/* -*- 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 { /* ScopedGLState - Wraps glEnable/glDisable. **********************************/ // Use |newState = true| to enable, |false| to disable. ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState) : ScopedGLWrapper(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(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(aGL) { Init(); } ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB) : ScopedGLWrapper(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(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(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(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(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_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(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(aGL) { Init(); } ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB) : ScopedGLWrapper(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(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(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(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(aGL) { mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect); mGL->fScissor(x, y, width, height); } ScopedScissorRect::ScopedScissorRect(GLContext* aGL) : ScopedGLWrapper(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(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(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(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); } } /* namespace gl */ } /* namespace mozilla */