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mutter-performance-source/gl/cogl-fbo.c
Emmanuele Bassi 1bcdf7d9eb 2008-10-30 Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1219 - Clean up cogl.h

	* clutter/cogl/cogl.h.in:
	* clutter/cogl/cogl-offscreen.h:
	* clutter/cogl/cogl-path.h:
	* clutter/cogl/cogl-shader.h:
	* clutter/cogl/cogl-texture.h:
	* clutter/cogl/cogl-types.h: Split up the massive cogl.h file
	into sub-header for each section of the API.

	* clutter/cogl/gl/*:
	* clutter/cogl/gles/*: Update the GL and GLES implementations
	of COGL to cope with the new header structure.

	* doc/reference/cogl/Makefile.am: Fix symbol retrieval.
2008-10-30 17:25:00 +00:00

347 lines
11 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-fbo.h"
#include "cogl-context.h"
#include "cogl-handle.h"
/* Expecting EXT functions not to be defined - redirect to pointers in context */
#define glGenRenderbuffersEXT ctx->pf_glGenRenderbuffersEXT
#define glDeleteRenderbuffersEXT ctx->pf_glDeleteRenderbuffersEXT
#define glBindRenderbufferEXT ctx->pf_glBindRenderbufferEXT
#define glRenderbufferStorageEXT ctx->pf_glRenderbufferStorageEXT
#define glGenFramebuffersEXT ctx->pf_glGenFramebuffersEXT
#define glBindFramebufferEXT ctx->pf_glBindFramebufferEXT
#define glFramebufferTexture2DEXT ctx->pf_glFramebufferTexture2DEXT
#define glFramebufferRenderbufferEXT ctx->pf_glFramebufferRenderbufferEXT
#define glCheckFramebufferStatusEXT ctx->pf_glCheckFramebufferStatusEXT
#define glDeleteFramebuffersEXT ctx->pf_glDeleteFramebuffersEXT
#define glBlitFramebufferEXT ctx->pf_glBlitFramebufferEXT
#define glRenderbufferStorageMultisampleEXT ctx->pf_glRenderbufferStorageMultisampleEXT
#ifndef GL_READ_FRAMEBUFFER_EXT
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#endif
#ifndef GL_DRAW_FRAMEBUFFER_EXT
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#endif
static void _cogl_offscreen_free (CoglFbo *fbo);
COGL_HANDLE_DEFINE (Fbo, offscreen, fbo_handles);
CoglHandle
cogl_offscreen_new_to_texture (CoglHandle texhandle)
{
CoglTexture *tex;
CoglFbo *fbo;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint tex_gl_handle;
GLuint fbo_gl_handle;
GLuint gl_stencil_handle;
GLenum status;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
return COGL_INVALID_HANDLE;
/* Make texhandle is a valid texture object */
if (!cogl_is_texture (texhandle))
return COGL_INVALID_HANDLE;
tex = _cogl_texture_pointer_from_handle (texhandle);
/* The texture must not be sliced */
if (tex->slice_gl_handles == NULL)
return COGL_INVALID_HANDLE;
if (tex->slice_gl_handles->len != 1)
return COGL_INVALID_HANDLE;
/* Pick the single texture slice width, height and GL id */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
tex_gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
/* Create a renderbuffer for stenciling */
GE( glGenRenderbuffersEXT (1, &gl_stencil_handle) );
GE( glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, gl_stencil_handle) );
GE( glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT,
cogl_texture_get_width (texhandle),
cogl_texture_get_height (texhandle)) );
GE( glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, 0) );
/* Generate framebuffer */
glGenFramebuffersEXT (1, &fbo_gl_handle);
GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fbo_gl_handle) );
GE( glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
tex->gl_target, tex_gl_handle, 0) );
GE( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, gl_stencil_handle) );
/* Make sure it's complete */
status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
/* Stencil renderbuffers aren't always supported. Try again
without the stencil buffer */
GE( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT,
0) );
GE( glDeleteRenderbuffersEXT (1, &gl_stencil_handle) );
gl_stencil_handle = 0;
status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
/* Still failing, so give up */
GE( glDeleteFramebuffersEXT (1, &fbo_gl_handle) );
GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
return COGL_INVALID_HANDLE;
}
}
GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
/* Allocate and init a CoglFbo object (store non-wasted size
for subsequent blits and viewport setup) */
fbo = (CoglFbo*) g_malloc (sizeof (CoglFbo));
fbo->ref_count = 1;
fbo->width = x_span->size - x_span->waste;
fbo->height = y_span->size - y_span->waste;
fbo->gl_handle = fbo_gl_handle;
fbo->gl_stencil_handle = gl_stencil_handle;
COGL_HANDLE_DEBUG_NEW (offscreen, fbo);
return _cogl_offscreen_handle_new (fbo);
}
CoglHandle
