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/**
* Copyright 2010 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package com.jogamp.opengl.util;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GL2ES3;
import javax.media.opengl.GL2GL3;
import javax.media.opengl.GLException;
/**
* Utility to safely set and restore the PACK and UNPACK pixel storage mode,
* regardless of the GLProfile.
* <p>
* PACK for GPU to CPU transfers, e.g. {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) ReadPixels}, etc.
* </p>
* <p>
* UNPACK for CPU o GPU transfers, e.g. {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long) TexImage2D}, etc
* </p>
*/
public class GLPixelStorageModes {
private final int[] cachePack = new int[8];
private final int[] cacheUnpack = new int[8];
private boolean savedPack = false;
private boolean savedUnpack = false;
/** Create instance w/o {@link #saveAll(GL)} */
public GLPixelStorageModes() {}
/** Create instance w/ {@link #saveAll(GL)} */
public GLPixelStorageModes(final GL gl) { saveAll(gl); }
/**
* Sets the {@link GL#GL_PACK_ALIGNMENT}.
* <p>
* Saves the PACK pixel storage modes if not saved yet, see {@link #savePack(GL)}.
* </p>
*/
public final void setPackAlignment(final GL gl, final int packAlignment) {
savePack(gl);
gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, packAlignment);
}
/**
* Sets the {@link GL#GL_UNPACK_ALIGNMENT}.
* <p>
* Saves the UNPACK pixel storage modes if not saved yet, see {@link #saveUnpack(GL)}.
* </p>
*/
public final void setUnpackAlignment(final GL gl, final int unpackAlignment) {
saveUnpack(gl);
gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, unpackAlignment);
}
/**
* Sets the {@link GL#GL_PACK_ALIGNMENT} and {@link GL#GL_UNPACK_ALIGNMENT}.
* <p>
* Saves the PACK and UNPACK pixel storage modes if not saved yet, see {@link #saveAll(GL)}.
* </p>
*/
public final void setAlignment(final GL gl, final int packAlignment, final int unpackAlignment) {
setPackAlignment(gl, packAlignment);
setUnpackAlignment(gl, unpackAlignment);
}
/**
* Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH}.
* <p>
* Saves the PACK pixel storage modes if not saved yet, see {@link #savePack(GL)}.
* </p>
*/
public final void setPackRowLength(final GL2ES3 gl, final int packRowLength) {
savePack(gl);
gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, packRowLength);
}
/**
* Sets the {@link GL2ES2#GL_UNPACK_ROW_LENGTH}.
* <p>
* Saves the UNPACK pixel storage modes if not saved yet, see {@link #saveUnpack(GL)}.
* </p>
*/
public final void setUnpackRowLength(final GL2ES2 gl, final int unpackRowLength) {
saveUnpack(gl);
gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, unpackRowLength);
}
/**
* Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH} and {@link GL2ES2#GL_UNPACK_ROW_LENGTH}.
* <p>
* Saves the PACK and UNPACK pixel storage modes if not saved yet, see {@link #saveAll(GL)}.
* </p>
*/
public final void setRowLength(final GL2ES3 gl, final int packRowLength, final int unpackRowLength) {
setPackRowLength(gl, packRowLength);
setUnpackRowLength(gl, unpackRowLength);
}
/**
* Saves PACK and UNPACK pixel storage modes and {@link #resetAll(GL) resets} them,
* i.e. issues {@link #savePack(GL)} and {@link #saveUnpack(GL)}.
* <p>
* Operation is skipped, if the modes were already saved.
* </p>
* <p>
* Restore via {@link #restore(GL)}
* </p>
*/
public final void saveAll(final GL gl) {
savePack(gl);
saveUnpack(gl);
}
/**
* Resets PACK and UNPACK pixel storage modes to their default value,
* i.e. issues {@link #resetPack(GL)} and {@link #resetUnpack(GL)}.
*/
public final void resetAll(final GL gl) {
resetPack(gl);
resetUnpack(gl);
}
/**
* Restores PACK and UNPACK pixel storage mode previously saved w/ {@link #saveAll(GL)}
* or {@link #savePack(GL)} and {@link #saveUnpack(GL)}.
* @throws GLException if neither PACK nor UNPACK modes were saved.
*/
public final void restore(final GL gl) throws GLException {
if(!savedPack && !savedUnpack) {
throw new GLException("Neither PACK nor UNPACK pixel storage modes were saved");
}
if( savedPack ) {
restorePack(gl);
savedPack = false;
}
if( savedUnpack ) {
restoreUnpack(gl);
savedUnpack = false;
}
}
/**
* Resets PACK pixel storage modes to their default value.
*/
public final void resetPack(final GL gl) {
// Compared w/ ES2, ES3 and GL3-core spec
gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, 4); // es2, es3, gl3
if( gl.isGL2ES3() ) {
gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, 0); // es3, gl3
gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_ROWS, 0); // es3, gl3
gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_PIXELS, 0); // es3, gl3
if( gl.isGL2GL3() ) {
gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, GL.GL_FALSE); // gl3
gl.glPixelStorei(GL2GL3.GL_PACK_LSB_FIRST, GL.GL_FALSE); // gl3
gl.glPixelStorei(GL2GL3.GL_PACK_IMAGE_HEIGHT, 0); // gl3
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_IMAGES, 0); // gl3
}
}
}
/**
* Saves PACK pixel storage modes and {@link #resetPack(GL) resets} them.
