open_toontown_panda3d/panda/src/glxdisplay/glxGraphicsBuffer.cxx

233 lines
6.6 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file glxGraphicsBuffer.cxx
* @author drose
* @date 2004-02-09
*/
#include "glxGraphicsBuffer.h"
#include "glxGraphicsStateGuardian.h"
#include "config_glxdisplay.h"
#include "glxGraphicsPipe.h"
#include "graphicsPipe.h"
#include "glgsg.h"
#include "pStatTimer.h"
TypeHandle glxGraphicsBuffer::_type_handle;
/**
*
*/
glxGraphicsBuffer::
glxGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe,
const std::string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
GraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
{
glxGraphicsPipe *glx_pipe;
DCAST_INTO_V(glx_pipe, _pipe);
_display = glx_pipe->get_display();
_pbuffer = None;
// Since the pbuffer never gets flipped, we get screenshots from the same
// buffer we draw into.
_screenshot_buffer_type = _draw_buffer_type;
}
/**
*
*/
glxGraphicsBuffer::
~glxGraphicsBuffer() {
nassertv(_pbuffer == None);
}
/**
* This function will be called within the draw thread before beginning
* rendering for a given frame. It should do whatever setup is required, and
* return true if the frame should be rendered, or false if it should be
* skipped.
*/
bool glxGraphicsBuffer::
begin_frame(FrameMode mode, Thread *current_thread) {
PStatTimer timer(_make_current_pcollector, current_thread);
begin_frame_spam(mode);
if (_gsg == nullptr ||
_pbuffer == None) {
return false;
}
glxGraphicsStateGuardian *glxgsg;
DCAST_INTO_R(glxgsg, _gsg, false);
{
LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
glXMakeCurrent(_display, _pbuffer, glxgsg->_context);
}
// Now that we have made the context current to a window, we can reset the
// GSG state if this is the first time it has been used. (We can't just
// call reset() when we construct the GSG, because reset() requires having a
// current context.)
glxgsg->reset_if_new();
if (mode == FM_render) {
CDLockedReader cdata(_cycler);
for (size_t i = 0; i != cdata->_textures.size(); ++i) {
const RenderTexture &rt = cdata->_textures[i];
RenderTextureMode rtm_mode = rt._rtm_mode;
if (rtm_mode == RTM_bind_or_copy) {
CDWriter cdataw(_cycler, cdata, false);
nassertr(cdata->_textures.size() == cdataw->_textures.size(), false);
cdataw->_textures[i]._rtm_mode = RTM_copy_texture;
}
}
clear_cube_map_selection();
}
_gsg->set_current_properties(&get_fb_properties());
return _gsg->begin_frame(current_thread);
}
/**
* This function will be called within the draw thread after rendering is
* completed for a given frame. It should do whatever finalization is
* required.
*/
void glxGraphicsBuffer::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != nullptr);
if (mode == FM_render) {
copy_to_textures();
}
_gsg->end_frame(current_thread);
if (mode == FM_render) {
trigger_flip();
clear_cube_map_selection();
}
}
/**
* Closes the buffer right now. Called from the window thread.
*/
void glxGraphicsBuffer::
close_buffer() {
if (_gsg != nullptr) {
LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
glXMakeCurrent(_display, None, nullptr);
if (_pbuffer != None) {
glxGraphicsStateGuardian *glxgsg;
DCAST_INTO_V(glxgsg, _gsg);
glxgsg->_glXDestroyPbuffer(_display, _pbuffer);
_pbuffer = None;
}
_gsg.clear();
}
_pbuffer = None;
_is_valid = false;
}
/**
* Opens the buffer right now. Called from the window thread. Returns true
* if the buffer is successfully opened, or false if there was a problem.
*/
bool glxGraphicsBuffer::
open_buffer() {
glxGraphicsPipe *glx_pipe;
DCAST_INTO_R(glx_pipe, _pipe, false);
// GSG CreationInitialization
glxGraphicsStateGuardian *glxgsg;
if (_gsg == nullptr) {
// There is no old gsg. Create a new one.
glxgsg = new glxGraphicsStateGuardian(_engine, _pipe, nullptr);
glxgsg->choose_pixel_format(_fb_properties, glx_pipe->get_display(), glx_pipe->get_screen(), true, false);
_gsg = glxgsg;
} else {
// If the old gsg has the wrong pixel format, create a new one that shares
// with the old gsg.
DCAST_INTO_R(glxgsg, _gsg, false);
if (!glxgsg->_context_has_pbuffer ||
!glxgsg->get_fb_properties().subsumes(_fb_properties)) {
// We need a new pixel format, and hence a new GSG.
glxgsg = new glxGraphicsStateGuardian(_engine, _pipe, glxgsg);
glxgsg->choose_pixel_format(_fb_properties, glx_pipe->get_display(), glx_pipe->get_screen(), true, false);
_gsg = glxgsg;
}
}
if (glxgsg->_fbconfig == None || !glxgsg->_context_has_pbuffer) {
// If we didn't use an fbconfig to create the GSG, or it doesn't support
// buffers, we can't create a PBuffer.
return false;
}
nassertr(glxgsg->_supports_pbuffer, false);
LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
static const int max_attrib_list = 32;
int attrib_list[max_attrib_list];
int n = 0;
if (glxgsg->_uses_sgix_pbuffer) {
// The SGI version passed in the size in the parameter list.
nassertr(n < max_attrib_list, false);
attrib_list[n] = (int)None;
_pbuffer = glxgsg->_glXCreateGLXPbufferSGIX(glxgsg->_display, glxgsg->_fbconfig,
get_x_size(), get_y_size(), attrib_list);
} else {
// The official GLX 1.3 version passes in the size in the attrib list.
attrib_list[n++] = GLX_PBUFFER_WIDTH;
attrib_list[n++] = get_x_size();
attrib_list[n++] = GLX_PBUFFER_HEIGHT;
attrib_list[n++] = get_y_size();
nassertr(n < max_attrib_list, false);
attrib_list[n] = (int)None;
_pbuffer = glxgsg->_glXCreatePbuffer(glxgsg->_display, glxgsg->_fbconfig,
attrib_list);
}
if (_pbuffer == None) {
glxdisplay_cat.error()
<< "failed to create GLX pbuffer.\n";
return false;
}
glXMakeCurrent(_display, _pbuffer, glxgsg->_context);
glxgsg->reset_if_new();
if (!glxgsg->is_valid()) {
close_buffer();
return false;
}
if (!glxgsg->get_fb_properties().verify_hardware_software
(_fb_properties, glxgsg->get_gl_renderer())) {
close_buffer();
return false;
}
_fb_properties = glxgsg->get_fb_properties();
_is_valid = true;
return true;
}