From 530ffd0b7d3c39757b20f00716e486b5caf89aff Mon Sep 17 00:00:00 2001 From: sanine Date: Wed, 12 Oct 2022 12:03:23 -0500 Subject: add cairo --- libs/cairo-1.16.0/src/cairo-gl-device.c | 851 ++++++++++++++++++++++++++++++++ 1 file changed, 851 insertions(+) create mode 100644 libs/cairo-1.16.0/src/cairo-gl-device.c (limited to 'libs/cairo-1.16.0/src/cairo-gl-device.c') diff --git a/libs/cairo-1.16.0/src/cairo-gl-device.c b/libs/cairo-1.16.0/src/cairo-gl-device.c new file mode 100644 index 0000000..258b4c5 --- /dev/null +++ b/libs/cairo-1.16.0/src/cairo-gl-device.c @@ -0,0 +1,851 @@ +/* cairo - a vector graphics library with display and print output + * + * Copyright © 2009 Eric Anholt + * Copyright © 2009 Chris Wilson + * Copyright © 2005,2010 Red Hat, Inc + * Copyright © 2010 Linaro Limited + * + * This library is free software; you can redistribute it and/or + * modify it either under the terms of the GNU Lesser General Public + * License version 2.1 as published by the Free Software Foundation + * (the "LGPL") or, at your option, under the terms of the Mozilla + * Public License Version 1.1 (the "MPL"). If you do not alter this + * notice, a recipient may use your version of this file under either + * the MPL or the LGPL. + * + * You should have received a copy of the LGPL along with this library + * in the file COPYING-LGPL-2.1; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA + * You should have received a copy of the MPL along with this library + * in the file COPYING-MPL-1.1 + * + * The contents of this file are subject to the Mozilla Public License + * Version 1.1 (the "License"); you may not use this file except in + * compliance with the License. You may obtain a copy of the License at + * http://www.mozilla.org/MPL/ + * + * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY + * OF ANY KIND, either express or implied. See the LGPL or the MPL for + * the specific language governing rights and limitations. + * + * The Original Code is the cairo graphics library. + * + * The Initial Developer of the Original Code is Red Hat, Inc. + * + * Contributor(s): + * Benjamin Otte + * Carl Worth + * Chris Wilson + * Eric Anholt + * Alexandros Frantzis + */ + +#include "cairoint.h" + +#include "cairo-error-private.h" +#include "cairo-gl-private.h" + +#define MAX_MSAA_SAMPLES 4 + +static void +_gl_lock (void *device) +{ + cairo_gl_context_t *ctx = (cairo_gl_context_t *) device; + + ctx->acquire (ctx); +} + +static void +_gl_unlock (void *device) +{ + cairo_gl_context_t *ctx = (cairo_gl_context_t *) device; + + ctx->release (ctx); +} + +static cairo_status_t +_gl_flush (void *device) +{ + cairo_gl_context_t *ctx; + cairo_status_t status; + + status = _cairo_gl_context_acquire (device, &ctx); + if (unlikely (status)) + return status; + + _cairo_gl_composite_flush (ctx); + + _cairo_gl_context_destroy_operand (ctx, CAIRO_GL_TEX_SOURCE); + _cairo_gl_context_destroy_operand (ctx, CAIRO_GL_TEX_MASK); + + if (ctx->clip_region) { + cairo_region_destroy (ctx->clip_region); + ctx->clip_region = NULL; + } + + ctx->current_target = NULL; + ctx->current_operator = -1; + ctx->vertex_size = 0; + ctx->pre_shader = NULL; + _cairo_gl_set_shader (ctx, NULL); + + ctx->dispatch.BindBuffer (GL_ARRAY_BUFFER, 0); + + glDisable (GL_SCISSOR_TEST); + glDisable (GL_BLEND); + + return _cairo_gl_context_release (ctx, status); +} + +static void +_gl_finish (void *device) +{ + cairo_gl_context_t *ctx = device; + int n; + + _gl_lock (device); + + _cairo_cache_fini (&ctx->gradients); + + _cairo_gl_context_fini_shaders (ctx); + + for (n = 0; n < ARRAY_LENGTH (ctx->glyph_cache); n++) + _cairo_gl_glyph_cache_fini (ctx, &ctx->glyph_cache[n]); + + _gl_unlock (device); +} + +static void +_gl_destroy (void *device) +{ + cairo_gl_context_t *ctx = device; + + ctx->acquire (ctx); + + while (! cairo_list_is_empty (&ctx->fonts)) { + cairo_gl_font_t *font; + + font = cairo_list_first_entry (&ctx->fonts, + cairo_gl_font_t, + link); + + cairo_list_del (&font->base.link); + cairo_list_del (&font->link); + free (font); + } + + _cairo_array_fini (&ctx->tristrip_indices); + + cairo_region_destroy (ctx->clip_region); + _cairo_clip_destroy (ctx->clip); + + free (ctx->vb); + + ctx->destroy (ctx); + + free (ctx); +} + +static const cairo_device_backend_t _cairo_gl_device_backend = { + CAIRO_DEVICE_TYPE_GL, + + _gl_lock, + _gl_unlock, + + _gl_flush, /* flush */ + _gl_finish, + _gl_destroy, +}; + +static cairo_bool_t +_cairo_gl_msaa_compositor_enabled (void) +{ + const char *env = getenv ("CAIRO_GL_COMPOSITOR"); + return env && strcmp(env, "msaa") == 0; +} + +static cairo_bool_t +test_can_read_bgra (cairo_gl_flavor_t gl_flavor) +{ + /* Desktop GL always supports BGRA formats. */ + if (gl_flavor == CAIRO_GL_FLAVOR_DESKTOP) + return TRUE; + + assert (gl_flavor == CAIRO_GL_FLAVOR_ES3 || + gl_flavor == CAIRO_GL_FLAVOR_ES2); + + /* For OpenGL ES we have to look for the specific extension and BGRA only + * matches cairo's integer packed bytes on little-endian machines. */ + if (!_cairo_is_little_endian()) + return FALSE; + return _cairo_gl_has_extension ("EXT_read_format_bgra"); +} + +cairo_status_t +_cairo_gl_context_init (cairo_gl_context_t *ctx) +{ + cairo_status_t status; + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + int gl_version = _cairo_gl_get_version (); + cairo_gl_flavor_t gl_flavor = _cairo_gl_get_flavor (); + int n; + + cairo_bool_t is_desktop = gl_flavor == CAIRO_GL_FLAVOR_DESKTOP; + cairo_bool_t is_gles = (gl_flavor == CAIRO_GL_FLAVOR_ES3 || + gl_flavor == CAIRO_GL_FLAVOR_ES2); + + _cairo_device_init (&ctx->base, &_cairo_gl_device_backend); + + /* XXX The choice of compositor should be made automatically at runtime. + * However, it is useful to force one particular compositor whilst + * testing. + */ + if (_cairo_gl_msaa_compositor_enabled ()) + ctx->compositor = _cairo_gl_msaa_compositor_get (); + else + ctx->compositor = _cairo_gl_span_compositor_get (); + + + ctx->thread_aware = TRUE; + + memset (ctx->glyph_cache, 0, sizeof (ctx->glyph_cache)); + cairo_list_init (&ctx->fonts); + + /* Support only GL version >= 1.3 */ + if (gl_version < CAIRO_GL_VERSION_ENCODE (1, 3)) + return _cairo_error (CAIRO_STATUS_DEVICE_ERROR); + + /* Check for required extensions */ + if (is_desktop) { + if (_cairo_gl_has_extension ("GL_ARB_texture_non_power_of_two")) { + ctx->tex_target = GL_TEXTURE_2D; + ctx->has_npot_repeat = TRUE; + } else if (_cairo_gl_has_extension ("GL_ARB_texture_rectangle")) { + ctx->tex_target = GL_TEXTURE_RECTANGLE; + ctx->has_npot_repeat = FALSE; + } else + return _cairo_error (CAIRO_STATUS_DEVICE_ERROR); + } else { + ctx->tex_target = GL_TEXTURE_2D; + if (_cairo_gl_has_extension ("GL_OES_texture_npot") || + _cairo_gl_has_extension ("GL_IMG_texture_npot")) + ctx->has_npot_repeat = TRUE; + else + ctx->has_npot_repeat = FALSE; + } + + if (is_desktop && gl_version < CAIRO_GL_VERSION_ENCODE (2, 1) && + ! _cairo_gl_has_extension ("GL_ARB_pixel_buffer_object")) + return _cairo_error (CAIRO_STATUS_DEVICE_ERROR); + + if (is_gles && ! _cairo_gl_has_extension ("GL_EXT_texture_format_BGRA8888")) + return _cairo_error (CAIRO_STATUS_DEVICE_ERROR); + + ctx->has_map_buffer = + is_desktop || (is_gles && _cairo_gl_has_extension ("GL_OES_mapbuffer")); + + ctx->can_read_bgra = test_can_read_bgra (gl_flavor); + + ctx->has_mesa_pack_invert = + _cairo_gl_has_extension ("GL_MESA_pack_invert"); + + ctx->has_packed_depth_stencil = + (is_desktop && _cairo_gl_has_extension ("GL_EXT_packed_depth_stencil")) || + (is_gles && _cairo_gl_has_extension ("GL_OES_packed_depth_stencil")); + + ctx->num_samples = 1; + +#if CAIRO_HAS_GL_SURFACE + if (is_desktop && ctx->has_packed_depth_stencil && + (gl_version >= CAIRO_GL_VERSION_ENCODE (3, 0) || + _cairo_gl_has_extension ("GL_ARB_framebuffer_object") || + (_cairo_gl_has_extension ("GL_EXT_framebuffer_blit") && + _cairo_gl_has_extension ("GL_EXT_framebuffer_multisample")))) { + glGetIntegerv(GL_MAX_SAMPLES_EXT, &ctx->num_samples); + } +#endif + +#if CAIRO_HAS_GLESV3_SURFACE + if (is_gles && ctx->has_packed_depth_stencil) { + glGetIntegerv(GL_MAX_SAMPLES, &ctx->num_samples); + } + +#elif CAIRO_HAS_GLESV2_SURFACE && defined(GL_MAX_SAMPLES_EXT) + if (is_gles && ctx->has_packed_depth_stencil && + _cairo_gl_has_extension ("GL_EXT_multisampled_render_to_texture")) { + glGetIntegerv(GL_MAX_SAMPLES_EXT, &ctx->num_samples); + } + + if (is_gles && ctx->has_packed_depth_stencil && + _cairo_gl_has_extension ("GL_IMG_multisampled_render_to_texture")) { + glGetIntegerv(GL_MAX_SAMPLES_IMG, &ctx->num_samples); + } +#endif + + /* we always use renderbuffer for rendering in glesv3 */ + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + ctx->supports_msaa = TRUE; + else + ctx->supports_msaa = ctx->num_samples > 1; + if (ctx->num_samples > MAX_MSAA_SAMPLES) + ctx->num_samples = MAX_MSAA_SAMPLES; + + ctx->current_operator = -1; + ctx->gl_flavor = gl_flavor; + + status = _cairo_gl_context_init_shaders (ctx); + if (unlikely (status)) + return status; + + status = _cairo_cache_init (&ctx->gradients, + _cairo_gl_gradient_equal, + NULL, + (cairo_destroy_func_t) _cairo_gl_gradient_destroy, + CAIRO_GL_GRADIENT_CACHE_SIZE); + if (unlikely (status)) + return status; + + ctx->vbo_size = _cairo_gl_get_vbo_size(); + + ctx->vb = _cairo_malloc (ctx->vbo_size); + if (unlikely (ctx->vb == NULL)) { + _cairo_cache_fini (&ctx->gradients); + return _cairo_error (CAIRO_STATUS_NO_MEMORY); + } + + ctx->primitive_type = CAIRO_GL_PRIMITIVE_TYPE_TRIANGLES; + _cairo_array_init (&ctx->tristrip_indices, sizeof (unsigned short)); + + /* PBO for any sort of texture upload */ + dispatch->GenBuffers (1, &ctx->texture_load_pbo); + + ctx->max_framebuffer_size = 0; + glGetIntegerv (GL_MAX_RENDERBUFFER_SIZE, &ctx->max_framebuffer_size); + ctx->max_texture_size = 0; + glGetIntegerv (GL_MAX_TEXTURE_SIZE, &ctx->max_texture_size); + ctx->max_textures = 0; + glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &ctx->max_textures); + + for (n = 0; n < ARRAY_LENGTH (ctx->glyph_cache); n++) + _cairo_gl_glyph_cache_init (&ctx->glyph_cache[n]); + + return CAIRO_STATUS_SUCCESS; +} + +void +_cairo_gl_context_activate (cairo_gl_context_t *ctx, + cairo_gl_tex_t tex_unit) +{ + if (ctx->max_textures <= (GLint) tex_unit) { + if (tex_unit < 2) { + _cairo_gl_composite_flush (ctx); + _cairo_gl_context_destroy_operand (ctx, ctx->max_textures - 1); + } + glActiveTexture (ctx->max_textures - 1); + } else { + glActiveTexture (GL_TEXTURE0 + tex_unit); + } +} + +static GLenum +_get_depth_stencil_format (cairo_gl_context_t *ctx) +{ + /* This is necessary to properly handle the situation where both + OpenGL and OpenGLES are active and returning a sane default. */ +#if CAIRO_HAS_GL_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP) + return GL_DEPTH_STENCIL; +#endif + +#if CAIRO_HAS_GLESV2_SURFACE && !CAIRO_HAS_GLESV3_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP) + return GL_DEPTH24_STENCIL8_OES; +#endif + +#if CAIRO_HAS_GL_SURFACE + return GL_DEPTH_STENCIL; +#elif CAIRO_HAS_GLESV3_SURFACE + return GL_DEPTH24_STENCIL8; +#elif CAIRO_HAS_GLESV2_SURFACE + return GL_DEPTH24_STENCIL8_OES; +#endif +} + +#if CAIRO_HAS_GLESV2_SURFACE +static void +_cairo_gl_ensure_msaa_gles_framebuffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + if (surface->msaa_active) + return; + + ctx->dispatch.FramebufferTexture2DMultisample(GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + ctx->tex_target, + surface->tex, + 0, + ctx->num_samples); + + /* From now on MSAA will always be active on this surface. */ + surface->msaa_active = TRUE; +} +#endif + +void +_cairo_gl_ensure_framebuffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + GLenum status; + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + + if (likely (surface->fb)) + return; + + /* Create a framebuffer object wrapping the texture so that we can render + * to it. + */ + dispatch->GenFramebuffers (1, &surface->fb); + dispatch->BindFramebuffer (GL_FRAMEBUFFER, surface->fb); + + /* Unlike for desktop GL we only maintain one multisampling framebuffer + for OpenGLES since the EXT_multisampled_render_to_texture extension + does not require an explicit multisample resolution. */ +#if CAIRO_HAS_GLESV2_SURFACE + if (surface->supports_msaa && _cairo_gl_msaa_compositor_enabled () && + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES2) { + _cairo_gl_ensure_msaa_gles_framebuffer (ctx, surface); + } else +#endif + dispatch->FramebufferTexture2D (GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + ctx->tex_target, + surface->tex, + 0); + +#if CAIRO_HAS_GL_SURFACE + glDrawBuffer (GL_COLOR_ATTACHMENT0); + glReadBuffer (GL_COLOR_ATTACHMENT0); +#endif + + status = dispatch->CheckFramebufferStatus (GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + const char *str; + switch (status) { + //case GL_FRAMEBUFFER_UNDEFINED: str= "undefined"; break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: str= "incomplete attachment"; break; + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: str= "incomplete/missing attachment"; break; + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: str= "incomplete draw buffer"; break; + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: str= "incomplete read buffer"; break; + case GL_FRAMEBUFFER_UNSUPPORTED: str= "unsupported"; break; + case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: str= "incomplete multiple"; break; + default: str = "unknown error"; break; + } + + fprintf (stderr, + "destination is framebuffer incomplete: %s [%#x]\n", + str, status); + } +} +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE +static void +_cairo_gl_ensure_multisampling (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + assert (surface->supports_msaa); + assert (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP || + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3); + + if (surface->msaa_fb) + return; + + /* We maintain a separate framebuffer for multisampling operations. + This allows us to do a fast paint to the non-multisampling framebuffer + when mulitsampling is disabled. */ + ctx->dispatch.GenFramebuffers (1, &surface->msaa_fb); + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->msaa_fb); + ctx->dispatch.GenRenderbuffers (1, &surface->msaa_rb); + ctx->dispatch.BindRenderbuffer (GL_RENDERBUFFER, surface->msaa_rb); + + /* FIXME: For now we assume that textures passed from the outside have GL_RGBA + format, but eventually we need to expose a way for the API consumer to pass + this information. */ + ctx->dispatch.RenderbufferStorageMultisample (GL_RENDERBUFFER, + ctx->num_samples, +#if CAIRO_HAS_GLESV3_SURFACE + GL_RGBA8, +#else + GL_RGBA, +#endif + surface->width, + surface->height); + ctx->dispatch.FramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_RENDERBUFFER, + surface->msaa_rb); + + /* Cairo surfaces start out initialized to transparent (black) */ + glDisable (GL_SCISSOR_TEST); + glClearColor (0, 0, 0, 0); + glClear (GL_COLOR_BUFFER_BIT); + + /* for glesv3 with multisample renderbuffer, we always render to + this renderbuffer */ + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + surface->msaa_active = TRUE; +} +#endif + +static cairo_bool_t +_cairo_gl_ensure_msaa_depth_stencil_buffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + if (surface->msaa_depth_stencil) + return TRUE; + + _cairo_gl_ensure_framebuffer (ctx, surface); +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP || + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + _cairo_gl_ensure_multisampling (ctx, surface); +#endif + + dispatch->GenRenderbuffers (1, &surface->msaa_depth_stencil); + dispatch->BindRenderbuffer (GL_RENDERBUFFER, + surface->msaa_depth_stencil); + + dispatch->RenderbufferStorageMultisample (GL_RENDERBUFFER, + ctx->num_samples, + _get_depth_stencil_format (ctx), + surface->width, + surface->height); + +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP || + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) { + dispatch->FramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, + surface->msaa_depth_stencil); + } +#endif + +#if CAIRO_HAS_GLESV2_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES2) { + dispatch->FramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, + surface->msaa_depth_stencil); + dispatch->FramebufferRenderbuffer (GL_FRAMEBUFFER, + GL_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, + surface->msaa_depth_stencil); + } +#endif + + if (dispatch->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + dispatch->DeleteRenderbuffers (1, &surface->msaa_depth_stencil); + surface->msaa_depth_stencil = 0; + return FALSE; + } + + return TRUE; +} + +static cairo_bool_t +_cairo_gl_ensure_depth_stencil_buffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + + if (surface->depth_stencil) + return TRUE; + + _cairo_gl_ensure_framebuffer (ctx, surface); + + dispatch->GenRenderbuffers (1, &surface->depth_stencil); + dispatch->BindRenderbuffer (GL_RENDERBUFFER, surface->depth_stencil); + dispatch->RenderbufferStorage (GL_RENDERBUFFER, + _get_depth_stencil_format (ctx), + surface->width, surface->height); + + dispatch->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, surface->depth_stencil); + dispatch->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, surface->depth_stencil); + if (dispatch->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + dispatch->DeleteRenderbuffers (1, &surface->depth_stencil); + surface->depth_stencil = 0; + return FALSE; + } + + return TRUE; +} + +cairo_bool_t +_cairo_gl_ensure_stencil (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + if (! _cairo_gl_surface_is_texture (surface)) + return TRUE; /* best guess for now, will check later */ + if (! ctx->has_packed_depth_stencil) + return FALSE; + + if (surface->msaa_active) + return _cairo_gl_ensure_msaa_depth_stencil_buffer (ctx, surface); + else + return _cairo_gl_ensure_depth_stencil_buffer (ctx, surface); +} + +/* + * Stores a parallel projection transformation in matrix 'm', + * using column-major order. + * + * This is equivalent to: + * + * glLoadIdentity() + * gluOrtho2D() + * + * The calculation for the ortho tranformation was taken from the + * mesa source code. + */ +static void +_gl_identity_ortho (GLfloat *m, + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top) +{ +#define M(row,col) m[col*4+row] + M(0,0) = 2.f / (right - left); + M(0,1) = 0.f; + M(0,2) = 0.f; + M(0,3) = -(right + left) / (right - left); + + M(1,0) = 0.f; + M(1,1) = 2.f / (top - bottom); + M(1,2) = 0.f; + M(1,3) = -(top + bottom) / (top - bottom); + + M(2,0) = 0.f; + M(2,1) = 0.f; + M(2,2) = -1.f; + M(2,3) = 0.f; + + M(3,0) = 0.f; + M(3,1) = 0.f; + M(3,2) = 0.f; + M(3,3) = 1.f; +#undef M +} + +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE +static void +bind_multisample_framebuffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + cairo_bool_t stencil_test_enabled; + cairo_bool_t scissor_test_enabled; + + assert (surface->supports_msaa); + assert (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP || + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3); + + _cairo_gl_ensure_framebuffer (ctx, surface); + _cairo_gl_ensure_multisampling (ctx, surface); + + if (surface->msaa_active) { +#if CAIRO_HAS_GL_SURFACE + glEnable (GL_MULTISAMPLE); +#endif + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->msaa_fb); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + surface->content_in_texture = FALSE; + return; + } + + _cairo_gl_composite_flush (ctx); + + stencil_test_enabled = glIsEnabled (GL_STENCIL_TEST); + scissor_test_enabled = glIsEnabled (GL_SCISSOR_TEST); + glDisable (GL_STENCIL_TEST); + glDisable (GL_SCISSOR_TEST); + +#if CAIRO_HAS_GL_SURFACE + glEnable (GL_MULTISAMPLE); +#endif + + /* The last time we drew to the surface, we were not using multisampling, + so we need to blit from the non-multisampling framebuffer into the + multisampling framebuffer. */ + ctx->dispatch.BindFramebuffer (GL_DRAW_FRAMEBUFFER, surface->msaa_fb); + ctx->dispatch.BindFramebuffer (GL_READ_FRAMEBUFFER, surface->fb); + ctx->dispatch.BlitFramebuffer (0, 0, surface->width, surface->height, + 0, 0, surface->width, surface->height, + GL_COLOR_BUFFER_BIT +#if CAIRO_HAS_GL_SURFACE + | GL_STENCIL_BUFFER_BIT +#endif + , + GL_NEAREST); + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->msaa_fb); + + if (stencil_test_enabled) + glEnable (GL_STENCIL_TEST); + if (scissor_test_enabled) + glEnable (GL_SCISSOR_TEST); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + surface->content_in_texture = FALSE; +} +#endif + +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE +static void +bind_singlesample_framebuffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface) +{ + cairo_bool_t stencil_test_enabled; + cairo_bool_t scissor_test_enabled; + + assert (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP || + ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3); + _cairo_gl_ensure_framebuffer (ctx, surface); + + if (! surface->msaa_active) { +#if CAIRO_HAS_GL_SURFACE + glDisable (GL_MULTISAMPLE); +#endif + + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->fb); + return; + } + + _cairo_gl_composite_flush (ctx); + + stencil_test_enabled = glIsEnabled (GL_STENCIL_TEST); + scissor_test_enabled = glIsEnabled (GL_SCISSOR_TEST); + glDisable (GL_STENCIL_TEST); + glDisable (GL_SCISSOR_TEST); + +#if CAIRO_HAS_GL_SURFACE + glDisable (GL_MULTISAMPLE); +#endif + + /* The last time we drew to the surface, we were using multisampling, + so we need to blit from the