/* -*- 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 struct ScopedGLWrapper { private: bool mIsUnwrapped; protected: GLContext* const mGL; ScopedGLWrapper(GLContext* gl) : mIsUnwrapped(false) , mGL(gl) { MOZ_ASSERT(&ScopedGLWrapper::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(this); derived->UnwrapImpl(); mIsUnwrapped = true; } }; // Wraps glEnable/Disable. struct ScopedGLState : public ScopedGLWrapper { friend struct ScopedGLWrapper; 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 { friend struct ScopedGLWrapper; protected: GLuint mOldFB; private: void Init(); public: explicit ScopedBindFramebuffer(GLContext* aGL); ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB); protected: void UnwrapImpl(); }; struct ScopedBindTextureUnit : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLenum mOldTexUnit; public: ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit); protected: void UnwrapImpl(); }; struct ScopedTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mTexture; public: ScopedTexture(GLContext* aGL); GLuint Texture() { return mTexture; } protected: void UnwrapImpl(); }; struct ScopedFramebuffer : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mFB; public: ScopedFramebuffer(GLContext* aGL); GLuint FB() { return mFB; } protected: void UnwrapImpl(); }; struct ScopedRenderbuffer : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mRB; public: ScopedRenderbuffer(GLContext* aGL); GLuint RB() { return mRB; } protected: void UnwrapImpl(); }; struct ScopedBindTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; 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 { friend struct ScopedGLWrapper; protected: GLuint mOldRB; private: void Init(); public: explicit ScopedBindRenderbuffer(GLContext* aGL); ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB); protected: void UnwrapImpl(); }; struct ScopedFramebufferForTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; 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 { friend struct ScopedGLWrapper; 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 { friend struct ScopedGLWrapper; protected: GLint mSavedViewportRect[4]; public: ScopedViewportRect(GLContext* aGL, GLint x, GLint y, GLsizei width, GLsizei height); protected: void UnwrapImpl(); }; struct ScopedScissorRect : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLint mSavedScissorRect[4]; public: ScopedScissorRect(GLContext* aGL, GLint x, GLint y, GLsizei width, GLsizei height); explicit ScopedScissorRect(GLContext* aGL); protected: void UnwrapImpl(); }; } /* namespace gl */ } /* namespace mozilla */ #endif /* SCOPEDGLHELPERS_H_ */