gl renderer: Flip texture in render_texture()
This commit is contained in:
committed by
Matthias Clasen
parent
44d1e81ae9
commit
44f10c5861
@@ -4314,6 +4314,11 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
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glGenTextures (1, &texture_id);
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glBindTexture (GL_TEXTURE_2D, texture_id);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (gdk_gl_context_has_debug (self->gl_context))
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gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, texture_id,
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"Texture %s<%p> %d",
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@@ -4335,18 +4340,133 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
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g_type_name_from_instance ((GTypeInstance *) root),
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root,
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fbo_id);
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glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
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g_assert_cmphex (glCheckFramebufferStatus (GL_FRAMEBUFFER), ==, GL_FRAMEBUFFER_COMPLETE);
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glFramebufferTexture (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_id, 0);
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/* Render the actual scene */
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gsk_gl_renderer_do_render (renderer, root, viewport, fbo_id, 1);
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glDeleteFramebuffers (1, &fbo_id);
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/* Render the now drawn framebuffer y-flipped so it's as GdkGLTexture expects it to be */
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{
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const float min_x = 0;
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const float min_y = 0;
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const float max_x = width;
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const float max_y = height;
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guint final_texture_id, final_fbo_id;
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GskQuadVertex vertex_data[6];
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GLuint buffer_id, vao_id;
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float fs[16];
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graphene_matrix_t m;
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glGenFramebuffers (1, &final_fbo_id);
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glBindFramebuffer (GL_FRAMEBUFFER, final_fbo_id);
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glGenTextures (1, &final_texture_id);
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glBindTexture (GL_TEXTURE_2D, final_texture_id);
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if (gdk_gl_context_get_use_es (self->gl_context))
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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else
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glFramebufferTexture (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, final_texture_id, 0);
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g_assert_cmphex (glCheckFramebufferStatus (GL_FRAMEBUFFER), ==, GL_FRAMEBUFFER_COMPLETE);
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glGenVertexArrays (1, &vao_id);
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glBindVertexArray (vao_id);
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glGenBuffers (1, &buffer_id);
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glBindBuffer (GL_ARRAY_BUFFER, buffer_id);
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vertex_data[0].position[0] = min_x;
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vertex_data[0].position[1] = min_y;
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vertex_data[0].uv[0] = 0;
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vertex_data[0].uv[1] = 1;
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vertex_data[1].position[0] = min_x;
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vertex_data[1].position[1] = max_y;
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vertex_data[1].uv[0] = 0;
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vertex_data[1].uv[1] = 0;
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vertex_data[2].position[0] = max_x;
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vertex_data[2].position[1] = min_y;
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vertex_data[2].uv[0] = 1;
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vertex_data[2].uv[1] = 1;
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vertex_data[3].position[0] = max_x;
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vertex_data[3].position[1] = max_y;
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vertex_data[3].uv[0] = 1;
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vertex_data[3].uv[1] = 0;
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vertex_data[4].position[0] = min_x;
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vertex_data[4].position[1] = max_y;
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vertex_data[4].uv[0] = 0;
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vertex_data[4].uv[1] = 0;
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vertex_data[5].position[0] = max_x;
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vertex_data[5].position[1] = min_y;
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vertex_data[5].uv[0] = 1;
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vertex_data[5].uv[1] = 1;
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glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
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/* 0 = position location */
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glEnableVertexAttribArray (0);
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glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE,
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sizeof (GskQuadVertex),
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(void *) G_STRUCT_OFFSET (GskQuadVertex, position));
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/* 1 = texture coord location */
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glEnableVertexAttribArray (1);
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glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE,
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sizeof (GskQuadVertex),
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(void *) G_STRUCT_OFFSET (GskQuadVertex, uv));
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glUseProgram (self->programs->blit_program.id);
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glClearColor (0, 0, 0, 0);
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glClear (GL_COLOR_BUFFER_BIT);
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, texture_id);
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glUniform1i (self->programs->blit_program.source_location, 0);
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graphene_matrix_init_identity (&m);
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graphene_matrix_to_float (&m, fs);
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glUniformMatrix4fv (self->programs->blit_program.modelview_location, 1, GL_FALSE, fs);
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init_projection_matrix (&m, &GRAPHENE_RECT_INIT (0, 0, width, height));
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graphene_matrix_scale (&m, 1, -1, 1); /* Undo the scale init_projection_matrix() does again */
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graphene_matrix_to_float (&m, fs);
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glUniformMatrix4fv (self->programs->blit_program.projection_location, 1, GL_FALSE, fs);
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glUniform4f (self->programs->blit_program.viewport_location, 0, 0, width, height);
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glViewport (0, 0, width, height);
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glUniform4fv (self->programs->blit_program.clip_rect_location, 3,
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(float *)&GSK_ROUNDED_RECT_INIT (0, 0, width, height));
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glUniform1f (self->programs->blit_program.alpha_location, 1.0f);
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glDrawArrays (GL_TRIANGLES, 0, 6);
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glDeleteFramebuffers (1, &final_fbo_id);
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glDeleteVertexArrays (1, &vao_id);
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glDeleteBuffers (1, &buffer_id);
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glDeleteTextures (1, &texture_id);
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texture_id = final_texture_id;
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}
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texture = gdk_gl_texture_new (self->gl_context,
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texture_id,
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width, height,
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NULL, NULL);
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glDeleteFramebuffers (1, &fbo_id);
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gsk_gl_driver_end_frame (self->gl_driver);
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gdk_gl_context_pop_debug_group (self->gl_context);
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