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authorMichael Meeks <michael.meeks@collabora.com>2016-01-05 16:17:41 +0000
committerMichael Meeks <michael.meeks@collabora.com>2016-01-06 09:17:16 +0000
commit1479ad1c632a7511468fc5133e4fd747062c376f (patch)
treec0d919f8d43b480cfd9131a6b385643838078303 /vcl/opengl
parent3576a87d72dd138d3bb2ce6bbba8df05ca983289 (diff)
vcl: opengl - Kill the last glErrors on common paths.
Re-work the makeSomeOpenGLContextCurrent logic into a shared function with the existing AcquireContext logic in the SalOpenGLGraphics impl. Use an OpenGLVCLContextZone placeholder to do both context and zone management - to include destructors into the zone. Fix a number of error cases around SalBitmaps where we did not have a GL context associated when allocating, and/or freeing textures.. Don't drag a (potentially) slower context around in the OpenGLSalBitmap when we're going to check / fetch a better VCL context anyway. Change-Id: Ibbb2358c47156cd078ad28b6aad4f03af36aaf23 Reviewed-on: https://gerrit.libreoffice.org/21127 Reviewed-by: Michael Meeks <michael.meeks@collabora.com> Tested-by: Michael Meeks <michael.meeks@collabora.com>
Diffstat (limited to 'vcl/opengl')
-rw-r--r--vcl/opengl/gdiimpl.cxx42
-rw-r--r--vcl/opengl/salbmp.cxx57
-rw-r--r--vcl/opengl/scale.cxx37
-rw-r--r--vcl/opengl/texture.cxx14
4 files changed, 61 insertions, 89 deletions
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 7cbf73fe9edd..96fe0288dc99 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -97,52 +97,22 @@ rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetOpenGLContext()
return mpContext;
}
-rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetDefaultContext()
-{
- return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
-}
-
bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate )
{
- ImplSVData* pSVData = ImplGetSVData();
-
- // We always prefer to bind our VirtualDevice / offscreen graphics
- // to the current OpenGLContext - to avoid switching contexts.
- if (mpContext.is() && OpenGLContext::hasCurrent() && !mpContext->isCurrent())
- {
- mpContext.clear();
- }
+ mpContext = OpenGLContext::getVCLContext( false );
- if( mpContext.is() )
+ if( !mpContext.is() && mpWindowContext.is() )
{
- // Check whether the context was reset underneath us.
- if( mpContext->isInitialized() )
- return true;
- mpContext.clear();
- }
-
- // We don't care what context we have - but not switching context
- // is rather useful from a performance perspective.
- OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
- while( pContext )
- {
- // check if this context can be used by this SalGraphicsImpl instance
- if( UseContext( pContext ) )
- break;
- pContext = pContext->mpPrevContext;
- }
-
- if( mpContext.is() )
- mpContext = pContext;
- else if( mpWindowContext.is() )
mpContext = mpWindowContext;
+ }
else if( bForceCreate && !IsOffscreen() )
{
mpWindowContext = CreateWinContext();
mpContext = mpWindowContext;
}
+
if( !mpContext.is() )
- mpContext = GetDefaultContext();
+ mpContext = OpenGLContext::getVCLContext( true );
return mpContext.is();
}
@@ -2077,7 +2047,7 @@ void OpenGLSalGraphicsImpl::doFlush()
VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() );
OpenGLProgram *pProgram =
- mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "" );
+ mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "// flush shader\n" ); // flush helps profiling
if( !pProgram )
VCL_GL_INFO( "Can't compile simple copying shader !" );
else
diff --git a/vcl/opengl/salbmp.cxx b/vcl/opengl/salbmp.cxx
index 31038c37ff0d..9e59e231c1ec 100644
--- a/vcl/opengl/salbmp.cxx
+++ b/vcl/opengl/salbmp.cxx
@@ -104,8 +104,7 @@ static vcl::DeleteOnDeinit< TextureAtlasVector > gTextureAtlases(new TextureAtla
}
OpenGLSalBitmap::OpenGLSalBitmap()
-: mpContext(nullptr)
-, mbDirtyTexture(true)
+: mbDirtyTexture(true)
, mnBits(0)
, mnBytesPerRow(0)
, mnWidth(0)
@@ -124,7 +123,7 @@ OpenGLSalBitmap::~OpenGLSalBitmap()
bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long nWidth, long nHeight )
{
static const BitmapPalette aEmptyPalette;
- OpenGLZone aZone;
+ OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create from FBO: ["
@@ -151,7 +150,7 @@ bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long
bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapPalette& rBitmapPalette )
{
- OpenGLZone aZone;
+ OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create with size: " << rSize );
@@ -421,7 +420,6 @@ Size OpenGLSalBitmap::GetSize() const
void OpenGLSalBitmap::ExecuteOperations()
{
- makeSomeOpenGLContextCurrent();
while( !maPendingOps.empty() )
{
OpenGLSalBitmapOp* pOp = maPendingOps.front();
@@ -488,7 +486,7 @@ GLuint OpenGLSalBitmap::CreateTexture()
}
}
- makeSomeOpenGLContextCurrent();
+ OpenGLVCLContextZone aContextZone;
lclInstantiateTexture(maTexture, mnBufWidth, mnBufHeight, nFormat, nType, pData);
@@ -516,11 +514,12 @@ bool OpenGLSalBitmap::ReadTexture()
if( pData == nullptr )
return false;
+ OpenGLVCLContextZone aContextZone;
+
if (mnBits == 8 || mnBits == 16 || mnBits == 24 || mnBits == 32)
{
determineTextureFormat(mnBits, nFormat, nType);
- makeSomeOpenGLContextCurrent();
maTexture.Read(nFormat, nType, pData);
mnBufWidth = mnWidth;
mnBufHeight = mnHeight;
@@ -529,7 +528,7 @@ bool OpenGLSalBitmap::ReadTexture()
else if (mnBits == 1)
{ // convert buffers from 24-bit RGB to 1-bit Mask
std::vector<sal_uInt8> aBuffer(mnWidth * mnHeight * 3);
- makeSomeOpenGLContextCurrent();
+
sal_uInt8* pBuffer = aBuffer.data();
determineTextureFormat(24, nFormat, nType);
maTexture.Read(nFormat, nType, pBuffer);
@@ -585,6 +584,9 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
{
OUString FragShader("areaHashCRC64TFragmentShader");
+ OpenGLZone aZone;
+ rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
+
static vcl::DeleteOnDeinit<OpenGLTexture> gCRCTableTexture(
new OpenGLTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
vcl_get_crc64_table()));
@@ -595,7 +597,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
int nWidth = rInputTexture.GetWidth();
int nHeight = rInputTexture.GetHeight();
- OpenGLProgram* pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
+ OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
@@ -603,7 +605,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
int nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aFirstPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
- OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer(aFirstPassTexture);
+ OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aFirstPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
@@ -623,7 +625,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
nWidth = aFirstPassTexture.GetWidth();
nHeight = aFirstPassTexture.GetHeight();
- pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
+ pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
@@ -631,7 +633,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aSecondPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
- pFramebuffer = mpContext->AcquireFramebuffer(aSecondPassTexture);
+ pFramebuffer = xContext->AcquireFramebuffer(aSecondPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
@@ -663,7 +665,7 @@ void OpenGLSalBitmap::updateChecksum() const
OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
- if (!mpContext.is())
+ if (!mbDirtyTexture)
{
pThis->CreateTexture();
}
@@ -687,25 +689,9 @@ rtl::Reference<OpenGLContext> OpenGLSalBitmap::GetBitmapContext()
return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
}
-void OpenGLSalBitmap::makeSomeOpenGLContextCurrent()
-{
- ImplSVData* pSVData = ImplGetSVData();
-
- // TODO: make sure we can really use the last used context
- OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
- while( pContext && !pContext->isInitialized() )
- pContext = pContext->mpPrevContext;
- if( pContext )
- mpContext = pContext;
- else
- mpContext = GetBitmapContext();
- assert(mpContext.is() && "Couldn't get an OpenGL context");
- mpContext->makeCurrent();
-}
-
BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
{
- OpenGLZone aZone;
+ OpenGLVCLContextZone aContextZone;
if( nMode != BITMAP_INFO_ACCESS )
{
@@ -816,7 +802,7 @@ BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMode )
{
