mirror of
https://github.com/brl/mutter.git
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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>
660 lines
23 KiB
C
660 lines
23 KiB
C
/*
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* Copyright (C) 2007,2008,2009,2012 Intel Corporation.
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* Copyright (C) 2018 DisplayLink (UK) Ltd.
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* Copyright (C) 2020 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*/
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#include "cogl-config.h"
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#include "driver/gl/cogl-gl-framebuffer-fbo.h"
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#include <gio/gio.h>
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#include "cogl-context-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-offscreen-private.h"
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#include "driver/gl/cogl-texture-gl-private.h"
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#include "driver/gl/cogl-util-gl-private.h"
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typedef struct _CoglGlFbo
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{
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GLuint fbo_handle;
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GList *renderbuffers;
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int samples_per_pixel;
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} CoglGlFbo;
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struct _CoglGlFramebufferFbo
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{
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CoglGlFramebuffer parent;
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CoglGlFbo gl_fbo;
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gboolean dirty_bitmasks;
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CoglFramebufferBits bits;
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};
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G_DEFINE_TYPE (CoglGlFramebufferFbo, cogl_gl_framebuffer_fbo,
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COGL_TYPE_GL_FRAMEBUFFER)
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static gboolean
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ensure_bits_initialized (CoglGlFramebufferFbo *gl_framebuffer_fbo)
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{
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CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer_fbo);
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CoglFramebuffer *framebuffer =
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cogl_framebuffer_driver_get_framebuffer (driver);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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CoglFramebufferBits *bits = &gl_framebuffer_fbo->bits;
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g_autoptr (GError) error = NULL;
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if (!gl_framebuffer_fbo->dirty_bitmasks)
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return TRUE;
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cogl_context_flush_framebuffer_state (ctx,
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framebuffer,
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framebuffer,
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COGL_FRAMEBUFFER_STATE_BIND);
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#ifdef HAVE_COGL_GL
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if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS))
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{
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const struct {
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GLenum attachment, pname;
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size_t offset;
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} params[] = {
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{
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.attachment = GL_COLOR_ATTACHMENT0,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE,
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.offset = offsetof (CoglFramebufferBits, red),
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},
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{
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.attachment = GL_COLOR_ATTACHMENT0,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE,
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.offset = offsetof (CoglFramebufferBits, green),
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},
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{
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.attachment = GL_COLOR_ATTACHMENT0,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE,
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.offset = offsetof (CoglFramebufferBits, blue),
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},
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{
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.attachment = GL_COLOR_ATTACHMENT0,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE,
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.offset = offsetof (CoglFramebufferBits, alpha),
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},
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{
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.attachment = GL_DEPTH_ATTACHMENT,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE,
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.offset = offsetof (CoglFramebufferBits, depth),
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},
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{
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.attachment = GL_STENCIL_ATTACHMENT,
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.pname = GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE,
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.offset = offsetof (CoglFramebufferBits, stencil),
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},
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};
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int i;
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for (i = 0; i < G_N_ELEMENTS (params); i++)
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{
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int *value =
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(int *) ((uint8_t *) bits + params[i].offset);
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GE (ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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params[i].attachment,
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params[i].pname,
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value));
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}
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}
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else
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#endif /* HAVE_COGL_GL */
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{
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GE (ctx, glGetIntegerv (GL_RED_BITS, &bits->red));
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GE (ctx, glGetIntegerv (GL_GREEN_BITS, &bits->green));
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GE (ctx, glGetIntegerv (GL_BLUE_BITS, &bits->blue));
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GE (ctx, glGetIntegerv (GL_ALPHA_BITS, &bits->alpha));
