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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/UniquePtr.h"
#include "GLContext.h"
#include "ScopedGLHelpers.h"
namespace mozilla {
namespace gl {
/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
// Use |newState = true| to enable, |false| to disable.
ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
: mGL(aGL), mCapability(aCapability) {
mOldState = mGL->fIsEnabled(mCapability);
// Early out if we're already in the right state.
if (aNewState == mOldState) return;
if (aNewState) {
mGL->fEnable(mCapability);
} else {
mGL->fDisable(mCapability);
}
}
ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability)
: mGL(aGL), mCapability(aCapability) {
mOldState = mGL->fIsEnabled(mCapability);
}
ScopedGLState::~ScopedGLState() {
if (mOldState) {
mGL->fEnable(mCapability);
} else {
mGL->fDisable(mCapability);
}
}
/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and
* BindUserFB. */
void ScopedBindFramebuffer::Init() {
if (mGL->IsSupported(GLFeature::split_framebuffer)) {
mOldReadFB = mGL->GetReadFB();
mOldDrawFB = mGL->GetDrawFB();
} else {
mOldReadFB = mOldDrawFB = mGL->GetFB();
}
}
ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL) : mGL(aGL) {
Init();
}
ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
: mGL(aGL) {
Init();
mGL->BindFB(aNewFB);
}
ScopedBindFramebuffer::~ScopedBindFramebuffer() {
if (mOldReadFB == mOldDrawFB) {
mGL->BindFB(mOldDrawFB);
} else {
mGL->BindDrawFB(mOldDrawFB);
mGL->BindReadFB(mOldReadFB);
}
}
/* ScopedBindTextureUnit ******************************************************/
ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
: mGL(aGL), mOldTexUnit(0) {
MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
mGL->fActiveTexture(aTexUnit);
}
ScopedBindTextureUnit::~ScopedBindTextureUnit() {
mGL->fActiveTexture(mOldTexUnit);
}
/* ScopedTexture **************************************************************/
ScopedTexture::ScopedTexture(GLContext* aGL) : mGL(aGL), mTexture(0) {
mGL->fGenTextures(1, &mTexture);
}
ScopedTexture::~ScopedTexture() { mGL->fDeleteTextures(1, &mTexture); }
/* ScopedFramebuffer
* **************************************************************/
ScopedFramebuffer::ScopedFramebuffer(GLContext* aGL) : mGL(aGL), mFB(0) {
mGL->fGenFramebuffers(1, &mFB);
}
ScopedFramebuffer::~ScopedFramebuffer() { mGL->fDeleteFramebuffers(1, &mFB); }
/* ScopedRenderbuffer
* **************************************************************/
ScopedRenderbuffer::ScopedRenderbuffer(GLContext* aGL) : mGL(aGL), mRB(0) {
mGL->fGenRenderbuffers(1, &mRB);
}
ScopedRenderbuffer::~ScopedRenderbuffer() {
mGL->fDeleteRenderbuffers(1, &mRB);
}
/* ScopedBindTexture **********************************************************/
static GLuint GetBoundTexture(GLContext* gl, GLenum texTarget) {
GLenum bindingTarget;
switch (texTarget) {
case LOCAL_GL_TEXTURE_2D:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_2D;
break;
case LOCAL_GL_TEXTURE_CUBE_MAP:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_CUBE_MAP;
break;
case LOCAL_GL_TEXTURE_3D:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_3D;
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_2D_ARRAY;
break;
case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB;
break;
case LOCAL_GL_TEXTURE_EXTERNAL:
bindingTarget = LOCAL_GL_TEXTURE_BINDING_EXTERNAL;
break;
default:
MOZ_CRASH("bad texTarget");
}
GLuint ret = 0;
gl->GetUIntegerv(bindingTarget, &ret);
return ret;
}
ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex,
GLenum aTarget)
: mGL(aGL), mTarget(aTarget), mOldTex(GetBoundTexture(aGL, aTarget)) {
mGL->fBindTexture(mTarget, aNewTex);
}
ScopedBindTexture::~ScopedBindTexture() { mGL->fBindTexture(mTarget, mOldTex); }
/* ScopedBindRenderbuffer *****************************************************/
void ScopedBindRenderbuffer::Init() {
mOldRB = 0;
mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
}
ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL) : mGL(aGL) {
Init();
}
ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
: mGL(aGL) {
Init();
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
}
ScopedBindRenderbuffer::~ScopedBindRenderbuffer() {
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
}
/* ScopedFramebufferForTexture ************************************************/
ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
GLuint aTexture,
GLenum aTarget)
: mGL(aGL), mComplete(false), mFB(0) {
mGL->fGenFramebuffers(1, &mFB);
ScopedBindFramebuffer autoFB(aGL, mFB);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
aTarget, aTexture, 0);
GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
mComplete = true;
} else {
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
}
ScopedFramebufferForTexture::~ScopedFramebufferForTexture() {
if (!mFB) return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
/* ScopedFramebufferForRenderbuffer *******************************************/
ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(
GLContext* aGL, GLuint aRB)
: mGL(aGL), mComplete(false), mFB(0) {
mGL->fGenFramebuffers(1, &mFB);
ScopedBindFramebuffer autoFB(aGL, mFB);
mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, aRB);
GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
mComplete = true;
} else {
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
}
ScopedFramebufferForRenderbuffer::~ScopedFramebufferForRenderbuffer() {
if (!mFB) return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
/* ScopedViewportRect *********************************************************/
ScopedViewportRect::ScopedViewportRect(GLContext* aGL, GLint x, GLint y,
GLsizei width, GLsizei height)
: mGL(aGL) {
mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
mGL->fViewport(x, y, width, height);
}
ScopedViewportRect::~ScopedViewportRect() {
mGL->fViewport(mSavedViewportRect[0], mSavedViewportRect[1],
mSavedViewportRect[2], mSavedViewportRect[3]);
}
/* ScopedScissorRect **********************************************************/
ScopedScissorRect::ScopedScissorRect(GLContext* aGL, GLint x, GLint y,
GLsizei width, GLsizei height)
: mGL(aGL) {
mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
mGL->fScissor(x, y, width, height);
}
ScopedScissorRect::ScopedScissorRect(GLContext* aGL) : mGL(aGL) {
mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
}
ScopedScissorRect::~ScopedScissorRect() {
mGL->fScissor(mSavedScissorRect[0], mSavedScissorRect[1],
mSavedScissorRect[2], mSavedScissorRect[3]);
}
/* ScopedVertexAttribPointer **************************************************/
ScopedVertexAttribPointer::ScopedVertexAttribPointer(
GLContext* aGL, GLuint index, GLint size, GLenum type,
realGLboolean normalized, GLsizei stride, GLuint buffer,
const GLvoid* pointer)
: mGL(aGL),
mAttribEnabled(0),
mAttribSize(0),
mAttribStride(0),
mAttribType(0),
mAttribNormalized(0),
mAttribBufferBinding(0),
mAttribPointer(nullptr),
mBoundBuffer(0) {
WrapImpl(index);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, buffer);
mGL->fVertexAttribPointer(index, size, type, normalized, stride, pointer);
mGL->fEnableVertexAttribArray(index);
}
ScopedVertexAttribPointer::ScopedVertexAttribPointer(GLContext* aGL,
GLuint index)
: mGL(aGL),
mAttribEnabled(0),
mAttribSize(0),
mAttribStride(0),
mAttribType(0),
mAttribNormalized(0),
mAttribBufferBinding(0),
mAttribPointer(nullptr),
mBoundBuffer(0) {
WrapImpl(index);
}
void ScopedVertexAttribPointer::WrapImpl(GLuint index) {
mAttribIndex = index;
/*
* mGL->fGetVertexAttribiv takes:
* VERTEX_ATTRIB_ARRAY_ENABLED
* VERTEX_ATTRIB_ARRAY_SIZE,
* VERTEX_ATTRIB_ARRAY_STRIDE,
* VERTEX_ATTRIB_ARRAY_TYPE,
* VERTEX_ATTRIB_ARRAY_NORMALIZED,
* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
* CURRENT_VERTEX_ATTRIB
*
* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
* Others appear to be vertex array state,
* or alternatively in the internal vertex array state
* for a buffer object.
*/
mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED,
&mAttribEnabled);
mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE,
&mAttribSize);
mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE,
&mAttribStride);
mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE,
&mAttribType);
mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED,
&mAttribNormalized);
mGL->fGetVertexAttribiv(mAttribIndex,
LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
&mAttribBufferBinding);
mGL->fGetVertexAttribPointerv(
mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &mAttribPointer);
// Note that uniform values are program state, so we don't need to rebind
// those.
mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &mBoundBuffer);
}
ScopedVertexAttribPointer::~ScopedVertexAttribPointer() {
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mAttribBufferBinding);
mGL->fVertexAttribPointer(mAttribIndex, mAttribSize, mAttribType,
mAttribNormalized, mAttribStride, mAttribPointer);
if (mAttribEnabled)
mGL->fEnableVertexAttribArray(mAttribIndex);
else
mGL->fDisableVertexAttribArray(mAttribIndex);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundBuffer);
}
////////////////////////////////////////////////////////////////////////
// ScopedPackState
ScopedPackState::ScopedPackState(GLContext* gl)
: mGL(gl),
mAlignment(0),
mPixelBuffer(0),
mRowLength(0),
mSkipPixels(0),
mSkipRows(0) {
mGL->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &mAlignment);
if (mAlignment != 4) mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
if (!mGL->HasPBOState()) return;
mGL->fGetIntegerv(LOCAL_GL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&mPixelBuffer);
mGL->fGetIntegerv(LOCAL_GL_PACK_ROW_LENGTH, &mRowLength);
mGL->fGetIntegerv(LOCAL_GL_PACK_SKIP_PIXELS, &mSkipPixels);
mGL->fGetIntegerv(LOCAL_GL_PACK_SKIP_ROWS, &mSkipRows);
if (mPixelBuffer != 0) mGL->fBindBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, 0);
if (mRowLength != 0) mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0);
if (mSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, 0);
if (mSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0);
}
bool ScopedPackState::SetForWidthAndStrideRGBA(GLsizei aWidth,
GLsizei aStride) {
MOZ_ASSERT(aStride % 4 == 0, "RGBA data should always be 4-byte aligned");
MOZ_ASSERT(aStride / 4 >= aWidth, "Stride too small");
if (aStride / 4 == aWidth) {
// No special handling needed.
return true;
}
if (mGL->HasPBOState()) {
// HasPBOState implies support for GL_PACK_ROW_LENGTH.
mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, aStride / 4);
return true;
}
return false;
}
ScopedPackState::~ScopedPackState() {
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mAlignment);
if (!mGL->HasPBOState()) return;
mGL->fBindBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, mPixelBuffer);
mGL->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mRowLength);
mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mSkipPixels);
mGL->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mSkipRows);
}
////////////////////////////////////////////////////////////////////////
// ResetUnpackState
ResetUnpackState::ResetUnpackState(GLContext* gl)
: mGL(gl),
mAlignment(0),
mPBO(0),
mRowLength(0),
mImageHeight(0),
mSkipPixels(0),
mSkipRows(0),
mSkipImages(0) {
const auto fnReset = [&](GLenum pname, GLuint val, GLuint* const out_old) {
mGL->GetUIntegerv(pname, out_old);
if (*out_old != val) {
mGL->fPixelStorei(pname, val);
}
};
// Default is 4, but 1 is more useful.
fnReset(LOCAL_GL_UNPACK_ALIGNMENT, 1, &mAlignment);
if (!mGL->HasPBOState()) return;
mGL->GetUIntegerv(LOCAL_GL_PIXEL_UNPACK_BUFFER_BINDING, &mPBO);
if (mPBO != 0) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
fnReset(LOCAL_GL_UNPACK_ROW_LENGTH, 0, &mRowLength);
fnReset(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0, &mImageHeight);
fnReset(LOCAL_GL_UNPACK_SKIP_PIXELS, 0, &mSkipPixels);
fnReset(LOCAL_GL_UNPACK_SKIP_ROWS, 0, &mSkipRows);
fnReset(LOCAL_GL_UNPACK_SKIP_IMAGES, 0, &mSkipImages);
}
ResetUnpackState::~ResetUnpackState() {
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mAlignment);
if (!mGL->HasPBOState()) return;
mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, mPBO);
mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, mRowLength);
mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mImageHeight);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS, mSkipPixels);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS, mSkipRows);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES, mSkipImages);
}
////////////////////////////////////////////////////////////////////////
// ScopedBindPBO
static GLuint GetPBOBinding(GLContext* gl, GLenum target) {
if (!gl->HasPBOState()) return 0;
GLenum targetBinding;
switch (target) {
case LOCAL_GL_PIXEL_PACK_BUFFER:
targetBinding = LOCAL_GL_PIXEL_PACK_BUFFER_BINDING;
break;
case LOCAL_GL_PIXEL_UNPACK_BUFFER:
targetBinding = LOCAL_GL_PIXEL_UNPACK_BUFFER_BINDING;
break;
default:
MOZ_CRASH();
}
return gl->GetIntAs<GLuint>(targetBinding);
}
ScopedBindPBO::ScopedBindPBO(GLContext* gl, GLenum target)
: mGL(gl), mTarget(target), mPBO(GetPBOBinding(mGL, mTarget)) {}
ScopedBindPBO::~ScopedBindPBO() {
if (!mGL->HasPBOState()) return;
mGL->fBindBuffer(mTarget, mPBO);
}
} /* namespace gl */
} /* namespace mozilla */