gsk: Simplify buffer handling in GskGLRenderer

We don't have optional stencil and depth buffers, like GtkGLArea: we
always create both of them internally.
This commit is contained in:
Emmanuele Bassi 2016-07-19 14:42:54 +01:00
parent db4ade48e9
commit bbfe4324e4

View File

@ -98,14 +98,10 @@ struct _GskGLRenderer
int blend_program_id;
int blit_program_id;
guint vao_id;
GArray *opaque_render_items;
GArray *transparent_render_items;
gboolean has_buffers : 1;
gboolean has_stencil_buffer : 1;
gboolean has_depth_buffer : 1;
};
struct _GskGLRendererClass
@ -126,7 +122,9 @@ gsk_gl_renderer_dispose (GObject *gobject)
}
static void
gsk_gl_renderer_create_buffers (GskGLRenderer *self)
gsk_gl_renderer_create_buffers (GskGLRenderer *self,
int width,
int height)
{
if (self->has_buffers)
return;
@ -136,39 +134,9 @@ gsk_gl_renderer_create_buffers (GskGLRenderer *self)
glGenFramebuffersEXT (1, &self->frame_buffer);
if (self->texture_id == 0)
glGenTextures (1, &self->texture_id);
if (self->has_depth_buffer || self->has_stencil_buffer)
{
if (self->depth_stencil_buffer == 0)
glGenRenderbuffersEXT (1, &self->depth_stencil_buffer);
}
else
{
if (self->depth_stencil_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->depth_stencil_buffer);
self->depth_stencil_buffer = 0;
}
}
glGenTextures (1, &self->texture_id);
/* We only have one VAO at the moment */
glGenVertexArrays (1, &self->vao_id);
glBindVertexArray (self->vao_id);
self->has_buffers = TRUE;
}
static void
gsk_gl_renderer_allocate_buffers (GskGLRenderer *self,
int width,
int height)
{
if (self->context == NULL)
return;
if (self->texture_id != 0)
{
glBindTexture (GL_TEXTURE_2D, self->texture_id);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
@ -181,22 +149,18 @@ gsk_gl_renderer_allocate_buffers (GskGLRenderer *self,
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
if (self->has_depth_buffer || self->has_stencil_buffer)
{
glBindRenderbuffer (GL_RENDERBUFFER, self->depth_stencil_buffer);
if (self->depth_stencil_buffer == 0)
glGenRenderbuffersEXT (1, &self->depth_stencil_buffer);
if (self->has_stencil_buffer)
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
else
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
}
glBindRenderbuffer (GL_RENDERBUFFER, self->depth_stencil_buffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
self->has_buffers = TRUE;
}
static void
gsk_gl_renderer_attach_buffers (GskGLRenderer *self)
{
gsk_gl_renderer_create_buffers (self);
GSK_NOTE (OPENGL, g_print ("Attaching buffers\n"));
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, self->frame_buffer);
@ -207,16 +171,11 @@ gsk_gl_renderer_attach_buffers (GskGLRenderer *self)
GL_TEXTURE_2D, self->texture_id, 0);
}
if (self->depth_stencil_buffer != 0)
{
if (self->has_depth_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
if (self->has_stencil_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
}
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
}
static void
@ -232,12 +191,6 @@ gsk_gl_renderer_destroy_buffers (GskGLRenderer *self)
gdk_gl_context_make_current (self->context);
if (self->vao_id != 0)
{
glDeleteVertexArrays (1, &self->vao_id);
self->vao_id = 0;
}
if (self->depth_stencil_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->depth_stencil_buffer);
@ -389,8 +342,6 @@ gsk_gl_renderer_realize (GskRenderer *renderer)
if (!gsk_gl_renderer_create_programs (self))
return FALSE;
gsk_gl_renderer_create_buffers (self);
return TRUE;
}
@ -756,16 +707,9 @@ gsk_gl_renderer_clear_tree (GskGLRenderer *self)
static void
gsk_gl_renderer_clear (GskGLRenderer *self)
{
int clear_bits = GL_COLOR_BUFFER_BIT;
if (self->has_depth_buffer)
clear_bits |= GL_DEPTH_BUFFER_BIT;
if (self->has_stencil_buffer)
clear_bits |= GL_STENCIL_BUFFER_BIT;
GSK_NOTE (OPENGL, g_print ("Clearing viewport\n"));
glClearColor (0, 0, 0, 0);
glClear (clear_bits);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
static void
@ -787,8 +731,7 @@ gsk_gl_renderer_render (GskRenderer *renderer,
gsk_renderer_get_viewport (renderer, &viewport);
gsk_gl_renderer_create_buffers (self);
gsk_gl_renderer_allocate_buffers (self, viewport.size.width, viewport.size.height);
gsk_gl_renderer_create_buffers (self, viewport.size.width, viewport.size.height);
gsk_gl_renderer_attach_buffers (self);
gsk_renderer_get_modelview (renderer, &modelview);
@ -813,13 +756,9 @@ gsk_gl_renderer_render (GskRenderer *renderer,
gsk_gl_renderer_clear (self);
glDisable (GL_BLEND);
if (self->has_depth_buffer)
{
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
}
else
glDisable (GL_DEPTH_TEST);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
/* Opaque pass: front-to-back */
GSK_NOTE (OPENGL, g_print ("Rendering %u opaque items\n", self->opaque_render_items->len));
@ -830,11 +769,8 @@ gsk_gl_renderer_render (GskRenderer *renderer,
render_item (self, item);
}
if (self->has_depth_buffer)
{
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
}
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
@ -867,6 +803,7 @@ out:
gdk_gl_context_make_current (self->context);
gsk_gl_renderer_clear_tree (self);
gsk_gl_renderer_destroy_buffers (self);
}
static void
@ -888,7 +825,4 @@ gsk_gl_renderer_init (GskGLRenderer *self)
gsk_ensure_resources ();
graphene_matrix_init_identity (&self->mvp);
self->has_depth_buffer = TRUE;
self->has_stencil_buffer = TRUE;
}