gecko-dev/gfx/gl/ScopedGLHelpers.cpp

529 lines
16 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/. */
#include "mozilla/UniquePtr.h"
#include "GLContext.h"
#include "ScopedGLHelpers.h"
namespace mozilla {
namespace gl {
#ifdef DEBUG
bool
IsContextCurrent(GLContext* gl)
{
return gl->IsCurrent();
}
#endif
/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
// Use |newState = true| to enable, |false| to disable.
ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
: ScopedGLWrapper<ScopedGLState>(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)
: ScopedGLWrapper<ScopedGLState>(aGL)
, mCapability(aCapability)
{
mOldState = mGL->fIsEnabled(mCapability);
}
void
ScopedGLState::UnwrapImpl()
{
if (mOldState) {
mGL->fEnable(mCapability);
} else {
mGL->fDisable(mCapability);
}
}
/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and BindUserFB. */
void
ScopedBindFramebuffer::Init()
{
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
mOldReadFB = mGL->GetReadFB();
mOldDrawFB = mGL->GetDrawFB();
} else {
mOldReadFB = mOldDrawFB = mGL->GetFB();
}
}
ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL)
: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
{
Init();
}
ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
{
Init();
mGL->BindFB(aNewFB);
}
void
ScopedBindFramebuffer::UnwrapImpl()
{
// Check that we're not falling out of scope after the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
if (mOldReadFB == mOldDrawFB) {
mGL->BindFB(mOldDrawFB);
} else {
mGL->BindDrawFB(mOldDrawFB);
mGL->BindReadFB(mOldReadFB);
}
}
/* ScopedBindTextureUnit ******************************************************/
ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
: ScopedGLWrapper<ScopedBindTextureUnit>(aGL)
{
MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
mGL->fActiveTexture(aTexUnit);
}
void
ScopedBindTextureUnit::UnwrapImpl() {
// Check that we're not falling out of scope after the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fActiveTexture(mOldTexUnit);
}
/* ScopedTexture **************************************************************/
ScopedTexture::ScopedTexture(GLContext* aGL)
: ScopedGLWrapper<ScopedTexture>(aGL)
{
MOZ_ASSERT(mGL->IsCurrent());
mGL->fGenTextures(1, &mTexture);
}
void
ScopedTexture::UnwrapImpl()
{
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fDeleteTextures(1, &mTexture);
}
/* ScopedFramebuffer **************************************************************/
ScopedFramebuffer::ScopedFramebuffer(GLContext* aGL)
: ScopedGLWrapper<ScopedFramebuffer>(aGL)
{
MOZ_ASSERT(mGL->IsCurrent());
mGL->fGenFramebuffers(1, &mFB);
}
void
ScopedFramebuffer::UnwrapImpl()
{
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fDeleteFramebuffers(1, &mFB);
}
/* ScopedRenderbuffer **************************************************************/
ScopedRenderbuffer::ScopedRenderbuffer(GLContext* aGL)
: ScopedGLWrapper<ScopedRenderbuffer>(aGL)
{
MOZ_ASSERT(mGL->IsCurrent());
mGL->fGenRenderbuffers(1, &mRB);
}
void
ScopedRenderbuffer::UnwrapImpl()
{
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fDeleteRenderbuffers(1, &mRB);
}
/* ScopedBindTexture **********************************************************/
void
ScopedBindTexture::Init(GLenum aTarget)
{
mTarget = aTarget;
mOldTex = 0;
GLenum bindingTarget = (aTarget == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
: (aTarget == LOCAL_GL_TEXTURE_3D) ? LOCAL_GL_TEXTURE_BINDING_3D
: (aTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
: (aTarget == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
: (aTarget == LOCAL_GL_TEXTURE_EXTERNAL) ? LOCAL_GL_TEXTURE_BINDING_EXTERNAL
: LOCAL_GL_NONE;
MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
mGL->GetUIntegerv(bindingTarget, &mOldTex);
}
ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex, GLenum aTarget)
: ScopedGLWrapper<ScopedBindTexture>(aGL)
{
Init(aTarget);
mGL->fBindTexture(aTarget, aNewTex);
}
void
ScopedBindTexture::UnwrapImpl()
{
// Check that we're not falling out of scope after the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindTexture(mTarget, mOldTex);
}
/* ScopedBindRenderbuffer *****************************************************/
void
ScopedBindRenderbuffer::Init()
{
mOldRB = 0;
mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
}
ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL)
: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
{
Init();
}
ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
{
Init();
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
}
void
ScopedBindRenderbuffer::UnwrapImpl() {
// Check that we're not falling out of scope after the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
}