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GE (ctx, glGetIntegerv (GL_DEPTH_BITS, &bits->depth));
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GE (ctx, glGetIntegerv (GL_STENCIL_BITS, &bits->stencil));
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}
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if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) &&
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(cogl_framebuffer_get_internal_format (framebuffer) ==
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COGL_PIXEL_FORMAT_A_8))
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{
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bits->alpha = bits->red;
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bits->red = 0;
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}
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COGL_NOTE (FRAMEBUFFER,
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"RGBA/D/S Bits for framebuffer[%p, %s]: %d, %d, %d, %d, %d, %d",
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framebuffer,
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G_OBJECT_TYPE_NAME (framebuffer),
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bits->red,
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bits->blue,
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bits->green,
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bits->alpha,
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bits->depth,
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bits->stencil);
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gl_framebuffer_fbo->dirty_bitmasks = FALSE;
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return TRUE;
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}
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static void
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cogl_gl_framebuffer_fbo_query_bits (CoglFramebufferDriver *driver,
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CoglFramebufferBits *bits)
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{
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CoglGlFramebufferFbo *gl_framebuffer_fbo = COGL_GL_FRAMEBUFFER_FBO (driver);
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if (!ensure_bits_initialized (gl_framebuffer_fbo))
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return;
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*bits = gl_framebuffer_fbo->bits;
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}
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static void
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cogl_gl_framebuffer_fbo_discard_buffers (CoglFramebufferDriver *driver,
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unsigned long buffers)
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{
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CoglFramebuffer *framebuffer =
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cogl_framebuffer_driver_get_framebuffer (driver);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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GLenum attachments[3];
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int i = 0;
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if (!ctx->glDiscardFramebuffer)
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return;
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if (buffers & COGL_BUFFER_BIT_COLOR)
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attachments[i++] = GL_COLOR_ATTACHMENT0;
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if (buffers & COGL_BUFFER_BIT_DEPTH)
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attachments[i++] = GL_DEPTH_ATTACHMENT;
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if (buffers & COGL_BUFFER_BIT_STENCIL)
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attachments[i++] = GL_STENCIL_ATTACHMENT;
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cogl_context_flush_framebuffer_state (ctx,
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framebuffer,
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framebuffer,
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COGL_FRAMEBUFFER_STATE_BIND);
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GE (ctx, glDiscardFramebuffer (GL_FRAMEBUFFER, i, attachments));
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}
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static void
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cogl_gl_framebuffer_fbo_bind (CoglGlFramebuffer *gl_framebuffer,
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GLenum target)
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{
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CoglGlFramebufferFbo *gl_framebuffer_fbo =
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COGL_GL_FRAMEBUFFER_FBO (gl_framebuffer);
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CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer_fbo);
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CoglFramebuffer *framebuffer =
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cogl_framebuffer_driver_get_framebuffer (driver);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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GE (ctx, glBindFramebuffer (target, gl_framebuffer_fbo->gl_fbo.fbo_handle));
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}
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static void
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cogl_gl_framebuffer_fbo_flush_stereo_mode_state (CoglGlFramebuffer *gl_framebuffer)
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{
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CoglFramebufferDriver *driver = COGL_FRAMEBUFFER_DRIVER (gl_framebuffer);
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CoglFramebuffer *framebuffer =
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cogl_framebuffer_driver_get_framebuffer (driver);
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switch (cogl_framebuffer_get_stereo_mode (framebuffer))
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{
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case COGL_STEREO_BOTH:
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break;
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case COGL_STEREO_LEFT:
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case COGL_STEREO_RIGHT:
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g_warn_if_reached ();
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break;
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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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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
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{
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GLenum format;
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/* WebGL adds a GL_DEPTH_STENCIL_ATTACHMENT and requires that we
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* use the GL_DEPTH_STENCIL format. */
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/* Although GL_OES_packed_depth_stencil is mostly equivalent to
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* GL_EXT_packed_depth_stencil, one notable difference is that
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* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
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* be passed as an internal format to glRenderbufferStorage.
