vcl: opengl - Kill the last glErrors on common paths.
Re-work the makeSomeOpenGLContextCurrent logic into a shared function with the existing AcquireContext logic in the SalOpenGLGraphics impl. Use an OpenGLVCLContextZone placeholder to do both context and zone management - to include destructors into the zone. Fix a number of error cases around SalBitmaps where we did not have a GL context associated when allocating, and/or freeing textures.. Don't drag a (potentially) slower context around in the OpenGLSalBitmap when we're going to check / fetch a better VCL context anyway. Change-Id: Ibbb2358c47156cd078ad28b6aad4f03af36aaf23 Reviewed-on: https://gerrit.libreoffice.org/21127 Reviewed-by: Michael Meeks <michael.meeks@collabora.com> Tested-by: Michael Meeks <michael.meeks@collabora.com>
This commit is contained in:
@@ -174,6 +174,11 @@ public:
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static void prepareForYield();
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/// Is there a current GL context ?
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static bool hasCurrent();
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/// make a VCL context (any context) current, create it if necessary.
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static void makeVCLCurrent();
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/// fetch any VCL context, creating one if @bMakeIfNecessary is set.
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static rtl::Reference<OpenGLContext> getVCLContext(bool bMakeIfNecessary = true);
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/// make this GL context current - so it is implicit in subsequent GL calls
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void makeCurrent();
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/// Put this GL context to the end of the context list.
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@@ -37,7 +37,6 @@ class BitmapPalette;
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class VCL_PLUGIN_PUBLIC OpenGLSalBitmap : public SalBitmap
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{
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private:
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rtl::Reference<OpenGLContext> mpContext;
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OpenGLTexture maTexture;
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bool mbDirtyTexture;
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BitmapPalette maPalette;
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@@ -50,7 +49,6 @@ private:
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int mnBufHeight;
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std::deque< OpenGLSalBitmapOp* > maPendingOps;
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void makeSomeOpenGLContextCurrent();
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virtual void updateChecksum() const override;
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bool calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType& rChecksum) const;
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@@ -98,10 +96,11 @@ private:
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private:
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bool ImplScaleFilter( const double& rScaleX, const double& rScaleY, GLenum nFilter );
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bool ImplScaleFilter( const rtl::Reference< OpenGLContext > &xContext, const double& rScaleX, const double& rScaleY, GLenum nFilter );
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static void ImplCreateKernel( const double& fScale, const vcl::Kernel& rKernel, GLfloat*& pWeights, sal_uInt32& aKernelSize );
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bool ImplScaleConvolution(const double& rScaleX, const double& rScaleY, const vcl::Kernel& rKernel);
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bool ImplScaleArea( double rScaleX, double rScaleY );
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bool ImplScaleConvolution(const rtl::Reference< OpenGLContext > &xContext, const double& rScaleX, const double& rScaleY, const vcl::Kernel& rKernel);
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bool ImplScaleArea( const rtl::Reference< OpenGLContext > &xContext,
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double rScaleX, double rScaleY );
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public:
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@@ -40,6 +40,13 @@ public:
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static void hardDisable();
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};
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/// Create this to not only enter the zone, but set VCL context.
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class OpenGLVCLContextZone {
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OpenGLZone aZone;
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public:
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OpenGLVCLContextZone();
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};
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#endif // INCLUDED_VCL_INC_OPENGL_ZONE_H
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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@@ -162,9 +162,6 @@ protected:
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bool AcquireContext(bool bForceCreate = false);
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bool ReleaseContext();
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/// retrieve the default context for offscreen rendering
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static rtl::Reference<OpenGLContext> GetDefaultContext();
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/// create a new context for rendering to the underlying window
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virtual rtl::Reference<OpenGLContext> CreateWinContext() = 0;
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@@ -97,52 +97,22 @@ rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetOpenGLContext()
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return mpContext;
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}
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rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetDefaultContext()
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{
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return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
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}
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bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate )
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{
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ImplSVData* pSVData = ImplGetSVData();
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mpContext = OpenGLContext::getVCLContext( false );
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// We always prefer to bind our VirtualDevice / offscreen graphics
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// to the current OpenGLContext - to avoid switching contexts.
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if (mpContext.is() && OpenGLContext::hasCurrent() && !mpContext->isCurrent())
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if( !mpContext.is() && mpWindowContext.is() )
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{
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mpContext.clear();
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}
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if( mpContext.is() )
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{
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// Check whether the context was reset underneath us.
