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/*
* Copyright © 2012 Canonical Ltd.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authored by: Alexandros Frantzis <alexandros.frantzis@canonical.com>
*/
#include "buffer_render_target.h"
#include "mir/graphics/buffer.h"
#include <GLES2/gl2ext.h>
#include <stdexcept>
namespace geom = mir::geometry;
namespace mg = mir::graphics;
namespace mt = mir::tools;
mt::BufferRenderTarget::BufferRenderTarget(mg::Buffer& buffer)
: buffer(buffer), old_fbo(), old_viewport()
{
/*
* With the new lazy buffer allocation method, we may be executing inside
* the compositor's GL context. So be careful to save and restore what
* we change...
*/
glGetIntegerv(GL_VIEWPORT, old_viewport);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_fbo);
resources.setup(buffer);
}
mt::BufferRenderTarget::~BufferRenderTarget()
{
glFinish();
glBindFramebuffer(GL_FRAMEBUFFER, old_fbo);
glViewport(old_viewport[0], old_viewport[1],
old_viewport[2], old_viewport[3]);
}
void mt::BufferRenderTarget::make_current()
{
geom::Size buf_size = buffer.size();
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo);
glViewport(0, 0, buf_size.width.as_uint32_t(), buf_size.height.as_uint32_t());
}
mt::BufferRenderTarget::Resources::~Resources()
{
if (color_tex != 0)
glDeleteTextures(1, &color_tex);
if (depth_rbo != 0)
glDeleteRenderbuffers(1, &depth_rbo);
if (fbo != 0)
glDeleteFramebuffers(1, &fbo);
}
void mt::BufferRenderTarget::Resources::setup(mg::Buffer& buffer)
{
geom::Size buf_size = buffer.size();
if (fbo == 0)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* Set up color buffer... */
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_2D, color_tex);
buffer.gl_bind_to_texture();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, color_tex, 0);
/* and depth buffer */
glGenRenderbuffers(1, &depth_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
buf_size.width.as_uint32_t(), buf_size.height.as_uint32_t());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw std::runtime_error("Failed to create FBO for GBM buffer");
}
}
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