gl renderer: Flip texture in render_texture()

This commit is contained in:
Timm Bäder
2020-10-08 18:00:36 +02:00
committed by Matthias Clasen
parent 44d1e81ae9
commit 44f10c5861

View File

@@ -4314,6 +4314,11 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
glGenTextures (1, &texture_id);
glBindTexture (GL_TEXTURE_2D, texture_id);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (gdk_gl_context_has_debug (self->gl_context))
gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, texture_id,
"Texture %s<%p> %d",
@@ -4335,18 +4340,133 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
g_type_name_from_instance ((GTypeInstance *) root),
root,
fbo_id);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
g_assert_cmphex (glCheckFramebufferStatus (GL_FRAMEBUFFER), ==, GL_FRAMEBUFFER_COMPLETE);
glFramebufferTexture (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_id, 0);
/* Render the actual scene */
gsk_gl_renderer_do_render (renderer, root, viewport, fbo_id, 1);
glDeleteFramebuffers (1, &fbo_id);
/* Render the now drawn framebuffer y-flipped so it's as GdkGLTexture expects it to be */
{
const float min_x = 0;
const float min_y = 0;
const float max_x = width;
const float max_y = height;
guint final_texture_id, final_fbo_id;
GskQuadVertex vertex_data[6];
GLuint buffer_id, vao_id;
float fs[16];
graphene_matrix_t m;
glGenFramebuffers (1, &final_fbo_id);
glBindFramebuffer (GL_FRAMEBUFFER, final_fbo_id);
glGenTextures (1, &final_texture_id);
glBindTexture (GL_TEXTURE_2D, final_texture_id);
if (gdk_gl_context_get_use_es (self->gl_context))
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glFramebufferTexture (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, final_texture_id, 0);
g_assert_cmphex (glCheckFramebufferStatus (GL_FRAMEBUFFER), ==, GL_FRAMEBUFFER_COMPLETE);
glGenVertexArrays (1, &vao_id);
glBindVertexArray (vao_id);
glGenBuffers (1, &buffer_id);
glBindBuffer (GL_ARRAY_BUFFER, buffer_id);
vertex_data[0].position[0] = min_x;
vertex_data[0].position[1] = min_y;
vertex_data[0].uv[0] = 0;
vertex_data[0].uv[1] = 1;
vertex_data[1].position[0] = min_x;
vertex_data[1].position[1] = max_y;
vertex_data[1].uv[0] = 0;
vertex_data[1].uv[1] = 0;
vertex_data[2].position[0] = max_x;
vertex_data[2].position[1] = min_y;
vertex_data[2].uv[0] = 1;
vertex_data[2].uv[1] = 1;
vertex_data[3].position[0] = max_x;
vertex_data[3].position[1] = max_y;
vertex_data[3].uv[0] = 1;
vertex_data[3].uv[1] = 0;
vertex_data[4].position[0] = min_x;
vertex_data[4].position[1] = max_y;
vertex_data[4].uv[0] = 0;
vertex_data[4].uv[1] = 0;
vertex_data[5].position[0] = max_x;
vertex_data[5].position[1] = min_y;
vertex_data[5].uv[0] = 1;
vertex_data[5].uv[1] = 1;
glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
/* 0 = position location */
glEnableVertexAttribArray (0);
glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE,
sizeof (GskQuadVertex),
(void *) G_STRUCT_OFFSET (GskQuadVertex, position));
/* 1 = texture coord location */
glEnableVertexAttribArray (1);
glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE,
sizeof (GskQuadVertex),
(void *) G_STRUCT_OFFSET (GskQuadVertex, uv));
glUseProgram (self->programs->blit_program.id);
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, texture_id);
glUniform1i (self->programs->blit_program.source_location, 0);
graphene_matrix_init_identity (&m);
graphene_matrix_to_float (&m, fs);
glUniformMatrix4fv (self->programs->blit_program.modelview_location, 1, GL_FALSE, fs);
init_projection_matrix (&m, &GRAPHENE_RECT_INIT (0, 0, width, height));
graphene_matrix_scale (&m, 1, -1, 1); /* Undo the scale init_projection_matrix() does again */
graphene_matrix_to_float (&m, fs);
glUniformMatrix4fv (self->programs->blit_program.projection_location, 1, GL_FALSE, fs);
glUniform4f (self->programs->blit_program.viewport_location, 0, 0, width, height);
glViewport (0, 0, width, height);
glUniform4fv (self->programs->blit_program.clip_rect_location, 3,
(float *)&GSK_ROUNDED_RECT_INIT (0, 0, width, height));
glUniform1f (self->programs->blit_program.alpha_location, 1.0f);
glDrawArrays (GL_TRIANGLES, 0, 6);
glDeleteFramebuffers (1, &final_fbo_id);
glDeleteVertexArrays (1, &vao_id);
glDeleteBuffers (1, &buffer_id);
glDeleteTextures (1, &texture_id);
texture_id = final_texture_id;
}
texture = gdk_gl_texture_new (self->gl_context,
texture_id,
width, height,
NULL, NULL);
glDeleteFramebuffers (1, &fbo_id);
gsk_gl_driver_end_frame (self->gl_driver);
gdk_gl_context_pop_debug_group (self->gl_context);