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if( mpContext->isInitialized() )
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return true;
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mpContext.clear();
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}
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// We don't care what context we have - but not switching context
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// is rather useful from a performance perspective.
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OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
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while( pContext )
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{
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// check if this context can be used by this SalGraphicsImpl instance
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if( UseContext( pContext ) )
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break;
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pContext = pContext->mpPrevContext;
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}
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if( mpContext.is() )
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mpContext = pContext;
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else if( mpWindowContext.is() )
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mpContext = mpWindowContext;
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}
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else if( bForceCreate && !IsOffscreen() )
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{
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mpWindowContext = CreateWinContext();
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mpContext = mpWindowContext;
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}
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if( !mpContext.is() )
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mpContext = GetDefaultContext();
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mpContext = OpenGLContext::getVCLContext( true );
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return mpContext.is();
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}
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@@ -2077,7 +2047,7 @@ void OpenGLSalGraphicsImpl::doFlush()
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VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() );
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OpenGLProgram *pProgram =
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mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "" );
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mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "// flush shader\n" ); // flush helps profiling
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if( !pProgram )
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VCL_GL_INFO( "Can't compile simple copying shader !" );
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else
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@@ -104,8 +104,7 @@ static vcl::DeleteOnDeinit< TextureAtlasVector > gTextureAtlases(new TextureAtla
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}
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OpenGLSalBitmap::OpenGLSalBitmap()
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: mpContext(nullptr)
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, mbDirtyTexture(true)
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: mbDirtyTexture(true)
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, mnBits(0)
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, mnBytesPerRow(0)
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, mnWidth(0)
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@@ -124,7 +123,7 @@ OpenGLSalBitmap::~OpenGLSalBitmap()
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bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long nWidth, long nHeight )
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{
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static const BitmapPalette aEmptyPalette;
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OpenGLZone aZone;
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OpenGLVCLContextZone aContextZone;
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Destroy();
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VCL_GL_INFO( "OpenGLSalBitmap::Create from FBO: ["
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@@ -151,7 +150,7 @@ bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long
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bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapPalette& rBitmapPalette )
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{
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OpenGLZone aZone;
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OpenGLVCLContextZone aContextZone;
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Destroy();
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VCL_GL_INFO( "OpenGLSalBitmap::Create with size: " << rSize );
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@@ -421,7 +420,6 @@ Size OpenGLSalBitmap::GetSize() const
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void OpenGLSalBitmap::ExecuteOperations()
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{
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makeSomeOpenGLContextCurrent();
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while( !maPendingOps.empty() )
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{
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OpenGLSalBitmapOp* pOp = maPendingOps.front();
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@@ -488,7 +486,7 @@ GLuint OpenGLSalBitmap::CreateTexture()
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}
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}
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makeSomeOpenGLContextCurrent();
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OpenGLVCLContextZone aContextZone;
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lclInstantiateTexture(maTexture, mnBufWidth, mnBufHeight, nFormat, nType, pData);
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@@ -516,11 +514,12 @@ bool OpenGLSalBitmap::ReadTexture()
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if( pData == nullptr )
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return false;
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OpenGLVCLContextZone aContextZone;
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if (mnBits == 8 || mnBits == 16 || mnBits == 24 || mnBits == 32)
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{
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determineTextureFormat(mnBits, nFormat, nType);
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makeSomeOpenGLContextCurrent();
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maTexture.Read(nFormat, nType, pData);
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mnBufWidth = mnWidth;
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mnBufHeight = mnHeight;
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@@ -529,7 +528,7 @@ bool OpenGLSalBitmap::ReadTexture()
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else if (mnBits == 1)
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{ // convert buffers from 24-bit RGB to 1-bit Mask
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std::vector<sal_uInt8> aBuffer(mnWidth * mnHeight * 3);
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makeSomeOpenGLContextCurrent();
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sal_uInt8* pBuffer = aBuffer.data();
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determineTextureFormat(24, nFormat, nType);
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maTexture.Read(nFormat, nType, pBuffer);
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@@ -585,6 +584,9 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
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{
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OUString FragShader("areaHashCRC64TFragmentShader");
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OpenGLZone aZone;
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rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
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static vcl::DeleteOnDeinit<OpenGLTexture> gCRCTableTexture(
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new OpenGLTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
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vcl_get_crc64_table()));
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@@ -595,7 +597,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
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int nWidth = rInputTexture.GetWidth();
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int nHeight = rInputTexture.GetHeight();
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OpenGLProgram* pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
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OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", FragShader);
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if (pProgram == nullptr)
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return false;
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@@ -603,7 +605,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
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int nNewHeight = ceil( nHeight / 4.0 );
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OpenGLTexture aFirstPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
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OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer(aFirstPassTexture);
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OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aFirstPassTexture);
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pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
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pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
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@@ -623,7 +625,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
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nWidth = aFirstPassTexture.GetWidth();
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nHeight = aFirstPassTexture.GetHeight();
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pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
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pProgram = xContext->UseProgram("textureVertexShader", FragShader);
