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