зеркало из https://github.com/mozilla/gecko-dev.git
296 строки
8.0 KiB
C++
296 строки
8.0 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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namespace mozilla {
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namespace gl {
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/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
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// Use |newState = true| to enable, |false| to disable.
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
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: ScopedGLWrapper<ScopedGLState>(aGL)
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, mCapability(aCapability)
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{
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mOldState = mGL->fIsEnabled(mCapability);
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// Early out if we're already in the right state.
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if (aNewState == mOldState)
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return;
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if (aNewState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability)
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: ScopedGLWrapper<ScopedGLState>(aGL)
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, mCapability(aCapability)
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{
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mOldState = mGL->fIsEnabled(mCapability);
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}
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void
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ScopedGLState::UnwrapImpl()
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{
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if (mOldState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and BindUserFB. */
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void
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ScopedBindFramebuffer::Init()
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{
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mOldFB = mGL->GetFB();
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
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{
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Init();
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
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: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
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{
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Init();
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mGL->BindFB(aNewFB);
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}
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void
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ScopedBindFramebuffer::UnwrapImpl()
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{
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->BindFB(mOldFB);
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}
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/* ScopedBindTextureUnit ******************************************************/
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ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
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: ScopedGLWrapper<ScopedBindTextureUnit>(aGL)
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{
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MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
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mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
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mGL->fActiveTexture(aTexUnit);
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}
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void
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ScopedBindTextureUnit::UnwrapImpl() {
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fActiveTexture(mOldTexUnit);
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}
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/* ScopedTexture **************************************************************/
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ScopedTexture::ScopedTexture(GLContext* aGL)
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: ScopedGLWrapper<ScopedTexture>(aGL)
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{
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mGL->fGenTextures(1, &mTexture);
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}
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void
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ScopedTexture::UnwrapImpl()
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{
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// Check that we're not falling out of scope after
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// the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fDeleteTextures(1, &mTexture);
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}
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/* ScopedBindTexture **********************************************************/
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void
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ScopedBindTexture::Init(GLenum aTarget)
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{
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mTarget = aTarget;
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mOldTex = 0;
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GLenum bindingTarget = (aTarget == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
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: (aTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
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: (aTarget == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
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: LOCAL_GL_NONE;
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MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
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mGL->GetUIntegerv(bindingTarget, &mOldTex);
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}
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ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex, GLenum aTarget)
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: ScopedGLWrapper<ScopedBindTexture>(aGL)
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{
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Init(aTarget);
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mGL->fBindTexture(aTarget, aNewTex);
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}
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void
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ScopedBindTexture::UnwrapImpl()
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{
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fBindTexture(mTarget, mOldTex);
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}
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/* ScopedBindRenderbuffer *****************************************************/
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void
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ScopedBindRenderbuffer::Init()
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{
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mOldRB = 0;
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mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
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{
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Init();
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
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: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
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{
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Init();
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
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}
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void
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ScopedBindRenderbuffer::UnwrapImpl() {
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
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}
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/* ScopedFramebufferForTexture ************************************************/
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ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
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GLuint aTexture,
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GLenum aTarget)
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: ScopedGLWrapper<ScopedFramebufferForTexture>(aGL)
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, mComplete(false)
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, mFB(0)
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{
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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aTarget,
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aTexture,
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0);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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void ScopedFramebufferForTexture::UnwrapImpl()
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{
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if (!mFB)
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return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedFramebufferForRenderbuffer *******************************************/
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ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(GLContext* aGL,
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GLuint aRB)
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: ScopedGLWrapper<ScopedFramebufferForRenderbuffer>(aGL)
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, mComplete(false)
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, mFB(0)
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{
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_RENDERBUFFER,
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aRB);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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void
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ScopedFramebufferForRenderbuffer::UnwrapImpl()
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{
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if (!mFB)
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return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedViewportRect *********************************************************/
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ScopedViewportRect::ScopedViewportRect(GLContext* aGL,
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GLint x, GLint y,
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GLsizei width, GLsizei height)
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: ScopedGLWrapper<ScopedViewportRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
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mGL->fViewport(x, y, width, height);
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}
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void ScopedViewportRect::UnwrapImpl()
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{
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mGL->fViewport(mSavedViewportRect[0],
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mSavedViewportRect[1],
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mSavedViewportRect[2],
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mSavedViewportRect[3]);
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}
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/* ScopedScissorRect **********************************************************/
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL,
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GLint x, GLint y,
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GLsizei width, GLsizei height)
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: ScopedGLWrapper<ScopedScissorRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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mGL->fScissor(x, y, width, height);
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}
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL)
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: ScopedGLWrapper<ScopedScissorRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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}
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void ScopedScissorRect::UnwrapImpl()
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{
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mGL->fScissor(mSavedScissorRect[0],
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mSavedScissorRect[1],
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mSavedScissorRect[2],
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mSavedScissorRect[3]);
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}
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} /* namespace gl */
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} /* namespace mozilla */
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