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if (pProgram == nullptr)
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return false;
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@@ -631,7 +633,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
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nNewHeight = ceil( nHeight / 4.0 );
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OpenGLTexture aSecondPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
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pFramebuffer = mpContext->AcquireFramebuffer(aSecondPassTexture);
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pFramebuffer = xContext->AcquireFramebuffer(aSecondPassTexture);
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pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
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pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
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@@ -663,7 +665,7 @@ void OpenGLSalBitmap::updateChecksum() const
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OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
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if (!mpContext.is())
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if (!mbDirtyTexture)
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{
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pThis->CreateTexture();
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}
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@@ -687,25 +689,9 @@ rtl::Reference<OpenGLContext> OpenGLSalBitmap::GetBitmapContext()
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return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
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}
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void OpenGLSalBitmap::makeSomeOpenGLContextCurrent()
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{
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ImplSVData* pSVData = ImplGetSVData();
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// TODO: make sure we can really use the last used context
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OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
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while( pContext && !pContext->isInitialized() )
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pContext = pContext->mpPrevContext;
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if( pContext )
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mpContext = pContext;
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else
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mpContext = GetBitmapContext();
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assert(mpContext.is() && "Couldn't get an OpenGL context");
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mpContext->makeCurrent();
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}
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BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
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{
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OpenGLZone aZone;
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OpenGLVCLContextZone aContextZone;
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if( nMode != BITMAP_INFO_ACCESS )
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{
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@@ -816,7 +802,7 @@ BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
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void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMode )
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{
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OpenGLZone aZone;
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OpenGLVCLContextZone aContextZone;
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if( nMode == BITMAP_WRITE_ACCESS )
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{
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@@ -871,23 +857,22 @@ bool OpenGLSalBitmap::GetSystemData( BitmapSystemData& /*rData*/ )
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bool OpenGLSalBitmap::Replace( const Color& rSearchColor, const Color& rReplaceColor, sal_uLong nTol )
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{
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VCL_GL_INFO("::Replace");
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OpenGLZone aZone;
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rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
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OpenGLFramebuffer* pFramebuffer;
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OpenGLProgram* pProgram;
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GetTexture();
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makeSomeOpenGLContextCurrent();
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pProgram = mpContext->UseProgram( "textureVertexShader",
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"replaceColorFragmentShader" );
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pProgram = xContext->UseProgram( "textureVertexShader",
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"replaceColorFragmentShader" );
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if( !pProgram )
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return false;
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OpenGLTexture aNewTex = OpenGLTexture( mnWidth, mnHeight );
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pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
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pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
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pProgram->SetTexture( "sampler", maTexture );
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pProgram->SetColor( "search_color", rSearchColor );
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@@ -37,6 +37,7 @@ using vcl::BilinearKernel;
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using vcl::BoxKernel;
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bool OpenGLSalBitmap::ImplScaleFilter(
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const rtl::Reference< OpenGLContext > &xContext,
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const double& rScaleX,
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const double& rScaleY,
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GLenum nFilter )
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@@ -47,13 +48,13 @@ bool OpenGLSalBitmap::ImplScaleFilter(
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int nNewWidth( mnWidth * rScaleX );
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int nNewHeight( mnHeight * rScaleY );
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pProgram = mpContext->UseProgram( "textureVertexShader",
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"textureFragmentShader" );
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pProgram = xContext->UseProgram( "textureVertexShader",
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"textureFragmentShader" );
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if( !pProgram )
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return false;
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OpenGLTexture aNewTex(nNewWidth, nNewHeight);
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pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
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pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
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pProgram->SetTexture( "sampler", maTexture );
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nOldFilter = maTexture.GetFilter();
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@@ -112,6 +113,7 @@ void OpenGLSalBitmap::ImplCreateKernel(
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}
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bool OpenGLSalBitmap::ImplScaleConvolution(
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const rtl::Reference< OpenGLContext > &xContext,
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const double& rScaleX,
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const double& rScaleY,
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const Kernel& aKernel )
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@@ -126,7 +128,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
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// TODO Make sure the framebuffer is alright
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pProgram = mpContext->UseProgram( "textureVertexShader",
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pProgram = xContext->UseProgram( "textureVertexShader",
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"convolutionFragmentShader" );
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if( pProgram == nullptr )
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return false;
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@@ -136,7 +138,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
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{
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OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
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pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
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pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
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for( sal_uInt32 i = 0; i < 16; i++ )
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{
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@@ -159,7 +161,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
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{
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OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
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pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
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pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
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for( sal_uInt32 i = 0; i < 16; i++ )
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{
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@@ -192,7 +194,8 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
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the generic case needs to also consider that some source pixels contribute
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only partially to their resulting pixels (because of non-integer multiples).
