2008-04-25 13:37:36 +00:00
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/*
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2009-04-27 14:48:12 +00:00
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* Cogl
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2008-04-25 13:37:36 +00:00
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*
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2009-04-27 14:48:12 +00:00
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* An object oriented GL/GLES Abstraction/Utility Layer
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2008-04-25 13:37:36 +00:00
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*
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2009-04-27 14:48:12 +00:00
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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2008-04-25 13:37:36 +00:00
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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2010-03-01 12:56:10 +00:00
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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2008-04-25 13:37:36 +00:00
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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2010-11-05 00:00:25 +00:00
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#include "cogl-object.h"
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2008-04-25 13:37:36 +00:00
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#include "cogl-internal.h"
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2010-11-05 12:28:33 +00:00
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#include "cogl-private.h"
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#include "cogl-winsys-private.h"
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2011-06-13 11:42:25 +00:00
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#include "winsys/cogl-winsys-stub-private.h"
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2010-08-16 20:11:42 +00:00
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#include "cogl-profile.h"
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2008-04-25 13:37:36 +00:00
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#include "cogl-util.h"
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2010-11-04 22:25:52 +00:00
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#include "cogl-context-private.h"
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2011-02-25 11:29:08 +00:00
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#include "cogl-display-private.h"
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#include "cogl-renderer-private.h"
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2009-09-16 13:01:57 +00:00
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#include "cogl-journal-private.h"
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2009-01-26 11:07:35 +00:00
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#include "cogl-texture-private.h"
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2012-02-09 12:52:45 +00:00
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#include "cogl-texture-2d-private.h"
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#include "cogl-texture-3d-private.h"
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#include "cogl-texture-rectangle-private.h"
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2010-10-27 17:54:57 +00:00
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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2009-11-26 19:06:35 +00:00
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#include "cogl-framebuffer-private.h"
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2011-10-13 20:31:04 +00:00
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#include "cogl-onscreen-private.h"
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2010-11-04 00:27:47 +00:00
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#include "cogl2-path.h"
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2011-11-24 18:09:53 +00:00
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#include "cogl-attribute-private.h"
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2012-02-17 21:46:39 +00:00
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#include "cogl1-context.h"
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2012-03-27 13:43:04 +00:00
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#include "cogl-gpu-info-private.h"
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2012-07-31 15:30:33 +00:00
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#include "cogl-config-private.h"
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2012-08-31 18:28:27 +00:00
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#include "cogl-error-private.h"
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2008-04-25 13:37:36 +00:00
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2009-01-26 11:07:35 +00:00
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#include <string.h>
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2012-10-02 10:44:00 +00:00
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#include <stdlib.h>
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2009-01-26 11:07:35 +00:00
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2010-06-18 14:25:51 +00:00
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#ifdef HAVE_COGL_GL
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2010-11-29 16:56:41 +00:00
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#include "cogl-pipeline-fragend-arbfp-private.h"
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2010-06-18 14:25:51 +00:00
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#endif
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2010-03-22 13:33:55 +00:00
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/* This isn't defined in the GLES headers */
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#ifndef GL_POINT_SPRITE
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#define GL_POINT_SPRITE 0x8861
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#endif
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2010-11-05 00:00:25 +00:00
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static void _cogl_context_free (CoglContext *context);
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COGL_OBJECT_DEFINE (Context, context);
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2009-07-28 00:34:33 +00:00
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extern void
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_cogl_create_context_driver (CoglContext *context);
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2012-09-10 09:42:03 +00:00
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static CoglContext *_cogl_context = NULL;
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2008-04-25 13:37:36 +00:00
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2010-11-24 18:37:47 +00:00
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static void
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_cogl_init_feature_overrides (CoglContext *ctx)
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{
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2011-01-24 14:28:00 +00:00
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
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2011-10-13 08:36:46 +00:00
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ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_VBOS;
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2010-11-24 18:37:47 +00:00
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2011-01-24 14:28:00 +00:00
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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2011-10-13 08:30:33 +00:00
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ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_PBOS;
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2010-11-24 18:37:47 +00:00
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2011-01-24 14:28:00 +00:00
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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2011-10-12 21:31:12 +00:00
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, FALSE);
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}
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2010-11-24 18:37:47 +00:00
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2011-01-24 14:28:00 +00:00
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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2011-10-12 21:31:12 +00:00
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, FALSE);
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}
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2010-11-24 18:37:47 +00:00
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2011-01-24 14:28:00 +00:00
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
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2011-10-12 21:31:12 +00:00
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{
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ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
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COGL_FEATURE_TEXTURE_NPOT_BASIC |
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COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
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COGL_FEATURE_TEXTURE_NPOT_REPEAT);
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, FALSE);
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}
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2010-11-24 18:37:47 +00:00
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}
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2011-02-25 11:29:08 +00:00
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context)
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{
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return context->display->renderer->winsys_vtable;
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}
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Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
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/* For reference: There was some deliberation over whether to have a
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* constructor that could throw an exception but looking at standard
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* practices with several high level OO languages including python, C++,
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* C# Java and Ruby they all support exceptions in constructors and the
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* general consensus appears to be that throwing an exception is neater
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* than successfully constructing with an internal error status that
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* would then have to be explicitly checked via some form of ::is_ok()
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* method.
