Files
libreoffice/include/vcl/opengl/OpenGLContext.hxx
Michael Meeks 1479ad1c63 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>
2016-01-06 09:17:16 +00:00

264 lines
7.5 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#ifndef INCLUDED_VCL_OPENGL_OPENGLCONTEXT_HXX
#define INCLUDED_VCL_OPENGL_OPENGLCONTEXT_HXX
#include <string.h>
#include <GL/glew.h>
#if defined( MACOSX )
#elif defined( IOS )
#elif defined( ANDROID )
#elif defined( LIBO_HEADLESS )
#elif defined( UNX )
# include <prex.h>
# include "GL/glxew.h"
# include <postx.h>
#elif defined( _WIN32 )
#ifndef INCLUDED_PRE_POST_WIN_H
#define INCLUDED_PRE_POST_WIN_H
# include "prewin.h"
# include "postwin.h"
#endif
#endif
#if defined( _WIN32 )
#include <GL/wglew.h>
#elif defined( MACOSX )
#include <OpenGL/OpenGL.h>
#ifdef __OBJC__
@class NSOpenGLView;
#else
class NSOpenGLView;
#endif
#elif defined( IOS )
#elif defined( ANDROID )
#elif defined( LIBO_HEADLESS )
#elif defined( UNX )
#endif
#include <vcl/dllapi.h>
#include <vcl/window.hxx>
#include <tools/gen.hxx>
#include <vcl/syschild.hxx>
#include <rtl/crc.h>
#include <rtl/ref.hxx>
#include <map>
#include <memory>
#include <set>
#include <unordered_map>
class OpenGLFramebuffer;
class OpenGLProgram;
class OpenGLTexture;
class SalGraphicsImpl;
class OpenGLTests;
/// Holds the information of our new child window
struct GLWindow
{
#if defined( _WIN32 )
HWND hWnd;
HDC hDC;
HGLRC hRC;
#elif defined( MACOSX )
#elif defined( IOS )
#elif defined( ANDROID )
#elif defined( LIBO_HEADLESS )
#elif defined( UNX )
Display* dpy;
int screen;
Window win;
#if defined( GLX_EXT_texture_from_pixmap )
GLXFBConfig fbc;
#endif
XVisualInfo* vi;
GLXContext ctx;
bool HasGLXExtension( const char* name ) const;
const char* GLXExtensions;
#endif
unsigned int Width;
unsigned int Height;
const GLubyte* GLExtensions;
bool bMultiSampleSupported;
GLWindow()
:
#if defined( _WIN32 )
hWnd(NULL),
hDC(NULL),
hRC(NULL),
#elif defined( MACOSX )
#elif defined( IOS )
#elif defined( ANDROID )
#elif defined( LIBO_HEADLESS )
#elif defined( UNX )
dpy(nullptr),
screen(0),
win(0),
#if defined( GLX_EXT_texture_from_pixmap )
fbc(nullptr),
#endif
vi(nullptr),
ctx(nullptr),
GLXExtensions(nullptr),
#endif
Width(0),
Height(0),
GLExtensions(nullptr),
bMultiSampleSupported(false)
{
}
~GLWindow();
};
class VCL_DLLPUBLIC OpenGLContext
{
friend class OpenGLTests;
OpenGLContext();
public:
static rtl::Reference<OpenGLContext> Create();
~OpenGLContext();
void acquire() { mnRefCount++; }
void release() { if ( --mnRefCount == 0 ) delete this; }
void dispose();
void requestLegacyContext();
void requestSingleBufferedRendering();
bool init(vcl::Window* pParent = nullptr);
bool init(SystemChildWindow* pChildWindow);
// these methods are for the deep platform layer, don't use them in normal code
// only in vcl's platform code
#if defined( UNX ) && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
bool init(Display* dpy, Window win, int screen);
#elif defined( _WIN32 )
bool init( HDC hDC, HWND hWnd );
#endif
void reset();
// use these methods right after setting a context to make sure drawing happens
// in the right FBO (default one is for onscreen painting)
bool BindFramebuffer( OpenGLFramebuffer* pFramebuffer );
bool AcquireDefaultFramebuffer();
OpenGLFramebuffer* AcquireFramebuffer( const OpenGLTexture& rTexture );
static void ReleaseFramebuffer( OpenGLFramebuffer* pFramebuffer );
void UnbindTextureFromFramebuffers( GLuint nTexture );
static bool IsTextureAttachedAnywhere( GLuint nTexture );
void ReleaseFramebuffer( const OpenGLTexture& rTexture );
void ReleaseFramebuffers();
// retrieve a program from the cache or compile/link it
OpenGLProgram* GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
OpenGLProgram* UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
void UseNoProgram();
/// Is this GL context the current context ?
