gfx/gl/ScopedGLHelpers.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/gl/ScopedGLHelpers.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,296 @@
     1.4 +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "GLContext.h"
    1.10 +#include "ScopedGLHelpers.h"
    1.11 +
    1.12 +namespace mozilla {
    1.13 +namespace gl {
    1.14 +
    1.15 +/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
    1.16 +
    1.17 +// Use |newState = true| to enable, |false| to disable.
    1.18 +ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
    1.19 +    : ScopedGLWrapper<ScopedGLState>(aGL)
    1.20 +    , mCapability(aCapability)
    1.21 +{
    1.22 +    mOldState = mGL->fIsEnabled(mCapability);
    1.23 +
    1.24 +    // Early out if we're already in the right state.
    1.25 +    if (aNewState == mOldState)
    1.26 +        return;
    1.27 +
    1.28 +    if (aNewState) {
    1.29 +        mGL->fEnable(mCapability);
    1.30 +    } else {
    1.31 +        mGL->fDisable(mCapability);
    1.32 +    }
    1.33 +}
    1.34 +
    1.35 +ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability)
    1.36 +    : ScopedGLWrapper<ScopedGLState>(aGL)
    1.37 +    , mCapability(aCapability)
    1.38 +{
    1.39 +    mOldState = mGL->fIsEnabled(mCapability);
    1.40 +}
    1.41 +
    1.42 +void
    1.43 +ScopedGLState::UnwrapImpl()
    1.44 +{
    1.45 +    if (mOldState) {
    1.46 +        mGL->fEnable(mCapability);
    1.47 +    } else {
    1.48 +        mGL->fDisable(mCapability);
    1.49 +    }
    1.50 +}
    1.51 +
    1.52 +
    1.53 +/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and BindUserFB. */
    1.54 +
    1.55 +void
    1.56 +ScopedBindFramebuffer::Init()
    1.57 +{
    1.58 +    mOldFB = mGL->GetFB();
    1.59 +}
    1.60 +
    1.61 +ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL)
    1.62 +    : ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
    1.63 +{
    1.64 +    Init();
    1.65 +}
    1.66 +
    1.67 +ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
    1.68 +    : ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
    1.69 +{
    1.70 +    Init();
    1.71 +    mGL->BindFB(aNewFB);
    1.72 +}
    1.73 +
    1.74 +void
    1.75 +ScopedBindFramebuffer::UnwrapImpl()
    1.76 +{
    1.77 +    // Check that we're not falling out of scope after the current context changed.
    1.78 +    MOZ_ASSERT(mGL->IsCurrent());
    1.79 +
    1.80 +    mGL->BindFB(mOldFB);
    1.81 +}
    1.82 +
    1.83 +
    1.84 +/* ScopedBindTextureUnit ******************************************************/
    1.85 +
    1.86 +ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
    1.87 +    : ScopedGLWrapper<ScopedBindTextureUnit>(aGL)
    1.88 +{
    1.89 +    MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
    1.90 +    mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
    1.91 +    mGL->fActiveTexture(aTexUnit);
    1.92 +}
    1.93 +
    1.94 +void
    1.95 +ScopedBindTextureUnit::UnwrapImpl() {
    1.96 +    // Check that we're not falling out of scope after the current context changed.
    1.97 +    MOZ_ASSERT(mGL->IsCurrent());
    1.98 +
    1.99 +    mGL->fActiveTexture(mOldTexUnit);
   1.100 +}
   1.101 +
   1.102 +
   1.103 +/* ScopedTexture **************************************************************/
   1.104 +
   1.105 +ScopedTexture::ScopedTexture(GLContext* aGL)
   1.106 +    : ScopedGLWrapper<ScopedTexture>(aGL)
   1.107 +{
   1.108 +    mGL->fGenTextures(1, &mTexture);
   1.109 +}
   1.110 +
   1.111 +void
   1.112 +ScopedTexture::UnwrapImpl()
   1.113 +{
   1.114 +    // Check that we're not falling out of scope after
   1.115 +    // the current context changed.
   1.116 +    MOZ_ASSERT(mGL->IsCurrent());
   1.117 +
   1.118 +    mGL->fDeleteTextures(1, &mTexture);
   1.119 +}
   1.120 +
   1.121 +/* ScopedBindTexture **********************************************************/
   1.122 +void
   1.123 +ScopedBindTexture::Init(GLenum aTarget)
   1.124 +{
   1.125 +    mTarget = aTarget;
   1.126 +    mOldTex = 0;
   1.127 +    GLenum bindingTarget = (aTarget == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
   1.128 +                         : (aTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
   1.129 +                         : (aTarget == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
   1.130 +                         : (aTarget == LOCAL_GL_TEXTURE_EXTERNAL) ? LOCAL_GL_TEXTURE_BINDING_EXTERNAL
   1.131 +                         : LOCAL_GL_NONE;
   1.132 +    MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
   1.133 +    mGL->GetUIntegerv(bindingTarget, &mOldTex);
   1.134 +}
   1.135 +
   1.136 +ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex, GLenum aTarget)
   1.137 +        : ScopedGLWrapper<ScopedBindTexture>(aGL)
   1.138 +    {
   1.139 +        Init(aTarget);
   1.140 +        mGL->fBindTexture(aTarget, aNewTex);
   1.141 +    }
   1.142 +
   1.143 +void
   1.144 +ScopedBindTexture::UnwrapImpl()
   1.145 +{
   1.146 +    // Check that we're not falling out of scope after the current context changed.
   1.147 +    MOZ_ASSERT(mGL->IsCurrent());
   1.148 +
   1.149 +    mGL->fBindTexture(mTarget, mOldTex);
   1.150 +}
   1.151 +
   1.152 +
   1.153 +/* ScopedBindRenderbuffer *****************************************************/
   1.154 +
   1.155 +void
   1.156 +ScopedBindRenderbuffer::Init()
   1.157 +{
   1.158 +    mOldRB = 0;
   1.159 +    mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
   1.160 +}
   1.161 +
   1.162 +ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL)
   1.163 +        : ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
   1.164 +{
   1.165 +    Init();
   1.166 +}
   1.167 +
   1.168 +ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
   1.169 +    : ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
   1.170 +{
   1.171 +    Init();
   1.172 +    mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
   1.173 +}
   1.174 +
   1.175 +void
   1.176 +ScopedBindRenderbuffer::UnwrapImpl() {
   1.177 +    // Check that we're not falling out of scope after the current context changed.
   1.178 +    MOZ_ASSERT(mGL->IsCurrent());
   1.179 +
   1.180 +    mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
   1.181 +}
   1.182 +
   1.183 +
   1.184 +/* ScopedFramebufferForTexture ************************************************/
   1.185 +ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
   1.186 +                                                         GLuint aTexture,
   1.187 +                                                         GLenum aTarget)
   1.188 +    : ScopedGLWrapper<ScopedFramebufferForTexture>(aGL)
   1.189 +    , mComplete(false)
   1.190 +    , mFB(0)
   1.191 +{
   1.192 +    mGL->fGenFramebuffers(1, &mFB);
   1.193 +    ScopedBindFramebuffer autoFB(aGL, mFB);
   1.194 +    mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
   1.195 +                               LOCAL_GL_COLOR_ATTACHMENT0,
   1.196 +                               aTarget,
   1.197 +                               aTexture,
   1.198 +                               0);
   1.199 +
   1.200 +    GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
   1.201 +    if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
   1.202 +        mComplete = true;
   1.203 +    } else {