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*/
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bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
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bool OpenGLSalBitmap::ImplScaleArea( const rtl::Reference< OpenGLContext > &xContext,
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double rScaleX, double rScaleY )
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{
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int nNewWidth( mnWidth * rScaleX );
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int nNewHeight( mnHeight * rScaleY );
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@@ -213,14 +216,14 @@ bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
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// TODO Make sure the framebuffer is alright
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OpenGLProgram* pProgram = mpContext->UseProgram( "textureVertexShader",
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OpenGLProgram* pProgram = xContext->UseProgram( "textureVertexShader",
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fast ? OUString( "areaScaleFastFragmentShader" ) : OUString( "areaScaleFragmentShader" ));
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if( pProgram == nullptr )
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return false;
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OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
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OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
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OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
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// NOTE: This setup is also done in OpenGLSalGraphicsImpl::DrawTransformedTexture().
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if( fast )
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@@ -263,31 +266,32 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
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VCL_GL_INFO( "::ImplScale" );
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maUserBuffer.reset();
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makeSomeOpenGLContextCurrent();
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OpenGLVCLContextZone aContextZone;
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rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
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if( nScaleFlag == BmpScaleFlag::Fast )
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{
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return ImplScaleFilter( rScaleX, rScaleY, GL_NEAREST );
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return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_NEAREST );
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}
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if( nScaleFlag == BmpScaleFlag::BiLinear )
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{
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return ImplScaleFilter( rScaleX, rScaleY, GL_LINEAR );
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return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_LINEAR );
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}
|
||||
else if( nScaleFlag == BmpScaleFlag::Super || nScaleFlag == BmpScaleFlag::Default )
|
||||
{
|
||||
const Lanczos3Kernel aKernel;
|
||||
|
||||
return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
|
||||
return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
|
||||
}
|
||||
else if( nScaleFlag == BmpScaleFlag::BestQuality && rScaleX <= 1 && rScaleY <= 1 )
|
||||
{ // Use are scaling for best quality, but only if downscaling.
|
||||
return ImplScaleArea( rScaleX, rScaleY );
|
||||
return ImplScaleArea( xContext, rScaleX, rScaleY );
|
||||
}
|
||||
else if( nScaleFlag == BmpScaleFlag::Lanczos || nScaleFlag == BmpScaleFlag::BestQuality )
|
||||
{
|
||||
const Lanczos3Kernel aKernel;
|
||||
|
||||
return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
|
||||
return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
|
||||
}
|
||||
|
||||
SAL_WARN( "vcl.opengl", "Invalid flag for scaling operation" );
|
||||
@@ -296,7 +300,7 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
|
||||
|
||||
bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpScaleFlag nScaleFlag )
|
||||
{
|
||||
OpenGLZone aZone;
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
VCL_GL_INFO("::Scale " << int(nScaleFlag)
|
||||
<< " from " << mnWidth << "x" << mnHeight
|
||||
@@ -309,7 +313,6 @@ bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpSc
|
||||
nScaleFlag == BmpScaleFlag::Default ||
|
||||
nScaleFlag == BmpScaleFlag::BestQuality )
|
||||
{
|
||||
makeSomeOpenGLContextCurrent();
|
||||
ImplScale( rScaleX, rScaleY, nScaleFlag );
|
||||
return true;
|
||||
}
|
||||
|
@@ -28,6 +28,7 @@
|
||||
|
||||
#include "opengl/framebuffer.hxx"
|
||||
#include "opengl/texture.hxx"
|
||||
#include "opengl/zone.hxx"
|
||||
|
||||
// texture with allocated size
|
||||
ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate ) :
|
||||
@@ -38,6 +39,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate )
|
||||
mnOptStencil( 0 ),
|
||||
mnFreeSlots(-1)
|
||||
{
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
glGenTextures( 1, &mnTexture );
|
||||
CHECK_GL_ERROR();
|
||||
glBindTexture( GL_TEXTURE_2D, mnTexture );
|
||||
@@ -71,6 +74,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight )
|
||||
mnOptStencil( 0 ),
|
||||
mnFreeSlots(-1)
|
||||
{
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
// FIXME We need the window height here
|
||||
// nY = GetHeight() - nHeight - nY;
|
||||
|
||||
@@ -104,6 +109,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int
|
||||
mnOptStencil( 0 ),
|
||||
mnFreeSlots(-1)
|
||||
{
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
if( !mnTexture )
|
||||
{
|
||||
glGenTextures( 1, &mnTexture );
|
||||
@@ -152,13 +159,18 @@ ImplOpenGLTexture::~ImplOpenGLTexture()
|
||||
VCL_GL_INFO( "~OpenGLTexture " << mnTexture );
|
||||
if( mnTexture != 0 )
|
||||
{
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
// FIXME: this is really not optimal performance-wise.