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*/
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if (_cogl_has_private_feature
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(ctx, COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL))
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format = GL_DEPTH_STENCIL;
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else
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{
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g_return_val_if_fail (
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_cogl_has_private_feature (ctx,
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COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL),
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NULL);
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format = GL_DEPTH24_STENCIL8;
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}
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/* Create a renderbuffer for depth and stenciling */
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GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
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if (n_samples)
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GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
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n_samples,
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format,
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width, height));
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else
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
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width, height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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renderbuffers =
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g_list_prepend (renderbuffers,
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GUINT_TO_POINTER (gl_depth_stencil_handle));
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}
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
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{
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GLuint gl_depth_handle;
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GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
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/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
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* available under GLES */
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if (n_samples)
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GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
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n_samples,
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GL_DEPTH_COMPONENT16,
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width, height));
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else
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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width, height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_depth_handle));
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renderbuffers =
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g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_depth_handle));
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}
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if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL)
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{
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GLuint gl_stencil_handle;
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GE (ctx, glGenRenderbuffers (1, &gl_stencil_handle));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
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if (n_samples)
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GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
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n_samples,
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GL_STENCIL_INDEX8,
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width, height));
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else
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GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
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width, height));
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_stencil_handle));
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renderbuffers =
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g_list_prepend (renderbuffers, GUINT_TO_POINTER (gl_stencil_handle));
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}
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return renderbuffers;
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}
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static void
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delete_renderbuffers (CoglContext *ctx,
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GList *renderbuffers)
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{
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GList *l;
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for (l = renderbuffers; l; l = l->next)
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{
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GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
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GE (ctx, glDeleteRenderbuffers (1, &renderbuffer));
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}
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g_list_free (renderbuffers);
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}
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/*
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* NB: This function may be called with a standalone GLES2 context
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* bound so we can create a shadow framebuffer that wraps the same
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* CoglTexture as the given CoglOffscreen. This function shouldn't
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* modify anything in
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*/
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static gboolean
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try_creating_fbo (CoglContext *ctx,
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CoglTexture *texture,
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int texture_level,
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int texture_level_width,
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int texture_level_height,
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const CoglFramebufferConfig *config,
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CoglOffscreenAllocateFlags flags,
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CoglGlFbo *gl_fbo)
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{
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GLuint tex_gl_handle;
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GLenum tex_gl_target;
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GLenum status;
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int n_samples;
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if (!cogl_texture_get_gl_texture (texture, &tex_gl_handle, &tex_gl_target))
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return FALSE;
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if (tex_gl_target != GL_TEXTURE_2D
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#ifdef HAVE_COGL_GL
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&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
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#endif
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)
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return FALSE;
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if (config->samples_per_pixel)
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{
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if (!ctx->glFramebufferTexture2DMultisampleIMG)
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return FALSE;
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n_samples = config->samples_per_pixel;
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}
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else
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n_samples = 0;
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/* We are about to generate and bind a new fbo, so we pretend to
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* change framebuffer state so that the old framebuffer will be
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* rebound again before drawing. */
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ctx->current_draw_buffer_changes |= COGL_FRAMEBUFFER_STATE_BIND;
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/* Generate framebuffer */
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ctx->glGenFramebuffers (1, &gl_fbo->fbo_handle);
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GE (ctx, glBindFramebuffer (GL_FRAMEBUFFER, gl_fbo->fbo_handle));
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if (n_samples)
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{
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GE (ctx, glFramebufferTexture2DMultisampleIMG (GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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n_samples,
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texture_level));
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}
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else
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GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_gl_target, tex_gl_handle,
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texture_level));
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if (flags)
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{
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gl_fbo->renderbuffers =
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try_creating_renderbuffers (ctx,
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texture_level_width,
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texture_level_height,
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flags,
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n_samples);
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}
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/* Make sure it's complete */
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status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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GE (ctx, glDeleteFramebuffers (1, &gl_fbo->fbo_handle));
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delete_renderbuffers (ctx, gl_fbo->renderbuffers);
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gl_fbo->renderbuffers = NULL;
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return FALSE;
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}
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/* Update the real number of samples_per_pixel now that we have a
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* complete framebuffer */
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if (n_samples)
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{
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GLenum attachment = GL_COLOR_ATTACHMENT0;
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GLenum pname = GL_TEXTURE_SAMPLES_IMG;
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int texture_samples;
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GE( ctx, glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
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attachment,
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pname,
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&texture_samples) );
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gl_fbo->samples_per_pixel = texture_samples;
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}
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return TRUE;
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}
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CoglGlFramebufferFbo *
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cogl_gl_framebuffer_fbo_new (CoglFramebuffer *framebuffer,
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const CoglFramebufferDriverConfig *driver_config,
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GError **error)
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{
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CoglContext *context = cogl_framebuffer_get_context (framebuffer);
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CoglOffscreen *offscreen;
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CoglTexture *texture;
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int texture_level;
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int level_width;
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int level_height;
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const CoglFramebufferConfig *config;
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CoglGlFbo *gl_fbo;
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CoglGlFramebufferFbo *gl_framebuffer_fbo;
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CoglOffscreenAllocateFlags allocate_flags;
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if (!COGL_IS_OFFSCREEN (framebuffer))
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{
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g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
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"Incompatible framebuffer");
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return NULL;
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}
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offscreen = COGL_OFFSCREEN (framebuffer);
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texture = cogl_offscreen_get_texture (offscreen);
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texture_level = cogl_offscreen_get_texture_level (offscreen);
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g_return_val_if_fail (texture_level < _cogl_texture_get_n_levels (texture),
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NULL);
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_cogl_texture_get_level_size (texture,
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texture_level,
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&level_width,
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&level_height,
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NULL);
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/* 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;
|
|
}
|