gecko-dev/gfx/gl/ScopedGLHelpers.h

310 lines
6.3 KiB
C++

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