|
||||
|
||||
// Check we have been correctly un-bound from all framebuffers.
|
||||
ImplSVData* pSVData = ImplGetSVData();
|
||||
rtl::Reference<OpenGLContext> pContext = pSVData->maGDIData.mpLastContext;
|
||||
if( pContext.is() )
|
||||
{
|
||||
pContext->makeCurrent();
|
||||
pContext->UnbindTextureFromFramebuffers( mnTexture );
|
||||
}
|
||||
|
||||
if( mnOptStencil != 0 )
|
||||
glDeleteRenderbuffers( 1, &mnOptStencil );
|
||||
@@ -426,6 +438,8 @@ void OpenGLTexture::Read( GLenum nFormat, GLenum nType, sal_uInt8* pData )
|
||||
return;
|
||||
}
|
||||
|
||||
OpenGLVCLContextZone aContextZone;
|
||||
|
||||
VCL_GL_INFO( "Reading texture " << Id() << " " << GetWidth() << "x" << GetHeight() );
|
||||
|
||||
if( GetWidth() == mpImpl->mnWidth && GetHeight() == mpImpl->mnHeight )
|
||||
|
@@ -32,6 +32,7 @@
|
||||
#endif
|
||||
|
||||
#include "svdata.hxx"
|
||||
#include "salgdi.hxx"
|
||||
|
||||
#include <opengl/framebuffer.hxx>
|
||||
#include <opengl/program.hxx>
|
||||
@@ -1443,6 +1444,43 @@ void OpenGLContext::makeCurrent()
|
||||
registerAsCurrent();
|
||||
}
|
||||
|
||||
rtl::Reference<OpenGLContext> OpenGLContext::getVCLContext(bool bMakeIfNecessary)
|
||||
{
|
||||
ImplSVData* pSVData = ImplGetSVData();
|
||||
OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
|
||||
while( pContext )
|
||||
{
|
||||
// check if this context is usable
|
||||
if( pContext->isInitialized() && pContext->isVCLOnly() )
|
||||
break;
|
||||
pContext = pContext->mpPrevContext;
|
||||
}
|
||||
rtl::Reference<OpenGLContext> xContext;
|
||||
if( !pContext && bMakeIfNecessary )
|
||||
{
|
||||
// create our magic fallback window context.
|
||||
xContext = ImplGetDefaultContextWindow()->GetGraphics()->GetOpenGLContext();
|
||||
assert(xContext.is());
|
||||
}
|
||||
else
|
||||
xContext = pContext;
|
||||
|
||||
if( xContext.is() )
|
||||
xContext->makeCurrent();
|
||||
|
||||
return xContext;
|
||||
}
|
||||
|
||||
/*
|
||||
* We don't care what context we have, but we want one that is live,
|
||||
* ie. not reset underneath us, and is setup for VCL usage - ideally
|
||||
* not swapping context at all.
|
||||
*/
|
||||
void OpenGLContext::makeVCLCurrent()
|
||||
{
|
||||
getVCLContext(true);
|
||||
}
|
||||
|
||||
void OpenGLContext::registerAsCurrent()
|
||||
{
|
||||
ImplSVData* pSVData = ImplGetSVData();
|
||||
|
@@ -943,6 +943,11 @@ void OpenGLZone::hardDisable()
|
||||
}
|
||||
}
|
||||
|
||||
OpenGLVCLContextZone::OpenGLVCLContextZone()
|
||||
{
|
||||
OpenGLContext::makeVCLCurrent();
|
||||
}
|
||||
|
||||
bool OpenGLHelper::isVCLOpenGLEnabled()
|
||||
{
|
||||
/**
|
||||
|
Reference in New Issue
Block a user