cogl_offscreen_new_multisample ()
{
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_MULTISAMPLE))
return COGL_INVALID_HANDLE;
return COGL_INVALID_HANDLE;
}
static void
_cogl_offscreen_free (CoglFbo *fbo)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Frees FBO resources but its handle is not
released! Do that separately before this! */
if (fbo->gl_stencil_handle)
GE( glDeleteRenderbuffersEXT (1, &fbo->gl_stencil_handle) );
GE( glDeleteFramebuffersEXT (1, &fbo->gl_handle) );
g_free (fbo);
}
void
cogl_offscreen_blit_region (CoglHandle src_buffer,
CoglHandle dst_buffer,
int src_x,
int src_y,
int src_w,
int src_h,
int dst_x,
int dst_y,
int dst_w,
int dst_h)
{
CoglFbo *src_fbo;
CoglFbo *dst_fbo;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_BLIT))
return;
/* Make sure these are valid fbo handles */
if (!cogl_is_offscreen (src_buffer))
return;
if (!cogl_is_offscreen (dst_buffer))
return;
src_fbo = _cogl_offscreen_pointer_from_handle (src_buffer);
dst_fbo = _cogl_offscreen_pointer_from_handle (dst_buffer);
/* Copy (and scale) a region from one to another framebuffer */
GE( glBindFramebufferEXT (GL_READ_FRAMEBUFFER_EXT, src_fbo->gl_handle) );
GE( glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, dst_fbo->gl_handle) );
GE( glBlitFramebufferEXT (src_x, src_y, src_x + src_w, src_y + src_h,
dst_x, dst_y, dst_x + dst_w, dst_y + dst_h,
GL_COLOR_BUFFER_BIT, GL_LINEAR) );
}
void
cogl_offscreen_blit (CoglHandle src_buffer,
CoglHandle dst_buffer)
{
CoglFbo *src_fbo;
CoglFbo *dst_fbo;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN_BLIT))
return;
/* Make sure these are valid fbo handles */
if (!cogl_is_offscreen (src_buffer))
return;
if (!cogl_is_offscreen (dst_buffer))
return;
src_fbo = _cogl_offscreen_pointer_from_handle (src_buffer);
dst_fbo = _cogl_offscreen_pointer_from_handle (dst_buffer);
/* Copy (and scale) whole image from one to another framebuffer */
GE( glBindFramebufferEXT (GL_READ_FRAMEBUFFER_EXT, src_fbo->gl_handle) );
GE( glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, dst_fbo->gl_handle) );
GE( glBlitFramebufferEXT (0, 0, src_fbo->width, src_fbo->height,
0, 0, dst_fbo->width, dst_fbo->height,
GL_COLOR_BUFFER_BIT, GL_LINEAR) );
}
void
cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
{
CoglFbo *fbo = NULL;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (target == COGL_OFFSCREEN_BUFFER)
{
/* Make sure it is a valid fbo handle */
if (!cogl_is_offscreen (offscreen))
return;
fbo = _cogl_offscreen_pointer_from_handle (offscreen);
/* Check current draw buffer target */
if (ctx->draw_buffer != COGL_OFFSCREEN_BUFFER)
{
/* Push the viewport and matrix setup if redirecting
from a non-screen buffer */
GE( glPushAttrib (GL_VIEWPORT_BIT) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
}
else
{
/* Override viewport and matrix setup if redirecting
from another offscreen buffer */
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
}
/* Setup new viewport and matrices */
GE( glViewport (0, 0, fbo->width, fbo->height) );
GE( glTranslatef (-1.0f, -1.0f, 0.0f) );
GE( glScalef (2.0f / fbo->width, 2.0f / fbo->height, 1.0f) );
/* Bind offscreen framebuffer object */
GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fbo->gl_handle) );
GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
/* Some implementation require a clear before drawing
to an fbo. Luckily it is affected by scissor test. */
/* FIXME: test where exactly this is needed end whether
a glClear with 0 argument is enough */
GE( glPushAttrib (GL_SCISSOR_BIT) );
GE( glScissor (0,0,0,0) );
GE( glEnable (GL_SCISSOR_TEST) );
GE( glClear (GL_COLOR_BUFFER_BIT) );
GE( glPopAttrib () );
}
else if ((target & COGL_WINDOW_BUFFER) ||
(target & COGL_MASK_BUFFER))
{
/* Check current draw buffer target */
if (ctx->draw_buffer == COGL_OFFSCREEN_BUFFER)
{
/* Pop viewport and matrices if redirecting back
from an offscreen buffer */
GE( glPopAttrib () );
GE( glMatrixMode (GL_PROJECTION) );
GE( glPopMatrix () );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glPopMatrix () );
}
/* Bind window framebuffer object */
GE( glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) );
if (target == COGL_WINDOW_BUFFER)
{
/* Draw to RGB channels */
GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE) );
}
else if (target == COGL_MASK_BUFFER)
{
/* Draw only to ALPHA channel */
GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE) );
}
else
{
/* Draw to all channels */
GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
}
}
/* Store new target */
ctx->draw_buffer = target;
}