open_toontown_panda3d/panda/src/cocoadisplay/cocoaGraphicsBuffer.cxx

231 lines
7.8 KiB
C++

// Filename: eglGraphicsBuffer.cxx
// Created by: pro-rsoft (13Jun09)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "eglGraphicsBuffer.h"
#include "eglGraphicsStateGuardian.h"
#include "config_egldisplay.h"
#include "eglGraphicsPipe.h"
#include "graphicsPipe.h"
#include "pStatTimer.h"
TypeHandle eglGraphicsBuffer::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
eglGraphicsBuffer::
eglGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe,
const 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)
{
eglGraphicsPipe *egl_pipe;
DCAST_INTO_V(egl_pipe, _pipe);
_pbuffer = EGL_NO_SURFACE;
// Since the pbuffer never gets flipped, we get screenshots from the
// same buffer we draw into.
_screenshot_buffer_type = _draw_buffer_type;
}
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
eglGraphicsBuffer::
~eglGraphicsBuffer() {
nassertv(_pbuffer == EGL_NO_SURFACE);
}
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::begin_frame
// Access: Public, Virtual
// Description: 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 eglGraphicsBuffer::
begin_frame(FrameMode mode, Thread *current_thread) {
PStatTimer timer(_make_current_pcollector, current_thread);
begin_frame_spam(mode);
if (_gsg == (GraphicsStateGuardian *)NULL) {
return false;
}
eglGraphicsStateGuardian *eglgsg;
DCAST_INTO_R(eglgsg, _gsg, false);
if (!eglMakeCurrent(eglgsg->_egl_display, _pbuffer, _pbuffer, eglgsg->_context)) {
egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
<< get_egl_error_string(eglGetError()) << "\n";
}
// 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.)
eglgsg->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);
}
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::end_frame
// Access: Public, Virtual
// Description: 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 eglGraphicsBuffer::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
if (mode == FM_render) {
copy_to_textures();
}
_gsg->end_frame(current_thread);
if (mode == FM_render) {
trigger_flip();
clear_cube_map_selection();
}
}
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::close_buffer
// Access: Protected, Virtual
// Description: Closes the buffer right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void eglGraphicsBuffer::
close_buffer() {
if (_gsg != (GraphicsStateGuardian *)NULL) {
eglGraphicsStateGuardian *eglgsg;
DCAST_INTO_V(eglgsg, _gsg);
if (!eglMakeCurrent(eglgsg->_egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
<< get_egl_error_string(eglGetError()) << "\n";
}
_gsg.clear();
if (_pbuffer != EGL_NO_SURFACE) {
if (!eglDestroySurface(_egl_display, _pbuffer)) {
egldisplay_cat.error() << "Failed to destroy surface: "
<< get_egl_error_string(eglGetError()) << "\n";
}
_pbuffer = EGL_NO_SURFACE;
}
}
_is_valid = false;
}
////////////////////////////////////////////////////////////////////
// Function: eglGraphicsBuffer::open_buffer
// Access: Protected, Virtual
// Description: 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 eglGraphicsBuffer::
open_buffer() {
eglGraphicsPipe *egl_pipe;
DCAST_INTO_R(egl_pipe, _pipe, false);
// GSG Creation/Initialization
eglGraphicsStateGuardian *eglgsg;
if (_gsg == 0) {
// There is no old gsg. Create a new one.
eglgsg = new eglGraphicsStateGuardian(_engine, _pipe, NULL);
eglgsg->choose_pixel_format(_fb_properties, egl_pipe->get_display(), egl_pipe->get_screen(), true, false);
_gsg = eglgsg;
} else {
// If the old gsg has the wrong pixel format, create a
// new one that shares with the old gsg.
DCAST_INTO_R(eglgsg, _gsg, false);
if (!eglgsg->get_fb_properties().subsumes(_fb_properties)) {
eglgsg = new eglGraphicsStateGuardian(_engine, _pipe, eglgsg);
eglgsg->choose_pixel_format(_fb_properties, egl_pipe->get_display(), egl_pipe->get_screen(), true, false);
_gsg = eglgsg;
}
}
if (eglgsg->_fbconfig == None) {
// If we didn't use an fbconfig to create the GSG, we can't create
// a PBuffer.
return false;
}
int attrib_list[] = {
EGL_WIDTH, _x_size,
EGL_HEIGHT, _y_size,
EGL_NONE
};
_pbuffer = eglCreatePbufferSurface(eglgsg->_egl_display, eglgsg->_fbconfig, attrib_list);
if (_pbuffer == EGL_NO_SURFACE) {
egldisplay_cat.error()
<< "Failed to create EGL pbuffer surface: "
<< get_egl_error_string(eglGetError()) << "\n";
return false;
}
if (!eglMakeCurrent(eglgsg->_egl_display, _pbuffer, _pbuffer, eglgsg->_context)) {
egldisplay_cat.error() << "Failed to call eglMakeCurrent: "
<< get_egl_error_string(eglGetError()) << "\n";
}
eglgsg->reset_if_new();
if (!eglgsg->is_valid()) {
close_buffer();
return false;
}
if (!eglgsg->get_fb_properties().verify_hardware_software
(_fb_properties, eglgsg->get_gl_renderer())) {
close_buffer();
return false;
}
_fb_properties = eglgsg->get_fb_properties();
_is_valid = true;
return true;
}