- OpenGLZone aZone;
+ OpenGLVCLContextZone aContextZone;
if( nMode == BITMAP_WRITE_ACCESS )
{
@@ -871,23 +857,22 @@ bool OpenGLSalBitmap::GetSystemData( BitmapSystemData& /*rData*/ )
bool OpenGLSalBitmap::Replace( const Color& rSearchColor, const Color& rReplaceColor, sal_uLong nTol )
{
-
VCL_GL_INFO("::Replace");
OpenGLZone aZone;
+ rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
OpenGLFramebuffer* pFramebuffer;
OpenGLProgram* pProgram;
GetTexture();
- makeSomeOpenGLContextCurrent();
- pProgram = mpContext->UseProgram( "textureVertexShader",
- "replaceColorFragmentShader" );
+ pProgram = xContext->UseProgram( "textureVertexShader",
+ "replaceColorFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex = OpenGLTexture( mnWidth, mnHeight );
- pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
+ pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
pProgram->SetTexture( "sampler", maTexture );
pProgram->SetColor( "search_color", rSearchColor );
diff --git a/vcl/opengl/scale.cxx b/vcl/opengl/scale.cxx
index 6fab40517b48..80bbdd6d521a 100644
--- a/vcl/opengl/scale.cxx
+++ b/vcl/opengl/scale.cxx
@@ -37,6 +37,7 @@ using vcl::BilinearKernel;
using vcl::BoxKernel;
bool OpenGLSalBitmap::ImplScaleFilter(
+ const rtl::Reference< OpenGLContext > &xContext,
const double& rScaleX,
const double& rScaleY,
GLenum nFilter )
@@ -47,13 +48,13 @@ bool OpenGLSalBitmap::ImplScaleFilter(
int nNewWidth( mnWidth * rScaleX );
int nNewHeight( mnHeight * rScaleY );
- pProgram = mpContext->UseProgram( "textureVertexShader",
- "textureFragmentShader" );
+ pProgram = xContext->UseProgram( "textureVertexShader",
+ "textureFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex(nNewWidth, nNewHeight);
- pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
+ pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
pProgram->SetTexture( "sampler", maTexture );
nOldFilter = maTexture.GetFilter();
@@ -112,6 +113,7 @@ void OpenGLSalBitmap::ImplCreateKernel(
}
bool OpenGLSalBitmap::ImplScaleConvolution(
+ const rtl::Reference< OpenGLContext > &xContext,
const double& rScaleX,
const double& rScaleY,
const Kernel& aKernel )
@@ -126,7 +128,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
// TODO Make sure the framebuffer is alright
- pProgram = mpContext->UseProgram( "textureVertexShader",
+ pProgram = xContext->UseProgram( "textureVertexShader",
"convolutionFragmentShader" );
if( pProgram == nullptr )
return false;
@@ -136,7 +138,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
{
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
- pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
+ pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
for( sal_uInt32 i = 0; i < 16; i++ )
{
@@ -159,7 +161,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
{
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
- pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
+ pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
for( sal_uInt32 i = 0; i < 16; i++ )
{
@@ -192,7 +194,8 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
the generic case needs to also consider that some source pixels contribute
only partially to their resulting pixels (because of non-integer multiples).
*/
-bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
+bool OpenGLSalBitmap::ImplScaleArea( const rtl::Reference< OpenGLContext > &xContext,
+ double rScaleX, double rScaleY )
{
int nNewWidth( mnWidth * rScaleX );
int nNewHeight( mnHeight * rScaleY );
@@ -213,14 +216,14 @@ bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
// TODO Make sure the framebuffer is alright
- OpenGLProgram* pProgram = mpContext->UseProgram( "textureVertexShader",
+ OpenGLProgram* pProgram = xContext->UseProgram( "textureVertexShader",
fast ? OUString( "areaScaleFastFragmentShader" ) : OUString( "areaScaleFragmentShader" ));
if( pProgram == nullptr )
return false;
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
- OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
+ OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
// NOTE: This setup is also done in OpenGLSalGraphicsImpl::DrawTransformedTexture().
