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cogl: Support multiple fallbacks in cogl_offscreen_new_to_texture()

The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't
support creating FBOs with a stencil buffer but without a depth
buffer. This reworks framebuffer allocation so that we try a number
of fallback options before failing.

The options we try in order are:
- the same options that were sucessful last time if available
- combined depth and stencil
- separate depth and stencil
- just stencil, no depth
- just depth, no stencil
- neither depth or stencil
This commit is contained in:
Robert Bragg 2009-11-30 20:04:41 +00:00
parent 05ce533fc8
commit 9690913fef
2 changed files with 158 additions and 86 deletions

View file

@ -56,7 +56,7 @@ typedef struct _CoglOffscreen
{
CoglFramebuffer _parent;
GLuint fbo_handle;
GLuint gl_stencil_handle;
GSList *renderbuffers;
CoglHandle texture;
} CoglOffscreen;

View file

@ -71,6 +71,15 @@
#ifndef GL_STENCIL_INDEX8
#define GL_STENCIL_INDEX8 0x8D48
#endif
#ifndef GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL 0x84F9
#endif
typedef enum {
_TRY_DEPTH_STENCIL = 1L<<0,
_TRY_DEPTH = 1L<<1,
_TRY_STENCIL = 1L<<2
} TryFBOFlags;
static void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
static void _cogl_onscreen_free (CoglOnscreen *onscreen);
@ -232,17 +241,123 @@ _cogl_framebuffer_get_projection_stack (CoglHandle handle)
return framebuffer->projection_stack;
}
static TryFBOFlags
try_creating_fbo (CoglOffscreen *offscreen,
TryFBOFlags flags,
CoglHandle texture)
{
GLuint gl_depth_stencil_handle;
GLuint gl_depth_handle;
GLuint gl_stencil_handle;
GLuint tex_gl_handle;
GLenum tex_gl_target;
GLuint fbo_gl_handle;
GLenum status;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_texture_get_gl_texture (texture, &tex_gl_handle, &tex_gl_target))
return 0;
if (tex_gl_target != GL_TEXTURE_2D
#ifdef HAVE_COGL_GL
&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
#endif
)
return 0;
/* We are about to generate and bind a new fbo, so when next flushing the
* journal, we will need to rebind the current framebuffer... */
ctx->dirty_bound_framebuffer = 1;
/* Generate framebuffer */
glGenFramebuffers (1, &fbo_gl_handle);
GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
offscreen->fbo_handle = fbo_gl_handle;
GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle, 0));
if (flags & _TRY_DEPTH_STENCIL)
{
/* Create a renderbuffer for depth and stenciling */
GE (glGenRenderbuffers (1, &gl_depth_stencil_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_STENCIL,
cogl_texture_get_width (texture),
cogl_texture_get_height (texture)));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_depth_stencil_handle));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl_depth_stencil_handle));
offscreen->renderbuffers =
g_slist_prepend (offscreen->renderbuffers,
GUINT_TO_POINTER (gl_depth_stencil_handle));
}
if (flags & _TRY_DEPTH)
{
GE (glGenRenderbuffers (1, &gl_depth_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
* available under GLES */
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
cogl_texture_get_width (texture),
cogl_texture_get_height (texture)));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl_depth_handle));
offscreen->renderbuffers =
g_slist_prepend (offscreen->renderbuffers,
GUINT_TO_POINTER (gl_depth_handle));
}
if (flags & _TRY_STENCIL)
{
GE (glGenRenderbuffers (1, &gl_stencil_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
cogl_texture_get_width (texture),
cogl_texture_get_height (texture)));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_stencil_handle));
offscreen->renderbuffers =
g_slist_prepend (offscreen->renderbuffers,
GUINT_TO_POINTER (gl_stencil_handle));
}
/* Make sure it's complete */
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
GSList *l;
GE (glDeleteFramebuffers (1, &fbo_gl_handle));
for (l = offscreen->renderbuffers; l; l = l->next)
{
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
GE (glDeleteRenderbuffers (1, &renderbuffer));
}
return 0;
}
return flags;
}
CoglHandle
cogl_offscreen_new_to_texture (CoglHandle texhandle)
{
CoglOffscreen *offscreen;
int width;
int height;
GLuint tex_gl_handle;
GLenum tex_gl_target;
GLuint fbo_gl_handle;
GLuint gl_stencil_handle;
GLenum status;
CoglOffscreen *offscreen;
TryFBOFlags flags;
static TryFBOFlags last_working_flags = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
@ -257,42 +372,6 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle)
