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286b473f55
... and use it to initialize the "proper" projection matrix to use in shaders. The resulting viewport will go from top left (0,0) to bottom right (width, height) and the z clipping plane will go from -10000 to 10000.
243 lines
6.4 KiB
C
243 lines
6.4 KiB
C
#include "config.h"
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#include "gskglimageprivate.h"
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#include "gdk/gdkdisplayprivate.h"
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#include "gdk/gdkglcontextprivate.h"
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struct _GskGLImage
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{
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GskGpuImage parent_instance;
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guint texture_id;
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guint framebuffer_id;
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GLint gl_internal_format;
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GLenum gl_format;
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GLenum gl_type;
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guint owns_texture : 1;
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};
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struct _GskGLImageClass
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{
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GskGpuImageClass parent_class;
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};
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G_DEFINE_TYPE (GskGLImage, gsk_gl_image, GSK_TYPE_GPU_IMAGE)
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static void
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gsk_gl_image_get_projection_matrix (GskGpuImage *image,
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graphene_matrix_t *out_projection)
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{
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GskGLImage *self = GSK_GL_IMAGE (image);
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GSK_GPU_IMAGE_CLASS (gsk_gl_image_parent_class)->get_projection_matrix (image, out_projection);
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if (self->texture_id == 0)
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graphene_matrix_scale (out_projection, 1.f, -1.f, 1.f);
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}
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static void
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gsk_gl_image_finalize (GObject *object)
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{
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GskGLImage *self = GSK_GL_IMAGE (object);
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if (self->framebuffer_id)
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glDeleteFramebuffers (1, &self->framebuffer_id);
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if (self->owns_texture)
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glDeleteTextures (1, &self->texture_id);
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G_OBJECT_CLASS (gsk_gl_image_parent_class)->finalize (object);
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}
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static void
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gsk_gl_image_class_init (GskGLImageClass *klass)
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{
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GskGpuImageClass *image_class = GSK_GPU_IMAGE_CLASS (klass);
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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image_class->get_projection_matrix = gsk_gl_image_get_projection_matrix;
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object_class->finalize = gsk_gl_image_finalize;
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}
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static void
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gsk_gl_image_init (GskGLImage *self)
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{
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}
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GskGpuImage *
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gsk_gl_image_new_backbuffer (GskGLDevice *device,
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GdkMemoryFormat format,
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gsize width,
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gsize height)
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{
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GskGLImage *self;
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GLint swizzle[4];
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self = g_object_new (GSK_TYPE_GL_IMAGE, NULL);
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/* We only do this so these variables get initialized */
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gsk_gl_device_find_gl_format (device,
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format,
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&format,
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&self->gl_internal_format,
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&self->gl_format,
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&self->gl_type,
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swizzle);
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gsk_gpu_image_setup (GSK_GPU_IMAGE (self), format, width, height);
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/* texture_id == 0 means backbuffer */
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return GSK_GPU_IMAGE (self);
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}
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GskGpuImage *
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gsk_gl_image_new (GskGLDevice *device,
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GdkMemoryFormat format,
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gsize width,
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gsize height)
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{
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GskGLImage *self;
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GLint swizzle[4];
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self = g_object_new (GSK_TYPE_GL_IMAGE, NULL);
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gsk_gl_device_find_gl_format (device,
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format,
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&format,
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&self->gl_internal_format,
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&self->gl_format,
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&self->gl_type,
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swizzle);
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gsk_gpu_image_setup (GSK_GPU_IMAGE (self), format, width, height);
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glGenTextures (1, &self->texture_id);
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self->owns_texture = TRUE;
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, self->texture_id);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D (GL_TEXTURE_2D, 0, self->gl_internal_format, width, height, 0, self->gl_format, self->gl_type, NULL);
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/* Only apply swizzle if really needed, might not even be
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* supported if default values are set
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*/
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if (swizzle[0] != GL_RED || swizzle[1] != GL_GREEN || swizzle[2] != GL_BLUE || swizzle[3] != GL_ALPHA)
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{
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/* Set each channel independently since GLES 3.0 doesn't support the iv method */
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzle[0]);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzle[1]);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzle[2]);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzle[3]);
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}
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return GSK_GPU_IMAGE (self);
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}
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void
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gsk_gl_image_bind_texture (GskGLImage *self)
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{
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glBindTexture (GL_TEXTURE_2D, self->texture_id);
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}
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void
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gsk_gl_image_bind_framebuffer_target (GskGLImage *self,
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GLenum target)
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{
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GLenum status;
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if (self->framebuffer_id)
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{
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glBindFramebuffer (target, self->framebuffer_id);
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return;
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}
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/* We're the renderbuffer */
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if (self->texture_id == 0)
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{
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glBindFramebuffer (target, 0);
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return;
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}
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glGenFramebuffers (1, &self->framebuffer_id);
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glBindFramebuffer (target, self->framebuffer_id);
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glFramebufferTexture2D (target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->texture_id, 0);
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status = glCheckFramebufferStatus (target);
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switch (status)
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{
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case GL_FRAMEBUFFER_COMPLETE:
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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g_critical ("glCheckFramebufferStatus() returned GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. Expect broken rendering.");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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g_critical ("glCheckFramebufferStatus() returned GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS. Expect broken rendering.");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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g_critical ("glCheckFramebufferStatus() returned GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT. Expect broken rendering.");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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g_critical ("glCheckFramebufferStatus() returned GL_FRAMEBUFFER_UNSUPPORTED. Expect broken rendering.");
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break;
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default:
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g_critical ("glCheckFramebufferStatus() returned %u (0x%x). Expect broken rendering.", status, status);
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break;
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}
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}
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void
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gsk_gl_image_bind_framebuffer (GskGLImage *self)
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{
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gsk_gl_image_bind_framebuffer_target (self, GL_FRAMEBUFFER);
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}
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GLint
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gsk_gl_image_get_gl_internal_format (GskGLImage *self)
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{
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return self->gl_internal_format;
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}
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GLenum
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gsk_gl_image_get_gl_format (GskGLImage *self)
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{
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return self->gl_format;
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}
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GLenum
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gsk_gl_image_get_gl_type (GskGLImage *self)
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{
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return self->gl_type;
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}
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GLuint
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gsk_gl_image_steal_texture (GskGLImage *self)
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{
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g_assert (self->owns_texture);
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if (self->framebuffer_id)
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{
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glDeleteFramebuffers (1, &self->framebuffer_id);
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self->framebuffer_id = 0;
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}
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self->owns_texture = FALSE;
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return self->texture_id;
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}
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