFramebufferDriver *driver,
unsigned long buffers)
{
CoglFramebuffer *framebuffer =
cogl_framebuffer_driver_get_framebuffer (driver);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
GLenum attachments[3];
int i = 0;
if (!ctx->glDiscardFramebuffer)
return;
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;
cogl_context_flush_framebuffer_state (ctx,
framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_BIND);
GE (ctx, glDiscardFramebuffer (GL_FRAMEBUFFER, i, attachments));
}
static void
cogl_gl_framebuffer_fbo_bind (CoglGlFramebuffer *gl_framebuffer,
GLenum target)
{
CoglGlFramebufferFbo *gl_framebuffer_fbo =
COGL_GL_FRAMEBUFFER_FBO (gl_framebuffer);
CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer_fbo);
CoglFramebuffer *framebuffer =
cogl_framebuffer_driver_get_framebuffer (driver);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
GE (ctx, glBindFramebuffer (target, gl_framebuffer_fbo->gl_fbo.fbo_handle));
}
static void
cogl_gl_framebuffer_fbo_flush_stereo_mode_state (CoglGlFramebuffer *gl_framebuffer)
{
CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer);
CoglFramebuffer *framebuffer =
cogl_framebuffer_driver_get_framebuffer (driver);
switch (cogl_framebuffer_get_stereo_mode (framebuffer))
{
case COGL_STEREO_BOTH:
break;
case COGL_STEREO_LEFT:
case COGL_STEREO_RIGHT:
g_warn_if_reached ();
break;
}
}
static GList *
try_creating_renderbuffers (CoglContext *ctx,
int width,
int height,
CoglOffscreenAllocateFlags flags,
int n_samples)
{
GList *renderbuffers = NULL;
GLuint gl_depth_stencil_handle;
if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
{
GLenum format;
/* WebGL adds a GL_DEPTH_STENCIL_ATTACHMENT and requires that we
* use the GL_DEPTH_STENCIL format. */
/* Although GL_OES_packed_depth_stencil is mostly equivalent to
* GL_EXT_packed_depth_stencil, one notable difference is that
* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
* be passed as an internal format to glRenderbufferStorage.
*/
if (_cogl_has_private_feature
(ctx, COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL))
format = GL_DEPTH_STENCIL;
else
{
g_return_val_if_fail (
_cogl_has_private_feature (ctx,
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 gboolean
try_creating_fbo (CoglContext *ctx,
CoglTexture *texture,
int texture_level,
int texture_level_width,
int texture_level_height,
const CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGlFbo *gl_fbo)
{
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_fbo->fbo_handle);
GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, gl_fbo->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));
if (flags)
{
gl_fbo->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_fbo->fbo_handle));
delete_renderbuffers (ctx, gl_fbo->renderbuffers);
gl_fbo->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_fbo->samples_per_pixel = texture_samples;
}
return TRUE;
}
CoglGlFramebufferFbo *
cogl_gl_framebuffer_fbo_new (CoglFramebuffer *framebuffer,
const CoglFramebufferDriverConfig *driver_config,
GError **error)
{
CoglContext *context = cogl_framebuffer_get_context (framebuffer);
CoglOffscreen *offscreen;
CoglTexture *texture;
int texture_level;
int level_width;
int level_height;
const CoglFramebufferConfig *config;
CoglGlFbo *gl_fbo;
CoglGlFramebufferFbo *gl_framebuffer_fbo;
CoglOffscreenAllocateFlags allocate_flags;
if (!COGL_IS_OFFSCREEN (framebuffer))
{
g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
"Incompatible framebuffer");
return NULL;
}
offscreen = COGL_OFFSCREEN (framebuffer);
texture = cogl_offscreen_get_texture (offscreen);
texture_level = cogl_offscreen_get_texture_level (offscreen);
g_return_val_if_fail (texture_level < _cogl_texture_get_n_levels (texture),
NULL);
_cogl_texture_get_level_size (texture,
texture_level,
&level_width,
&level_height,
NULL);
/* 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 (texture,
GL_NEAREST, GL_NEAREST);
config = cogl_framebuffer_get_config (framebuffer);
gl_framebuffer_fbo = g_object_new (COGL_TYPE_GL_FRAMEBUFFER_FBO,
"framebuffer", framebuffer,
NULL);
gl_fbo = &gl_framebuffer_fbo->gl_fbo;
if ((driver_config->disable_depth_and_stencil &&
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = 0,
gl_fbo)) ||
(context->have_last_offscreen_allocate_flags &&
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = context->last_offscreen_allocate_flags,
gl_fbo)) ||
(
/* NB: WebGL introduces a DEPTH_STENCIL_ATTACHMENT and doesn't
* need an extension to handle _FLAG_DEPTH_STENCIL */
(_cogl_has_private_feature
(context, COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL) ||
_cogl_has_private_feature
(context, COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)) &&
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
gl_fbo)) ||
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
gl_fbo) ||
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
gl_fbo) ||
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
gl_fbo) ||
try_creating_fbo (context,
texture,
texture_level,
level_width,
level_height,
config,
allocate_flags = 0,
gl_fbo))
{
cogl_framebuffer_update_samples_per_pixel (framebuffer,
gl_fbo->samples_per_pixel);
if (!driver_config->disable_depth_and_stencil)
{
/* Record that the last set of flags succeeded so that we can
try that set first next time */
context->last_offscreen_allocate_flags = allocate_flags;
context->have_last_offscreen_allocate_flags = TRUE;
}
return gl_framebuffer_fbo;
}
else
{
g_object_unref (gl_framebuffer_fbo);
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to create an OpenGL framebuffer object");
return NULL;
}
}
static void
cogl_gl_framebuffer_fbo_dispose (GObject *object)
{
CoglGlFramebufferFbo *gl_framebuffer_fbo = COGL_GL_FRAMEBUFFER_FBO (object);
CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer_fbo);
CoglFramebuffer *framebuffer =
cogl_framebuffer_driver_get_framebuffer (driver);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
delete_renderbuffers (ctx, gl_framebuffer_fbo->gl_fbo.renderbuffers);
gl_framebuffer_fbo->gl_fbo.renderbuffers = NULL;
if (gl_framebuffer_fbo->gl_fbo.fbo_handle)
{
GE (ctx, glDeleteFramebuffers (1,
&gl_framebuffer_fbo->gl_fbo.fbo_handle));
gl_framebuffer_fbo->gl_fbo.fbo_handle = 0;
}
G_OBJECT_CLASS (cogl_gl_framebuffer_fbo_parent_class)->dispose (object);
}
static void
cogl_gl_framebuffer_fbo_init (CoglGlFramebufferFbo *gl_framebuffer_fbo)
{
gl_framebuffer_fbo->dirty_bitmasks = TRUE;
}
static void
cogl_gl_framebuffer_fbo_class_init (CoglGlFramebufferFboClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
CoglFramebufferDriverClass *driver_class =
COGL_FRAMEBUFFER_DRIVER_CLASS (klass);
CoglGlFramebufferClass *gl_framebuffer_class =
COGL_GL_FRAMEBUFFER_CLASS (klass);
object_class->dispose = cogl_gl_framebuffer_fbo_dispose;
driver_class->query_bits = cogl_gl_framebuffer_fbo_query_bits;
driver_class->discard_buffers = cogl_gl_framebuffer_fbo_discard_buffers;
gl_framebuffer_class->bind = cogl_gl_framebuffer_fbo_bind;
gl_framebuffer_class->flush_stereo_mode_state =
cogl_gl_framebuffer_fbo_flush_stereo_mode_state;
}