gecko-dev/gfx/gl/ScopedGLHelpers.h

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/* -*- 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/. */
#ifndef SCOPEDGLHELPERS_H_
#define SCOPEDGLHELPERS_H_
#include "GLDefs.h"
#include "mozilla/UniquePtr.h"
namespace mozilla {
namespace gl {
class GLContext;
#ifdef DEBUG
bool IsContextCurrent(GLContext* gl);
#endif
// RAII via CRTP!
template <class Derived>
struct ScopedGLWrapper {
private:
bool mIsUnwrapped;
protected:
GLContext* const mGL;
explicit ScopedGLWrapper(GLContext* gl) : mIsUnwrapped(false), mGL(gl) {
MOZ_ASSERT(&ScopedGLWrapper<Derived>::Unwrap == &Derived::Unwrap);
MOZ_ASSERT(&Derived::UnwrapImpl);
}
virtual ~ScopedGLWrapper() {
if (!mIsUnwrapped) Unwrap();
}
public:
void Unwrap() {
MOZ_ASSERT(!mIsUnwrapped);
Derived* derived = static_cast<Derived*>(this);
derived->UnwrapImpl();
mIsUnwrapped = true;
}
};
// Wraps glEnable/Disable.
struct ScopedGLState : public ScopedGLWrapper<ScopedGLState> {
friend struct ScopedGLWrapper<ScopedGLState>;
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<ScopedBindFramebuffer> {
friend struct ScopedGLWrapper<ScopedBindFramebuffer>;
protected:
GLuint mOldReadFB;
GLuint mOldDrawFB;
private:
void Init();
public:
explicit ScopedBindFramebuffer(GLContext* aGL);
ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB);
protected:
void UnwrapImpl();
};
struct ScopedBindTextureUnit : public ScopedGLWrapper<ScopedBindTextureUnit> {
friend struct ScopedGLWrapper<ScopedBindTextureUnit>;
protected:
GLenum mOldTexUnit;
public:
ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit);
protected:
void UnwrapImpl();
};
struct ScopedTexture : public ScopedGLWrapper<ScopedTexture> {
friend struct ScopedGLWrapper<ScopedTexture>;
protected:
GLuint mTexture;
public:
explicit ScopedTexture(GLContext* aGL);
GLuint Texture() const { return mTexture; }
operator GLuint() const { return mTexture; }
protected:
void UnwrapImpl();
};
struct ScopedFramebuffer : public ScopedGLWrapper<ScopedFramebuffer> {
friend struct ScopedGLWrapper<ScopedFramebuffer>;
protected:
GLuint mFB;
public:
explicit ScopedFramebuffer(GLContext* aGL);
GLuint FB() { return mFB; }
protected:
void UnwrapImpl();
};
struct ScopedRenderbuffer : public ScopedGLWrapper<ScopedRenderbuffer> {
friend struct ScopedGLWrapper<ScopedRenderbuffer>;
protected:
GLuint mRB;
public:
explicit ScopedRenderbuffer(GLContext* aGL);
GLuint RB() { return mRB; }
protected:
void UnwrapImpl();
};
struct ScopedBindTexture : public ScopedGLWrapper<ScopedBindTexture> {
friend struct ScopedGLWrapper<ScopedBindTexture>;
protected:
const GLenum mTarget;
const GLuint mOldTex;
public:
ScopedBindTexture(GLContext* aGL, GLuint aNewTex,
GLenum aTarget = LOCAL_GL_TEXTURE_2D);
protected:
void UnwrapImpl();
};
struct ScopedBindRenderbuffer : public ScopedGLWrapper<ScopedBindRenderbuffer> {
friend struct ScopedGLWrapper<ScopedBindRenderbuffer>;
protected:
GLuint mOldRB;
private:
void Init();
public:
explicit ScopedBindRenderbuffer(GLContext* aGL);
ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB);
protected:
void UnwrapImpl();
};
struct ScopedFramebufferForTexture
: public ScopedGLWrapper<ScopedFramebufferForTexture> {
friend struct ScopedGLWrapper<ScopedFramebufferForTexture>;
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_GL_ASSERT(mGL, IsComplete());
return mFB;
}
protected:
void UnwrapImpl();
};
struct ScopedFramebufferForRenderbuffer
: public ScopedGLWrapper<ScopedFramebufferForRenderbuffer> {
friend struct ScopedGLWrapper<ScopedFramebufferForRenderbuffer>;
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<ScopedViewportRect> {
friend struct ScopedGLWrapper<ScopedViewportRect>;
protected:
GLint mSavedViewportRect[4];
public:
ScopedViewportRect(GLContext* aGL, GLint x, GLint y, GLsizei width,
GLsizei height);
protected:
void UnwrapImpl();
};
struct ScopedScissorRect : public ScopedGLWrapper<ScopedScissorRect> {
friend struct ScopedGLWrapper<ScopedScissorRect>;
protected:
GLint mSavedScissorRect[4];
public:
ScopedScissorRect(GLContext* aGL, GLint x, GLint y, GLsizei width,
GLsizei height);
explicit ScopedScissorRect(GLContext* aGL);
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();
};
struct ScopedPackState : public ScopedGLWrapper<ScopedPackState> {
friend struct ScopedGLWrapper<ScopedPackState>;
protected:
GLint mAlignment;
GLuint mPixelBuffer;
GLint mRowLength;
GLint mSkipPixels;
GLint mSkipRows;
public:
explicit ScopedPackState(GLContext* gl);
// Returns whether the stride was handled successfully.
bool SetForWidthAndStrideRGBA(GLsizei aWidth, GLsizei aStride);
protected:
void UnwrapImpl();
};
struct ResetUnpackState : public ScopedGLWrapper<ResetUnpackState> {
friend struct ScopedGLWrapper<ResetUnpackState>;
protected:
GLuint mAlignment;
GLuint mPBO;
GLuint mRowLength;
GLuint mImageHeight;
GLuint mSkipPixels;
GLuint mSkipRows;
GLuint mSkipImages;
public:
explicit ResetUnpackState(GLContext* gl);
protected:
void UnwrapImpl();
};
struct ScopedBindPBO final : public ScopedGLWrapper<ScopedBindPBO> {
friend struct ScopedGLWrapper<ScopedBindPBO>;
protected:
const GLenum mTarget;
const GLuint mPBO;
public:
ScopedBindPBO(GLContext* gl, GLenum target);
protected:
void UnwrapImpl();
};
} /* namespace gl */
} /* namespace mozilla */
#endif /* SCOPEDGLHELPERS_H_ */