/* ScopedFramebufferForTexture ************************************************/
ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
GLuint aTexture,
GLenum aTarget)
: ScopedGLWrapper<ScopedFramebufferForTexture>(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;
}
}
void ScopedFramebufferForTexture::UnwrapImpl()
{
if (!mFB)
return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
/* ScopedFramebufferForRenderbuffer *******************************************/
ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(GLContext* aGL,
GLuint aRB)
: ScopedGLWrapper<ScopedFramebufferForRenderbuffer>(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;
}
}
void
ScopedFramebufferForRenderbuffer::UnwrapImpl()
{
if (!mFB)
return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
/* ScopedViewportRect *********************************************************/
ScopedViewportRect::ScopedViewportRect(GLContext* aGL,
GLint x, GLint y,
GLsizei width, GLsizei height)
: ScopedGLWrapper<ScopedViewportRect>(aGL)
{
mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
mGL->fViewport(x, y, width, height);
}
void ScopedViewportRect::UnwrapImpl()
{
mGL->fViewport(mSavedViewportRect[0],
mSavedViewportRect[1],
mSavedViewportRect[2],
mSavedViewportRect[3]);
}
/* ScopedScissorRect **********************************************************/
ScopedScissorRect::ScopedScissorRect(GLContext* aGL,
GLint x, GLint y,
GLsizei width, GLsizei height)
: ScopedGLWrapper<ScopedScissorRect>(aGL)
{
mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
mGL->fScissor(x, y, width, height);
}
ScopedScissorRect::ScopedScissorRect(GLContext* aGL)
: ScopedGLWrapper<ScopedScissorRect>(aGL)
{
mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
}
void ScopedScissorRect::UnwrapImpl()
{
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)
: ScopedGLWrapper<ScopedVertexAttribPointer>(aGL)
{
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)
: ScopedGLWrapper<ScopedVertexAttribPointer>(aGL)
{
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);
}
void
ScopedVertexAttribPointer::UnwrapImpl()
{
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);
}
ScopedGLDrawState::ScopedGLDrawState(GLContext* aGL)
: blend (aGL, LOCAL_GL_BLEND, false)
, cullFace (aGL, LOCAL_GL_CULL_FACE, false)
, depthTest (aGL, LOCAL_GL_DEPTH_TEST, false)
, dither (aGL, LOCAL_GL_DITHER, false)
, polyOffsFill(aGL, LOCAL_GL_POLYGON_OFFSET_FILL, false)
, sampleAToC (aGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false)
, sampleCover (aGL, LOCAL_GL_SAMPLE_COVERAGE, false)
, scissor (aGL, LOCAL_GL_SCISSOR_TEST, false)
, stencil (aGL, LOCAL_GL_STENCIL_TEST, false)
, mGL(aGL)
, packAlign(4)
{
mGL->GetUIntegerv(LOCAL_GL_UNPACK_ALIGNMENT, &packAlign);
mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
mGL->GetUIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &maxAttrib);
attrib_enabled = MakeUnique<GLint[]>(maxAttrib);
for (unsigned int i = 0; i < maxAttrib; i++) {
mGL->fGetVertexAttribiv(i, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib_enabled[i]);
mGL->fDisableVertexAttribArray(i);
}
// Only Attrib0's client side state affected
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, scissorBox);
}
ScopedGLDrawState::~ScopedGLDrawState()
{
mGL->fScissor(scissorBox[0], scissorBox[1],
scissorBox[2], scissorBox[3]);
mGL->fViewport(viewport[0], viewport[1],
viewport[2], viewport[3]);
mGL->fColorMask(colorMask[0],
colorMask[1],
colorMask[2],
colorMask[3]);
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, packAlign);
for (unsigned int i = 0; i < maxAttrib; i++) {
if (attrib_enabled[i])
mGL->fEnableVertexAttribArray(i);
else
mGL->fDisableVertexAttribArray(i);
}
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
mGL->fVertexAttribPointer(0,
attrib0_size,
attrib0_type,
attrib0_normalized,
attrib0_stride,
attrib0_pointer);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
mGL->fUseProgram(boundProgram);
}
////////////////////////////////////////////////////////////////////////
// ScopedPackAlignment
ScopedPackAlignment::ScopedPackAlignment(GLContext* gl, GLint scopedVal)
: ScopedGLWrapper<ScopedPackAlignment>(gl)
{
MOZ_ASSERT(scopedVal == 1 ||
scopedVal == 2 ||
scopedVal == 4 ||
scopedVal == 8);
gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &mOldVal);
if (scopedVal != mOldVal) {
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, scopedVal);
} else {
// Don't try to re-set it during unwrap.
mOldVal = 0;
}
}
void
ScopedPackAlignment::UnwrapImpl() {
// Check that we're not falling out of scope after the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
if (mOldVal) {
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mOldVal);
}
}
} /* namespace gl */
} /* namespace mozilla */