зеркало из https://github.com/mozilla/gecko-dev.git
335 строки
7.4 KiB
C++
335 строки
7.4 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef SCOPEDGLHELPERS_H_
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#define SCOPEDGLHELPERS_H_
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#include "GLDefs.h"
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#include "mozilla/UniquePtr.h"
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namespace mozilla {
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namespace gl {
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class GLContext;
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#ifdef DEBUG
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bool IsContextCurrent(GLContext* gl);
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#endif
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// RAII via CRTP!
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template <class Derived>
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struct ScopedGLWrapper {
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private:
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bool mIsUnwrapped;
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protected:
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GLContext* const mGL;
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explicit ScopedGLWrapper(GLContext* gl) : mIsUnwrapped(false), mGL(gl) {
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MOZ_ASSERT(&ScopedGLWrapper<Derived>::Unwrap == &Derived::Unwrap);
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MOZ_ASSERT(&Derived::UnwrapImpl);
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}
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virtual ~ScopedGLWrapper() {
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if (!mIsUnwrapped) Unwrap();
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}
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public:
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void Unwrap() {
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MOZ_ASSERT(!mIsUnwrapped);
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Derived* derived = static_cast<Derived*>(this);
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derived->UnwrapImpl();
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mIsUnwrapped = true;
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}
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};
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// Wraps glEnable/Disable.
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struct ScopedGLState : public ScopedGLWrapper<ScopedGLState> {
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friend struct ScopedGLWrapper<ScopedGLState>;
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protected:
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const GLenum mCapability;
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bool mOldState;
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public:
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// Use |newState = true| to enable, |false| to disable.
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ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState);
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// variant that doesn't change state; simply records existing state to be
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// restored by the destructor
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ScopedGLState(GLContext* aGL, GLenum aCapability);
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protected:
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void UnwrapImpl();
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};
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// Saves and restores with GetUserBoundFB and BindUserFB.
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struct ScopedBindFramebuffer : public ScopedGLWrapper<ScopedBindFramebuffer> {
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friend struct ScopedGLWrapper<ScopedBindFramebuffer>;
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protected:
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GLuint mOldReadFB;
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GLuint mOldDrawFB;
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private:
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void Init();
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public:
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explicit ScopedBindFramebuffer(GLContext* aGL);
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ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB);
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindTextureUnit : public ScopedGLWrapper<ScopedBindTextureUnit> {
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friend struct ScopedGLWrapper<ScopedBindTextureUnit>;
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protected:
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GLenum mOldTexUnit;
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public:
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ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit);
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protected:
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void UnwrapImpl();
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};
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struct ScopedTexture : public ScopedGLWrapper<ScopedTexture> {
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friend struct ScopedGLWrapper<ScopedTexture>;
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protected:
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GLuint mTexture;
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public:
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explicit ScopedTexture(GLContext* aGL);
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GLuint Texture() const { return mTexture; }
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operator GLuint() const { return mTexture; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebuffer : public ScopedGLWrapper<ScopedFramebuffer> {
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friend struct ScopedGLWrapper<ScopedFramebuffer>;
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protected:
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GLuint mFB;
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public:
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explicit ScopedFramebuffer(GLContext* aGL);
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GLuint FB() { return mFB; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedRenderbuffer : public ScopedGLWrapper<ScopedRenderbuffer> {
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friend struct ScopedGLWrapper<ScopedRenderbuffer>;
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protected:
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GLuint mRB;
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public:
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explicit ScopedRenderbuffer(GLContext* aGL);
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GLuint RB() { return mRB; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindTexture : public ScopedGLWrapper<ScopedBindTexture> {
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friend struct ScopedGLWrapper<ScopedBindTexture>;
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protected:
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const GLenum mTarget;
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const GLuint mOldTex;
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public:
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ScopedBindTexture(GLContext* aGL, GLuint aNewTex,
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GLenum aTarget = LOCAL_GL_TEXTURE_2D);
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindRenderbuffer : public ScopedGLWrapper<ScopedBindRenderbuffer> {
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friend struct ScopedGLWrapper<ScopedBindRenderbuffer>;
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protected:
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GLuint mOldRB;
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private:
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void Init();
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public:
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explicit ScopedBindRenderbuffer(GLContext* aGL);
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ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB);
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebufferForTexture
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: public ScopedGLWrapper<ScopedFramebufferForTexture> {
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friend struct ScopedGLWrapper<ScopedFramebufferForTexture>;
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protected:
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bool mComplete; // True if the framebuffer we create is complete.