if( fast )
@@ -263,31 +266,32 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
VCL_GL_INFO( "::ImplScale" );
maUserBuffer.reset();
- makeSomeOpenGLContextCurrent();
+ OpenGLVCLContextZone aContextZone;
+ rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
if( nScaleFlag == BmpScaleFlag::Fast )
{
- return ImplScaleFilter( rScaleX, rScaleY, GL_NEAREST );
+ return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_NEAREST );
}
if( nScaleFlag == BmpScaleFlag::BiLinear )
{
- return ImplScaleFilter( rScaleX, rScaleY, GL_LINEAR );
+ return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_LINEAR );
}
else if( nScaleFlag == BmpScaleFlag::Super || nScaleFlag == BmpScaleFlag::Default )
{
const Lanczos3Kernel aKernel;
- return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
+ return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
}
else if( nScaleFlag == BmpScaleFlag::BestQuality && rScaleX <= 1 && rScaleY <= 1 )
{ // Use are scaling for best quality, but only if downscaling.
- return ImplScaleArea( rScaleX, rScaleY );
+ return ImplScaleArea( xContext, rScaleX, rScaleY );
}
else if( nScaleFlag == BmpScaleFlag::Lanczos || nScaleFlag == BmpScaleFlag::BestQuality )
{
const Lanczos3Kernel aKernel;
- return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
+ return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
}
SAL_WARN( "vcl.opengl", "Invalid flag for scaling operation" );
@@ -296,7 +300,7 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpScaleFlag nScaleFlag )
{
- OpenGLZone aZone;
+ OpenGLVCLContextZone aContextZone;
VCL_GL_INFO("::Scale " << int(nScaleFlag)
<< " from " << mnWidth << "x" << mnHeight
@@ -309,7 +313,6 @@ bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpSc
nScaleFlag == BmpScaleFlag::Default ||
nScaleFlag == BmpScaleFlag::BestQuality )
{
- makeSomeOpenGLContextCurrent();
ImplScale( rScaleX, rScaleY, nScaleFlag );
return true;
}
diff --git a/vcl/opengl/texture.cxx b/vcl/opengl/texture.cxx
index 83aa3d44325e..303b8b8f19d6 100644
--- a/vcl/opengl/texture.cxx
+++ b/vcl/opengl/texture.cxx
@@ -28,6 +28,7 @@
#include "opengl/framebuffer.hxx"
#include "opengl/texture.hxx"
+#include "opengl/zone.hxx"
// texture with allocated size
ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate ) :
@@ -38,6 +39,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate )
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
+ OpenGLVCLContextZone aContextZone;
+
glGenTextures( 1, &mnTexture );
CHECK_GL_ERROR();
glBindTexture( GL_TEXTURE_2D, mnTexture );
@@ -71,6 +74,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight )
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
+ OpenGLVCLContextZone aContextZone;
+
// FIXME We need the window height here
// nY = GetHeight() - nHeight - nY;
@@ -104,6 +109,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
+ OpenGLVCLContextZone aContextZone;
+
if( !mnTexture )
{
glGenTextures( 1, &mnTexture );
@@ -152,13 +159,18 @@ ImplOpenGLTexture::~ImplOpenGLTexture()
VCL_GL_INFO( "~OpenGLTexture " << mnTexture );
if( mnTexture != 0 )
{
+ OpenGLVCLContextZone aContextZone;
+
// FIXME: this is really not optimal performance-wise.
// Check we have been correctly un-bound from all framebuffers.
ImplSVData* pSVData = ImplGetSVData();
rtl::Reference<OpenGLContext> pContext = pSVData->maGDIData.mpLastContext;
if( pContext.is() )
+ {
+ pContext->makeCurrent();
pContext->UnbindTextureFromFramebuffers( mnTexture );
+ }
if( mnOptStencil != 0 )
glDeleteRenderbuffers( 1, &mnOptStencil );
@@ -426,6 +438,8 @@ void OpenGLTexture::Read( GLenum nFormat, GLenum nType, sal_uInt8* pData )
return;
}
+ OpenGLVCLContextZone aContextZone;
+
VCL_GL_INFO( "Reading texture " << Id() << " " << GetWidth() << "x" << GetHeight() );
if( GetWidth() == mpImpl->mnWidth && GetHeight() == mpImpl->mnHeight )