   1.204 +        mGL->fDeleteFramebuffers(1, &mFB);
   1.205 +        mFB = 0;
   1.206 +    }
   1.207 +}
   1.208 +
   1.209 +void ScopedFramebufferForTexture::UnwrapImpl()
   1.210 +{
   1.211 +    if (!mFB)
   1.212 +        return;
   1.213 +
   1.214 +    mGL->fDeleteFramebuffers(1, &mFB);
   1.215 +    mFB = 0;
   1.216 +}
   1.217 +
   1.218 +
   1.219 +/* ScopedFramebufferForRenderbuffer *******************************************/
   1.220 +
   1.221 +
   1.222 +ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(GLContext* aGL,
   1.223 +                                                                   GLuint aRB)
   1.224 +    : ScopedGLWrapper<ScopedFramebufferForRenderbuffer>(aGL)
   1.225 +    , mComplete(false)
   1.226 +    , mFB(0)
   1.227 +{
   1.228 +    mGL->fGenFramebuffers(1, &mFB);
   1.229 +    ScopedBindFramebuffer autoFB(aGL, mFB);
   1.230 +    mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
   1.231 +                                  LOCAL_GL_COLOR_ATTACHMENT0,
   1.232 +                                  LOCAL_GL_RENDERBUFFER,
   1.233 +                                  aRB);
   1.234 +
   1.235 +    GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
   1.236 +    if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
   1.237 +        mComplete = true;
   1.238 +    } else {
   1.239 +        mGL->fDeleteFramebuffers(1, &mFB);
   1.240 +        mFB = 0;
   1.241 +    }
   1.242 +}
   1.243 +
   1.244 +void
   1.245 +ScopedFramebufferForRenderbuffer::UnwrapImpl()
   1.246 +{
   1.247 +    if (!mFB)
   1.248 +        return;
   1.249 +
   1.250 +    mGL->fDeleteFramebuffers(1, &mFB);
   1.251 +    mFB = 0;
   1.252 +}
   1.253 +
   1.254 +/* ScopedViewportRect *********************************************************/
   1.255 +
   1.256 +ScopedViewportRect::ScopedViewportRect(GLContext* aGL,
   1.257 +                                       GLint x, GLint y,
   1.258 +                                       GLsizei width, GLsizei height)
   1.259 +  : ScopedGLWrapper<ScopedViewportRect>(aGL)
   1.260 +{
   1.261 +  mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
   1.262 +  mGL->fViewport(x, y, width, height);
   1.263 +}
   1.264 +
   1.265 +void ScopedViewportRect::UnwrapImpl()
   1.266 +{
   1.267 +  mGL->fViewport(mSavedViewportRect[0],
   1.268 +                 mSavedViewportRect[1],
   1.269 +                 mSavedViewportRect[2],
   1.270 +                 mSavedViewportRect[3]);
   1.271 +}
   1.272 +
   1.273 +/* ScopedScissorRect **********************************************************/
   1.274 +
   1.275 +ScopedScissorRect::ScopedScissorRect(GLContext* aGL,
   1.276 +                                     GLint x, GLint y,
   1.277 +                                     GLsizei width, GLsizei height)
   1.278 +  : ScopedGLWrapper<ScopedScissorRect>(aGL)
   1.279 +{
   1.280 +  mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
   1.281 +  mGL->fScissor(x, y, width, height);
   1.282 +}
   1.283 +
   1.284 +ScopedScissorRect::ScopedScissorRect(GLContext* aGL)
   1.285 +  : ScopedGLWrapper<ScopedScissorRect>(aGL)
   1.286 +{
   1.287 +  mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
   1.288 +}
   1.289 +
   1.290 +void ScopedScissorRect::UnwrapImpl()
   1.291 +{
   1.292 +  mGL->fScissor(mSavedScissorRect[0],
   1.293 +                mSavedScissorRect[1],
   1.294 +                mSavedScissorRect[2],
   1.295 +                mSavedScissorRect[3]);
   1.296 +}
   1.297 +
   1.298 +} /* namespace gl */
   1.299 +} /* namespace mozilla */

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