* <p>
* Operation is skipped, if the modes were already saved.
* </p>
* <p>
* Restore via {@link #restore(GL)}
* </p>
*/
public final void savePack(final GL gl) {
if(savedPack) {
return;
}
if( gl.isGL2() ) {
// See GLStateTracker.pushAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT)
gl.getGL2().glPushClientAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT);
} else {
// ES1 or ES2 deals with pack/unpack alignment only
gl.glGetIntegerv(GL.GL_PACK_ALIGNMENT, cachePack, 0);
if( gl.isGL2ES3() ) {
gl.glGetIntegerv(GL2ES3.GL_PACK_ROW_LENGTH, cachePack, 1);
gl.glGetIntegerv(GL2ES3.GL_PACK_SKIP_ROWS, cachePack, 2);
gl.glGetIntegerv(GL2ES3.GL_PACK_SKIP_PIXELS, cachePack, 3);
if( gl.isGL2GL3() ) {
gl.glGetIntegerv(GL2GL3.GL_PACK_SWAP_BYTES, cachePack, 4);
gl.glGetIntegerv(GL2GL3.GL_PACK_LSB_FIRST, cachePack, 5);
gl.glGetIntegerv(GL2GL3.GL_PACK_IMAGE_HEIGHT, cachePack, 6);
gl.glGetIntegerv(GL2GL3.GL_PACK_SKIP_IMAGES, cachePack, 7);
}
}
}
savedPack = true;
resetPack(gl);
}
private final void restorePack(final GL gl) {
if( gl.isGL2() ) {
gl.getGL2().glPopClientAttrib();
} else {
gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, cachePack[0]);
if( gl.isGL2ES3() ) {
gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, cachePack[1]);
gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_ROWS, cachePack[2]);
gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_PIXELS, cachePack[3]);
if( gl.isGL2GL3() ) {
gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, cachePack[4]);
gl.glPixelStorei(GL2GL3.GL_PACK_LSB_FIRST, cachePack[5]);
gl.glPixelStorei(GL2GL3.GL_PACK_IMAGE_HEIGHT, cachePack[6]);
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_IMAGES, cachePack[7]);
}
}
}
}
/**
* Resets UNPACK pixel storage modes to their default value.
*/
public final void resetUnpack(final GL gl) {
// Compared w/ ES2, ES3 and GL3-core spec
gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 4); // es2, es3, gl3
if( gl.isGL2ES3() ) {
gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, 0); // es3, gl3
gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_ROWS, 0); // es3, gl3
gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_PIXELS, 0); // es3, gl3
gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, 0); // es3, gl3
gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, 0); // es3, gl3
if( gl.isGL2GL3() ) {
gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, GL.GL_FALSE); // gl3
gl.glPixelStorei(GL2GL3.GL_UNPACK_LSB_FIRST, GL.GL_FALSE); // gl3
}
}
}
/**
* Saves UNPACK pixel storage modes and {@link #resetUnpack(GL) resets} them.
* <p>
* Operation is skipped, if the modes were already saved.
* </p>
* <p>
* Restore via {@link #restore(GL)}
* </p>
*/
public final void saveUnpack(final GL gl) {
if(savedUnpack) {
return;
}
if( gl.isGL2() ) {
// See GLStateTracker.pushAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT)
gl.getGL2().glPushClientAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT);
} else {
// ES1 or ES2 deals with pack/unpack alignment only
gl.glGetIntegerv(GL.GL_UNPACK_ALIGNMENT, cacheUnpack, 0);
if( gl.isGL2ES3() ) {
gl.glGetIntegerv(GL2ES2.GL_UNPACK_ROW_LENGTH, cacheUnpack, 1);
gl.glGetIntegerv(GL2ES2.GL_UNPACK_SKIP_ROWS, cacheUnpack, 2);
gl.glGetIntegerv(GL2ES2.GL_UNPACK_SKIP_PIXELS, cacheUnpack, 3);
gl.glGetIntegerv(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, cacheUnpack, 4);
gl.glGetIntegerv(GL2ES3.GL_UNPACK_SKIP_IMAGES, cacheUnpack, 5);
if( gl.isGL2GL3() ) {
gl.glGetIntegerv(GL2GL3.GL_UNPACK_SWAP_BYTES, cacheUnpack, 6);
gl.glGetIntegerv(GL2GL3.GL_UNPACK_LSB_FIRST, cacheUnpack, 7);
}
}
}
savedUnpack = true;
resetUnpack(gl);
}
private final void restoreUnpack(final GL gl) {
if( gl.isGL2() ) {
gl.getGL2().glPopClientAttrib();
} else {
gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, cacheUnpack[0]);
if( gl.isGL2ES3() ) {
gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, cacheUnpack[1]);
gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_ROWS, cacheUnpack[2]);
gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_PIXELS, cacheUnpack[3]);
gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, cacheUnpack[4]);
gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, cacheUnpack[5]);
if( gl.isGL2GL3() ) {
gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, cacheUnpack[6]);
gl.glPixelStorei(GL2GL3.GL_UNPACK_LSB_FIRST, cacheUnpack[7]);
}
}
}
}
}
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