gecko/gfx/gl/ScopedGLHelpers.cpp

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/* -*- 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 "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)
: 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()
{
mOldFB = 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());
mGL->BindFB(mOldFB);
}
/* 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)
{
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);
}
/* 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_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]);
}
} /* namespace gl */
} /* namespace mozilla */