/** * 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 com.jogamp.opengl.GL; import com.jogamp.opengl.GL2; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GL2ES3; import com.jogamp.opengl.GL2GL3; import com.jogamp.opengl.GLContext; import com.jogamp.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 and {@link #resetPack(GL) resets} them 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 and {@link #resetUnpack(GL) resets} them 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 and resets them 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 and {@link #resetPack(GL) resets} them 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 and {@link #resetUnpack(GL) resets} them if not saved yet, see {@link #saveUnpack(GL)}. * </p> */ public final void setUnpackRowLength(final GL2ES3 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} if {@link GL#isGL2ES3()}. * <p> * Saves the PACK and UNPACK pixel storage modes and resets them 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 if( gl.getContext().getGLVersionNumber().compareTo(GLContext.Version1_2) >= 0 ) { gl.glPixelStorei(GL2GL3.GL_PACK_IMAGE_HEIGHT, 0); // gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_IMAGES, 0); // gl3, GL_VERSION_1_2 } } } } /** * 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 if( gl.isGL2GL3() ) { if( gl.getContext().getGLVersionNumber().compareTo(GLContext.Version1_2) >= 0 ) { gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, 0); // es3, gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, 0); // es3, gl3, GL_VERSION_1_2 } gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, GL.GL_FALSE); // gl3 gl.glPixelStorei(GL2GL3.GL_UNPACK_LSB_FIRST, GL.GL_FALSE); // gl3 } else { gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, 0); // es3, gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, 0); // es3, gl3, GL_VERSION_1_2 } } } /** * 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]); } } } } }