multisampling framebuffer into the + non-multisampling framebuffer. */ + ctx->dispatch.BindFramebuffer (GL_DRAW_FRAMEBUFFER, surface->fb); + ctx->dispatch.BindFramebuffer (GL_READ_FRAMEBUFFER, surface->msaa_fb); + ctx->dispatch.BlitFramebuffer (0, 0, surface->width, surface->height, + 0, 0, surface->width, surface->height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->fb); + + if (stencil_test_enabled) + glEnable (GL_STENCIL_TEST); + if (scissor_test_enabled) + glEnable (GL_SCISSOR_TEST); +} +#endif + +void +_cairo_gl_context_bind_framebuffer (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface, + cairo_bool_t multisampling) +{ + if (_cairo_gl_surface_is_texture (surface)) { + /* OpenGL ES surfaces only have either a multisample framebuffer or a + * singlesample framebuffer, so we cannot switch back and forth. */ + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES2) { + _cairo_gl_ensure_framebuffer (ctx, surface); + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, surface->fb); + return; + } + +#if CAIRO_HAS_GL_SURFACE || CAIRO_HAS_GLESV3_SURFACE + if (multisampling) + bind_multisample_framebuffer (ctx, surface); + else + bind_singlesample_framebuffer (ctx, surface); +#endif + } else { + ctx->dispatch.BindFramebuffer (GL_FRAMEBUFFER, 0); + +#if CAIRO_HAS_GL_SURFACE + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP) { + if (multisampling) + glEnable (GL_MULTISAMPLE); + else + glDisable (GL_MULTISAMPLE); + } +#endif + } + + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP) + surface->msaa_active = multisampling; +} + +void +_cairo_gl_context_set_destination (cairo_gl_context_t *ctx, + cairo_gl_surface_t *surface, + cairo_bool_t multisampling) +{ + cairo_bool_t changing_surface, changing_sampling; + + /* The decision whether or not to use multisampling happens when + * we create an OpenGL ES surface, so we can never switch modes. */ + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES2) + multisampling = surface->msaa_active; + /* For GLESV3, we always use renderbuffer for drawing */ + else if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES3) + multisampling = TRUE; + + changing_surface = ctx->current_target != surface || surface->needs_update; + changing_sampling = (surface->msaa_active != multisampling || + surface->content_in_texture); + if (! changing_surface && ! changing_sampling) + return; + + if (! changing_surface) { + _cairo_gl_composite_flush (ctx); + _cairo_gl_context_bind_framebuffer (ctx, surface, multisampling); + return; + } + + _cairo_gl_composite_flush (ctx); + + ctx->current_target = surface; + surface->needs_update = FALSE; + + if (! _cairo_gl_surface_is_texture (surface)) { + ctx->make_current (ctx, surface); + } + + _cairo_gl_context_bind_framebuffer (ctx, surface, multisampling); + + if (! _cairo_gl_surface_is_texture (surface)) { +#if CAIRO_HAS_GL_SURFACE + glDrawBuffer (GL_BACK_LEFT); + glReadBuffer (GL_BACK_LEFT); +#endif + } + + glDisable (GL_DITHER); + glViewport (0, 0, surface->width, surface->height); + + if (_cairo_gl_surface_is_texture (surface)) + _gl_identity_ortho (ctx->modelviewprojection_matrix, + 0, surface->width, 0, surface->height); + else + _gl_identity_ortho (ctx->modelviewprojection_matrix, + 0, surface->width, surface->height, 0); +} + +void +cairo_gl_device_set_thread_aware (cairo_device_t *device, + cairo_bool_t thread_aware) +{ + if (device->backend->type != CAIRO_DEVICE_TYPE_GL) { + _cairo_error_throw (CAIRO_STATUS_DEVICE_TYPE_MISMATCH); + return; + } + ((cairo_gl_context_t *) device)->thread_aware = thread_aware; +} -- cgit v1.2.1