bool isCurrent();
/// release bound resources from the current context
static void clearCurrent();
/// release contexts etc. before (potentially) allowing another thread run.
static void prepareForYield();
/// Is there a current GL context ?
static bool hasCurrent();
/// make a VCL context (any context) current, create it if necessary.
static void makeVCLCurrent();
/// fetch any VCL context, creating one if @bMakeIfNecessary is set.
static rtl::Reference<OpenGLContext> getVCLContext(bool bMakeIfNecessary = true);
/// make this GL context current - so it is implicit in subsequent GL calls
void makeCurrent();
/// Put this GL context to the end of the context list.
void registerAsCurrent();
/// reset the GL context so this context is not implicit in subsequent GL calls.
void resetCurrent();
void swapBuffers();
void sync();
void show();
void setWinPosAndSize(const Point &rPos, const Size& rSize);
void setWinSize(const Size& rSize);
const GLWindow& getOpenGLWindow() const { return m_aGLWin;}
SystemChildWindow* getChildWindow();
const SystemChildWindow* getChildWindow() const;
bool isInitialized()
{
return mbInitialized;
}
/// VCL promiscuously re-uses its own contexts:
void setVCLOnly() { mbVCLOnly = true; }
bool isVCLOnly() { return mbVCLOnly; }
bool supportMultiSampling() const;
static SystemWindowData generateWinData(vcl::Window* pParent, bool bRequestLegacyContext);
private:
SAL_DLLPRIVATE bool InitGLEW();
SAL_DLLPRIVATE void InitGLEWDebugging();
SAL_DLLPRIVATE bool initWindow();
SAL_DLLPRIVATE bool ImplInit();
#if defined( UNX ) && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
SAL_DLLPRIVATE void initGLWindow(Visual* pVisual);
#endif
#if defined(MACOSX)
NSOpenGLView* getOpenGLView();
#endif
GLWindow m_aGLWin;
VclPtr<vcl::Window> m_xWindow;
VclPtr<vcl::Window> mpWindow; //points to m_pWindow or the parent window, don't delete it
VclPtr<SystemChildWindow> m_pChildWindow;
bool mbInitialized;
int mnRefCount;
bool mbRequestLegacyContext;
bool mbUseDoubleBufferedRendering;
bool mbVCLOnly;
int mnFramebufferCount;
OpenGLFramebuffer* mpCurrentFramebuffer;
OpenGLFramebuffer* mpFirstFramebuffer;
OpenGLFramebuffer* mpLastFramebuffer;
struct ProgramHash
{
size_t operator()( const rtl::OString& aDigest ) const
{
return (size_t)( rtl_crc32( 0, aDigest.getStr(), aDigest.getLength() ) );
}
};
typedef std::unordered_map< rtl::OString, std::shared_ptr<OpenGLProgram>, ProgramHash > ProgramCollection;
ProgramCollection maPrograms;
OpenGLProgram* mpCurrentProgram;
public:
vcl::Region maClipRegion;
int mnPainting;
// Don't hold references to ourselves:
OpenGLContext *mpPrevContext;
OpenGLContext *mpNextContext;
};
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */