зеркало из https://github.com/mozilla/gecko-dev.git
261 строка
5.7 KiB
C++
261 строка
5.7 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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// Wraps glEnable/Disable.
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struct ScopedGLState final {
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private:
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GLContext* const mGL;
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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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~ScopedGLState();
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};
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// Saves and restores with GetUserBoundFB and BindUserFB.
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struct ScopedBindFramebuffer final {
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private:
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GLContext* const mGL;
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GLuint mOldReadFB;
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GLuint mOldDrawFB;
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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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~ScopedBindFramebuffer();
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};
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struct ScopedBindTextureUnit final {
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private:
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GLContext* const mGL;
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GLenum mOldTexUnit;
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public:
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ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit);
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~ScopedBindTextureUnit();
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};
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struct ScopedTexture final {
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private:
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GLContext* const mGL;
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GLuint mTexture;
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public:
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explicit ScopedTexture(GLContext* aGL);
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~ScopedTexture();
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GLuint Texture() const { return mTexture; }
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operator GLuint() const { return mTexture; }
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};
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struct ScopedFramebuffer final {
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private:
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GLContext* const mGL;
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GLuint mFB;
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public:
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explicit ScopedFramebuffer(GLContext* aGL);
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~ScopedFramebuffer();
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const auto& FB() const { return mFB; }
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operator GLuint() const { return mFB; }
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};
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struct ScopedRenderbuffer final {
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private:
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GLContext* const mGL;
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GLuint mRB;
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public:
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explicit ScopedRenderbuffer(GLContext* aGL);
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~ScopedRenderbuffer();
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GLuint RB() { return mRB; }
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operator GLuint() const { return mRB; }
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};
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struct ScopedBindTexture final {
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private:
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GLContext* const mGL;
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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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~ScopedBindTexture();
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};
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struct ScopedBindRenderbuffer final {
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private:
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GLContext* const mGL;
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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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~ScopedBindRenderbuffer();
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};
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struct ScopedFramebufferForTexture final {
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private:
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GLContext* const mGL;
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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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~ScopedFramebufferForTexture();
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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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};
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struct ScopedFramebufferForRenderbuffer final {
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private:
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GLContext* const mGL;
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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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~ScopedFramebufferForRenderbuffer();
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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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};
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struct ScopedViewportRect final {
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private:
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GLContext* const mGL;
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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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~ScopedViewportRect();
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};
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struct ScopedScissorRect final {
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private:
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GLContext* const mGL;
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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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~ScopedScissorRect();
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};
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struct ScopedVertexAttribPointer final {
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private:
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GLContext* const mGL;
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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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~ScopedVertexAttribPointer();
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private:
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void WrapImpl(GLuint index);
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};
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struct ScopedPackState final {
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private:
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GLContext* const mGL;
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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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~ScopedPackState();
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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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};
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struct ResetUnpackState final {
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private:
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GLContext* const mGL;
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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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~ResetUnpackState();
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};
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struct ScopedBindPBO final {
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private:
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GLContext* const mGL;
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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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~ScopedBindPBO();
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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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