Bug 1016086 - Part 2: Save/restore attribute state in blit helper (r=Bas)

This commit is contained in:
Andreas Gal 2014-05-28 16:18:43 -04:00
Родитель 39be2ca1b2
Коммит 613718288f
3 изменённых файлов: 99 добавлений и 14 удалений

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@ -146,26 +146,14 @@ GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect&
ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0);
ScopedBindTexture autoTex(mGL, aSrc->GetTextureID());
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertCoords().Elements());
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoords().Elements());
mGL->fEnableVertexAttribArray(0);
mGL->fEnableVertexAttribArray(1);
ScopedVertexAttribPointer autoAttrib0(mGL, 0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.vertCoords().Elements());
ScopedVertexAttribPointer autoAttrib1(mGL, 1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.texCoords().Elements());
mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
mGL->fDisableVertexAttribArray(0);
mGL->fDisableVertexAttribArray(1);
} while (aSrc->NextTile());
} while (aDst->NextTile());
mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
// unbind the previous texture from the framebuffer
SetBlitFramebufferForDestTexture(0);

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@ -330,5 +330,76 @@ void ScopedScissorRect::UnwrapImpl()
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);
}
} /* namespace gl */
} /* namespace mozilla */

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@ -277,6 +277,32 @@ protected:
void UnwrapImpl();
};
struct ScopedVertexAttribPointer
: public ScopedGLWrapper<ScopedVertexAttribPointer>
{
friend struct ScopedGLWrapper<ScopedVertexAttribPointer>;
protected:
GLuint mAttribIndex;
GLint mAttribEnabled;
GLint mAttribSize;
GLint mAttribStride;
GLint mAttribType;
GLint mAttribNormalized;
GLint mAttribBufferBinding;
void* mAttribPointer;
GLuint mBoundBuffer;
public:
ScopedVertexAttribPointer(GLContext* aGL, GLuint index, GLint size, GLenum type, realGLboolean normalized,
GLsizei stride, GLuint buffer, const GLvoid* pointer);
explicit ScopedVertexAttribPointer(GLContext* aGL, GLuint index);
protected:
void WrapImpl(GLuint index);
void UnwrapImpl();
};
} /* namespace gl */
} /* namespace mozilla */