mirror of
https://github.com/mozilla/gecko-dev.git
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310 lines
6.3 KiB
C++
310 lines
6.3 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef SCOPEDGLHELPERS_H_
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#define SCOPEDGLHELPERS_H_
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#include "GLContext.h"
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namespace mozilla {
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namespace gl {
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//RAII via CRTP!
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template <class Derived>
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struct ScopedGLWrapper
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{
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private:
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bool mIsUnwrapped;
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protected:
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GLContext* const mGL;
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ScopedGLWrapper(GLContext* gl)
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: mIsUnwrapped(false)
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, mGL(gl)
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{
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MOZ_ASSERT(&ScopedGLWrapper<Derived>::Unwrap == &Derived::Unwrap);
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MOZ_ASSERT(&Derived::UnwrapImpl);
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MOZ_ASSERT(mGL->IsCurrent());
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}
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virtual ~ScopedGLWrapper() {
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if (!mIsUnwrapped)
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Unwrap();
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}
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public:
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void Unwrap() {
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MOZ_ASSERT(!mIsUnwrapped);
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Derived* derived = static_cast<Derived*>(this);
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derived->UnwrapImpl();
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mIsUnwrapped = true;
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}
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};
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// Wraps glEnable/Disable.
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struct ScopedGLState
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: public ScopedGLWrapper<ScopedGLState>
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{
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friend struct ScopedGLWrapper<ScopedGLState>;
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protected:
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const GLenum mCapability;
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bool mOldState;
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public:
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// Use |newState = true| to enable, |false| to disable.
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ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState);
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// variant that doesn't change state; simply records existing state to be
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// restored by the destructor
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ScopedGLState(GLContext* aGL, GLenum aCapability);
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protected:
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void UnwrapImpl();
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};
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// Saves and restores with GetUserBoundFB and BindUserFB.
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struct ScopedBindFramebuffer
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: public ScopedGLWrapper<ScopedBindFramebuffer>
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{
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friend struct ScopedGLWrapper<ScopedBindFramebuffer>;
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protected:
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GLuint mOldFB;
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private:
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void Init();
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public:
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explicit ScopedBindFramebuffer(GLContext* aGL);
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ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB);
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindTextureUnit
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: public ScopedGLWrapper<ScopedBindTextureUnit>
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{
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friend struct ScopedGLWrapper<ScopedBindTextureUnit>;
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protected:
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GLenum mOldTexUnit;
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public:
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ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit);
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protected:
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void UnwrapImpl();
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};
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struct ScopedTexture
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: public ScopedGLWrapper<ScopedTexture>
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{
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friend struct ScopedGLWrapper<ScopedTexture>;
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protected:
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GLuint mTexture;
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public:
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ScopedTexture(GLContext* aGL);
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GLuint Texture() { return mTexture; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebuffer
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: public ScopedGLWrapper<ScopedFramebuffer>
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{
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friend struct ScopedGLWrapper<ScopedFramebuffer>;
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protected:
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GLuint mFB;
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public:
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ScopedFramebuffer(GLContext* aGL);
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GLuint FB() { return mFB; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedRenderbuffer
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: public ScopedGLWrapper<ScopedRenderbuffer>
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{
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friend struct ScopedGLWrapper<ScopedRenderbuffer>;
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protected:
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GLuint mRB;
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public:
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ScopedRenderbuffer(GLContext* aGL);
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GLuint RB() { return mRB; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindTexture
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: public ScopedGLWrapper<ScopedBindTexture>
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{
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friend struct ScopedGLWrapper<ScopedBindTexture>;
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protected:
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GLuint mOldTex;
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GLenum mTarget;
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private:
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void Init(GLenum aTarget);
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public:
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ScopedBindTexture(GLContext* aGL, GLuint aNewTex,
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GLenum aTarget = LOCAL_GL_TEXTURE_2D);
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindRenderbuffer
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: public ScopedGLWrapper<ScopedBindRenderbuffer>
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{
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friend struct ScopedGLWrapper<ScopedBindRenderbuffer>;
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protected:
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GLuint mOldRB;
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private:
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void Init();
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public:
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explicit ScopedBindRenderbuffer(GLContext* aGL);
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ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB);
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebufferForTexture
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: public ScopedGLWrapper<ScopedFramebufferForTexture>
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{
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friend struct ScopedGLWrapper<ScopedFramebufferForTexture>;
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protected:
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bool mComplete; // True if the framebuffer we create is complete.
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GLuint mFB;
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public:
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ScopedFramebufferForTexture(GLContext* aGL, GLuint aTexture,
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GLenum aTarget = LOCAL_GL_TEXTURE_2D);
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bool IsComplete() const {
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return mComplete;
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}
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GLuint FB() const {
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MOZ_ASSERT(IsComplete());
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return mFB;
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}
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebufferForRenderbuffer
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: public ScopedGLWrapper<ScopedFramebufferForRenderbuffer>
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{
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friend struct ScopedGLWrapper<ScopedFramebufferForRenderbuffer>;
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protected:
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bool mComplete; // True if the framebuffer we create is complete.
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GLuint mFB;
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public:
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ScopedFramebufferForRenderbuffer(GLContext* aGL, GLuint aRB);
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bool IsComplete() const {
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return mComplete;
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}
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GLuint FB() const {
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return mFB;
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}
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protected:
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void UnwrapImpl();
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};
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struct ScopedViewportRect
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: public ScopedGLWrapper<ScopedViewportRect>
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{
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friend struct ScopedGLWrapper<ScopedViewportRect>;
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protected:
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GLint mSavedViewportRect[4];
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public:
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ScopedViewportRect(GLContext* aGL, GLint x, GLint y, GLsizei width, GLsizei height);
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protected:
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void UnwrapImpl();
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};
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struct ScopedScissorRect
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: public ScopedGLWrapper<ScopedScissorRect>
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{
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friend struct ScopedGLWrapper<ScopedScissorRect>;
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protected:
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GLint mSavedScissorRect[4];
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public:
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ScopedScissorRect(GLContext* aGL, GLint x, GLint y, GLsizei width, GLsizei height);
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explicit ScopedScissorRect(GLContext* aGL);
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protected:
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void UnwrapImpl();
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};
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struct ScopedVertexAttribPointer
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: public ScopedGLWrapper<ScopedVertexAttribPointer>
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{
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friend struct ScopedGLWrapper<ScopedVertexAttribPointer>;
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protected:
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GLuint mAttribIndex;
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GLint mAttribEnabled;
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GLint mAttribSize;
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GLint mAttribStride;
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GLint mAttribType;
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GLint mAttribNormalized;
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GLint mAttribBufferBinding;
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void* mAttribPointer;
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GLuint mBoundBuffer;
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public:
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ScopedVertexAttribPointer(GLContext* aGL, GLuint index, GLint size, GLenum type, realGLboolean normalized,
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GLsizei stride, GLuint buffer, const GLvoid* pointer);
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explicit ScopedVertexAttribPointer(GLContext* aGL, GLuint index);
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protected:
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void WrapImpl(GLuint index);
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void UnwrapImpl();
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};
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} /* namespace gl */
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} /* namespace mozilla */
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#endif /* SCOPEDGLHELPERS_H_ */
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