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GLuint mFB;
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public:
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ScopedFramebufferForTexture(GLContext* aGL, GLuint aTexture,
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GLenum aTarget = LOCAL_GL_TEXTURE_2D);
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bool IsComplete() const { return mComplete; }
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GLuint FB() const {
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MOZ_GL_ASSERT(mGL, IsComplete());
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return mFB;
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}
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protected:
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void UnwrapImpl();
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};
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struct ScopedFramebufferForRenderbuffer
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: public ScopedGLWrapper<ScopedFramebufferForRenderbuffer> {
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friend struct ScopedGLWrapper<ScopedFramebufferForRenderbuffer>;
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protected:
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bool mComplete; // True if the framebuffer we create is complete.
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GLuint mFB;
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public:
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ScopedFramebufferForRenderbuffer(GLContext* aGL, GLuint aRB);
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bool IsComplete() const { return mComplete; }
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GLuint FB() const { return mFB; }
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protected:
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void UnwrapImpl();
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};
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struct ScopedViewportRect : public ScopedGLWrapper<ScopedViewportRect> {
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friend struct ScopedGLWrapper<ScopedViewportRect>;
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protected:
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GLint mSavedViewportRect[4];
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public:
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ScopedViewportRect(GLContext* aGL, GLint x, GLint y, GLsizei width,
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GLsizei height);
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protected:
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void UnwrapImpl();
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};
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struct ScopedScissorRect : public ScopedGLWrapper<ScopedScissorRect> {
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friend struct ScopedGLWrapper<ScopedScissorRect>;
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protected:
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GLint mSavedScissorRect[4];
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public:
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ScopedScissorRect(GLContext* aGL, GLint x, GLint y, GLsizei width,
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GLsizei height);
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explicit ScopedScissorRect(GLContext* aGL);
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protected:
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void UnwrapImpl();
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};
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struct ScopedVertexAttribPointer
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: public ScopedGLWrapper<ScopedVertexAttribPointer> {
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friend struct ScopedGLWrapper<ScopedVertexAttribPointer>;
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protected:
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GLuint mAttribIndex;
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GLint mAttribEnabled;
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GLint mAttribSize;
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GLint mAttribStride;
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GLint mAttribType;
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GLint mAttribNormalized;
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GLint mAttribBufferBinding;
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void* mAttribPointer;
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GLuint mBoundBuffer;
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public:
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ScopedVertexAttribPointer(GLContext* aGL, GLuint index, GLint size,
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GLenum type, realGLboolean normalized,
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GLsizei stride, GLuint buffer,
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const GLvoid* pointer);
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explicit ScopedVertexAttribPointer(GLContext* aGL, GLuint index);
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protected:
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void WrapImpl(GLuint index);
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void UnwrapImpl();
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};
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struct ScopedPackState : public ScopedGLWrapper<ScopedPackState> {
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friend struct ScopedGLWrapper<ScopedPackState>;
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protected:
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GLint mAlignment;
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GLuint mPixelBuffer;
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GLint mRowLength;
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GLint mSkipPixels;
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GLint mSkipRows;
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public:
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explicit ScopedPackState(GLContext* gl);
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// Returns whether the stride was handled successfully.
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bool SetForWidthAndStrideRGBA(GLsizei aWidth, GLsizei aStride);
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protected:
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void UnwrapImpl();
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};
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struct ResetUnpackState : public ScopedGLWrapper<ResetUnpackState> {
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friend struct ScopedGLWrapper<ResetUnpackState>;
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protected:
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GLuint mAlignment;
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GLuint mPBO;
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GLuint mRowLength;
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GLuint mImageHeight;
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GLuint mSkipPixels;
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GLuint mSkipRows;
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GLuint mSkipImages;
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public:
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explicit ResetUnpackState(GLContext* gl);
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protected:
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void UnwrapImpl();
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};
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struct ScopedBindPBO final : public ScopedGLWrapper<ScopedBindPBO> {
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friend struct ScopedGLWrapper<ScopedBindPBO>;
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protected:
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const GLenum mTarget;
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const GLuint mPBO;
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public:
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ScopedBindPBO(GLContext* gl, GLenum target);
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protected:
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void UnwrapImpl();
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};
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} /* namespace gl */
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} /* namespace mozilla */
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#endif /* SCOPEDGLHELPERS_H_ */
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