diff options
Diffstat (limited to 'gfx/gl/ScopedGLHelpers.cpp')
-rw-r--r-- | gfx/gl/ScopedGLHelpers.cpp | 490 |
1 files changed, 490 insertions, 0 deletions
diff --git a/gfx/gl/ScopedGLHelpers.cpp b/gfx/gl/ScopedGLHelpers.cpp new file mode 100644 index 0000000000..d654cae163 --- /dev/null +++ b/gfx/gl/ScopedGLHelpers.cpp @@ -0,0 +1,490 @@ +/* -*- 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 */ |