if (cogl_texture_is_sliced (texhandle))
return COGL_INVALID_HANDLE;
/* Pick the single texture slice width, height and GL id */
width = cogl_texture_get_width (texhandle);
height = cogl_texture_get_height (texhandle);
if (!cogl_texture_get_gl_texture (texhandle, &tex_gl_handle, &tex_gl_target))
return COGL_INVALID_HANDLE;
if (tex_gl_target != GL_TEXTURE_2D
#ifdef HAVE_COGL_GL
&& tex_gl_target != GL_TEXTURE_RECTANGLE_ARB
#endif
)
return COGL_INVALID_HANDLE;
/* Create a renderbuffer for stenciling */
GE (glGenRenderbuffers (1, &gl_stencil_handle));
GE (glBindRenderbuffer (GL_RENDERBUFFER, gl_stencil_handle));
GE (glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8,
cogl_texture_get_width (texhandle),
cogl_texture_get_height (texhandle)));
GE (glBindRenderbuffer (GL_RENDERBUFFER, 0));
/* We are about to generate and bind a new fbo, so when next flushing the
* journal, we will need to rebind the current framebuffer... */
ctx->dirty_bound_framebuffer = 1;
/* Generate framebuffer */
glGenFramebuffers (1, &fbo_gl_handle);
GE (glBindFramebuffer (GL_FRAMEBUFFER, fbo_gl_handle));
GE (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_gl_target, tex_gl_handle, 0));
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_stencil_handle));
/* 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
@ -305,50 +384,34 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle)
*/
_cogl_texture_set_filters (texhandle, GL_NEAREST, GL_NEAREST);
/* Make sure it's complete */
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
offscreen = g_new0 (CoglOffscreen, 1);
offscreen->texture = cogl_handle_ref (texhandle);
if (status != GL_FRAMEBUFFER_COMPLETE)
if (!(last_working_flags &&
(flags = try_creating_fbo (offscreen, last_working_flags,
texhandle))) &&
!(flags = try_creating_fbo (offscreen, _TRY_DEPTH_STENCIL,
texhandle)) &&
!(flags = try_creating_fbo (offscreen, _TRY_DEPTH | _TRY_STENCIL,
texhandle)) &&
!(flags = try_creating_fbo (offscreen, _TRY_STENCIL, texhandle)) &&
!(flags = try_creating_fbo (offscreen, _TRY_DEPTH, texhandle)) &&
!(flags = try_creating_fbo (offscreen, 0, texhandle)))
{
/* Stencil renderbuffers aren't always supported. Try again
without the stencil buffer */
GE (glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
0));
GE (glDeleteRenderbuffers (1, &gl_stencil_handle));
gl_stencil_handle = 0;
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
/* Still failing, so give up */
GE (glDeleteFramebuffers (1, &fbo_gl_handle));
GE (glBindFramebuffer (GL_FRAMEBUFFER, 0));
return COGL_INVALID_HANDLE;
}
g_free (offscreen);
last_working_flags = 0;
/* XXX: This API should probably have been defined to take a GError */
g_warning ("%s: Failed to create an OpenGL framebuffer", G_STRLOC);
return COGL_INVALID_HANDLE;
}
offscreen = g_new0 (CoglOffscreen, 1);
/* Save the final set of flags that worked so we can hopefully construct
* subsequent buffers faster. */
last_working_flags = flags;
_cogl_framebuffer_init (COGL_FRAMEBUFFER (offscreen),
COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
width,
height);
offscreen->fbo_handle = fbo_gl_handle;
offscreen->gl_stencil_handle = gl_stencil_handle;
offscreen->texture = cogl_handle_ref (texhandle);
/* XXX: Can we get a away with removing this? It wasn't documented, and most
* users of the API are hopefully setting up the modelview from scratch
* anyway */
#if 0
cogl_matrix_translate (&framebuffer->modelview, -1.0f, -1.0f, 0.0f);
cogl_matrix_scale (&framebuffer->modelview,
2.0f / framebuffer->width, 2.0f / framebuffer->height, 1.0f);
#endif
cogl_texture_get_width (texhandle),
cogl_texture_get_height (texhandle));
return _cogl_offscreen_handle_new (offscreen);
}
@ -356,16 +419,25 @@ cogl_offscreen_new_to_texture (CoglHandle texhandle)
static void
_cogl_offscreen_free (CoglOffscreen *offscreen)
{
GSList *l;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Chain up to parent */
_cogl_framebuffer_free (COGL_FRAMEBUFFER (offscreen));
if (offscreen->gl_stencil_handle)
GE (glDeleteRenderbuffers (1, &offscreen->gl_stencil_handle));
for (l = offscreen->renderbuffers; l; l = l->next)
{
GLuint renderbuffer = GPOINTER_TO_UINT (l->data);
GE (glDeleteRenderbuffers (1, &renderbuffer));
}
g_slist_free (offscreen->renderbuffers);
GE (glDeleteFramebuffers (1, &offscreen->fbo_handle));
if (offscreen->texture != COGL_INVALID_HANDLE)
cogl_handle_unref (offscreen->texture);
GE (glDeleteFramebuffers (1, &offscreen->fbo_handle));
g_free (offscreen);
}