mirror of
https://github.com/brl/mutter.git
synced 2024-11-10 07:56:14 -05:00
82ef6b51b9
This avoids some calls to glGetFloatv, which have at least proven to be very in-efficient in mesa at this point in time, since it always updates all derived state even when it may not relate to the state being requested.
319 lines
10 KiB
C
319 lines
10 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 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, 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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/* Expecting EXT functions not to be defined - redirect to pointers in context */
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#define glGenRenderbuffersEXT ctx->pf_glGenRenderbuffersEXT
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#define glDeleteRenderbuffersEXT ctx->pf_glDeleteRenderbuffersEXT
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#define glBindRenderbufferEXT ctx->pf_glBindRenderbufferEXT
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#define glRenderbufferStorageEXT ctx->pf_glRenderbufferStorageEXT
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#define glGenFramebuffersEXT ctx->pf_glGenFramebuffersEXT
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#define glBindFramebufferEXT ctx->pf_glBindFramebufferEXT
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#define glFramebufferTexture2DEXT ctx->pf_glFramebufferTexture2DEXT
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#define glFramebufferRenderbufferEXT ctx->pf_glFramebufferRenderbufferEXT
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#define glCheckFramebufferStatusEXT ctx->pf_glCheckFramebufferStatusEXT
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#define glDeleteFramebuffersEXT ctx->pf_glDeleteFramebuffersEXT
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#define glBlitFramebufferEXT ctx->pf_glBlitFramebufferEXT
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#define glRenderbufferStorageMultisampleEXT ctx->pf_glRenderbufferStorageMultisampleEXT
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#ifndef GL_READ_FRAMEBUFFER_EXT
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#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
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#endif
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#ifndef GL_DRAW_FRAMEBUFFER_EXT
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#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
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#endif
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static void _cogl_offscreen_free (CoglFbo *fbo);
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COGL_HANDLE_DEFINE (Fbo, offscreen);
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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( glGenRenderbuffersEXT (1, &gl_stencil_handle) );
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GE( glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, gl_stencil_handle) );
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GE( glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT,
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cogl_texture_get_width (texhandle),
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cogl_texture_get_height (texhandle)) );
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GE( glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, 0) );
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/* Generate framebuffer */
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glGenFramebuffersEXT (1, &fbo_gl_handle);
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fbo_gl_handle) );
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GE( glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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tex->gl_target, tex_gl_handle, 0) );
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GE( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
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GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, gl_stencil_handle) );
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/* Make sure it's complete */
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status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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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( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
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GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT,
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0) );
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GE( glDeleteRenderbuffersEXT (1, &gl_stencil_handle) );
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gl_stencil_handle = 0;
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status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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/* Still failing, so give up */
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GE( glDeleteFramebuffersEXT (1, &fbo_gl_handle) );
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
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return COGL_INVALID_HANDLE;
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}
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}
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 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->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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return _cogl_offscreen_handle_new (fbo);
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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( glDeleteRenderbuffersEXT (1, &fbo->gl_stencil_handle) );
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GE( glDeleteFramebuffersEXT (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_set_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
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{
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CoglFbo *fbo = NULL;
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CoglDrawBufferState *draw_buffer;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_journal_flush ();
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g_assert (ctx->draw_buffer_stack != NULL);
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draw_buffer = ctx->draw_buffer_stack->data;
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if (target == COGL_OFFSCREEN_BUFFER)
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{
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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 (draw_buffer->target != 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( glPushAttrib (GL_VIEWPORT_BIT) );
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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}
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else
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{
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/* Override viewport and matrix setup if redirecting
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from another offscreen buffer */
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_identity ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_identity ();
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}
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/* Setup new viewport and matrices */
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cogl_viewport (fbo->width, fbo->height);
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_cogl_current_matrix_translate (-1.0f, -1.0f, 0.0f);
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_cogl_current_matrix_scale (2.0f / fbo->width, 2.0f / fbo->height, 1.0f);
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/* Bind offscreen framebuffer object */
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 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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GE( glPushAttrib (GL_SCISSOR_BIT) );
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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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GE( glPopAttrib () );
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}
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else if (target & COGL_WINDOW_BUFFER)
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{
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/* Check current draw buffer target */
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if (draw_buffer->target == 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( glPopAttrib () );
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_pop ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_pop ();
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}
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/* Bind window framebuffer object */
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GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
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}
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/* Store new target */
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draw_buffer->target = target;
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if (draw_buffer->offscreen != offscreen)
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{
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if (draw_buffer->offscreen != COGL_INVALID_HANDLE)
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cogl_handle_unref (draw_buffer->offscreen);
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if (offscreen != COGL_INVALID_HANDLE)
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cogl_handle_ref (offscreen);
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draw_buffer->offscreen = offscreen;
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}
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}
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void
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cogl_push_draw_buffer(void)
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{
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CoglDrawBufferState *old;
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CoglDrawBufferState *draw_buffer;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_assert (ctx->draw_buffer_stack != NULL);
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old = ctx->draw_buffer_stack->data;
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draw_buffer = g_slice_new0 (CoglDrawBufferState);
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*draw_buffer = *old;
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ctx->draw_buffer_stack =
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g_slist_prepend (ctx->draw_buffer_stack, draw_buffer);
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}
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void
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cogl_pop_draw_buffer(void)
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{
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CoglDrawBufferState *to_pop;
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CoglDrawBufferState *to_restore;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_assert (ctx->draw_buffer_stack != NULL);
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if (ctx->draw_buffer_stack->next == NULL)
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{
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g_warning ("1 more cogl_pop_draw_buffer() than cogl_push_draw_buffer()");
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return;
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}
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to_pop = ctx->draw_buffer_stack->data;
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to_restore = ctx->draw_buffer_stack->next->data;
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/* the logic in cogl_set_draw_buffer() only works if
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* to_pop is still on top of the stack, because
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* cogl_set_draw_buffer() needs to know the previous
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* state.
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*/
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cogl_set_draw_buffer (to_restore->target, to_restore->offscreen);
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/* cogl_set_draw_buffer() should have set top of stack
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* to to_restore
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*/
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g_assert (to_restore->target == to_pop->target);
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g_assert (to_restore->offscreen == to_pop->offscreen);
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g_assert (ctx->draw_buffer_stack->data == to_pop);
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ctx->draw_buffer_stack =
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g_slist_remove_link (ctx->draw_buffer_stack,
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ctx->draw_buffer_stack);
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g_slice_free (CoglDrawBufferState, to_pop);
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}
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