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2010-11-05 00:00:25 +00:00
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*/
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CoglContext *
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Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
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cogl_context_new (CoglDisplay *display,
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2012-08-31 18:28:27 +00:00
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CoglError **error)
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2008-04-25 13:37:36 +00:00
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{
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2010-11-05 00:00:25 +00:00
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CoglContext *context;
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2009-01-26 11:07:35 +00:00
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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2012-02-09 12:52:45 +00:00
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CoglBitmap *default_texture_bitmap;
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2011-02-25 11:29:08 +00:00
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const CoglWinsysVtable *winsys;
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2010-07-05 22:24:34 +00:00
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int i;
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2012-08-31 18:28:27 +00:00
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CoglError *internal_error = NULL;
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2009-01-26 11:07:35 +00:00
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2011-06-14 21:33:44 +00:00
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_cogl_init ();
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2011-06-13 09:30:49 +00:00
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#ifdef COGL_ENABLE_PROFILE
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2010-08-16 20:11:42 +00:00
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/* We need to be absolutely sure that uprof has been initialized
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* before calling _cogl_uprof_init. uprof_init (NULL, NULL)
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* will be a NOP if it has been initialized but it will also
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* mean subsequent parsing of the UProf GOptionGroup will have no
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* affect.
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*
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* Sadly GOptionGroup based library initialization is extremely
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* fragile by design because GOptionGroups have no notion of
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* dependencies and so the order things are initialized isn't
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* currently under tight control.
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*/
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uprof_init (NULL, NULL);
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_cogl_uprof_init ();
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#endif
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2008-04-25 13:37:36 +00:00
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/* Allocate context memory */
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2012-03-06 03:21:30 +00:00
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context = g_malloc0 (sizeof (CoglContext));
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2010-11-05 00:00:25 +00:00
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2012-03-13 14:46:18 +00:00
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/* Convert the context into an object immediately in case any of the
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code below wants to verify that the context pointer is a valid
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object */
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_cogl_context_object_new (context);
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2010-11-05 00:00:25 +00:00
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/* XXX: Gross hack!
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* Currently everything in Cogl just assumes there is a default
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* context which it can access via _COGL_GET_CONTEXT() including
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* code used to construct a CoglContext. Until all of that code
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* has been updated to take an explicit context argument we have
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2010-11-05 12:28:33 +00:00
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* to immediately make our pointer the default context.
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2010-11-05 00:00:25 +00:00
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*/
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2012-09-10 09:42:03 +00:00
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_cogl_context = context;
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2009-01-26 11:07:35 +00:00
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2008-04-25 13:37:36 +00:00
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/* Init default values */
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2011-10-12 21:31:12 +00:00
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memset (context->features, 0, sizeof (context->features));
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2010-11-05 12:28:33 +00:00
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context->feature_flags = 0;
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2011-05-24 21:34:10 +00:00
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context->private_feature_flags = 0;
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2009-01-26 11:07:35 +00:00
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2010-11-05 00:00:25 +00:00
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context->texture_types = NULL;
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context->buffer_types = NULL;
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2010-06-11 12:50:36 +00:00
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2010-11-05 12:28:33 +00:00
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context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
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2011-04-15 14:39:14 +00:00
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memset (context->winsys_features, 0, sizeof (context->winsys_features));
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2010-11-05 12:28:33 +00:00
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if (!display)
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2012-04-10 18:21:55 +00:00
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{
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CoglRenderer *renderer = cogl_renderer_new ();
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if (!cogl_renderer_connect (renderer, error))
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{
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g_free (context);
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return NULL;
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}
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display = cogl_display_new (renderer, NULL);
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}
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Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
|
|
|
else
|
|
|
|
cogl_object_ref (display);
|
|
|
|
|
|
|
|
if (!cogl_display_setup (display, error))
|
|
|
|
{
|
|
|
|
cogl_object_unref (display);
|
|
|
|
g_free (context);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2010-11-05 12:28:33 +00:00
|
|
|
context->display = display;
|
|
|
|
|
2011-07-07 19:44:56 +00:00
|
|
|
/* This is duplicated data, but it's much more convenient to have
|
|
|
|
the driver attached to the context and the value is accessed a
|
|
|
|
lot throughout Cogl */
|
|
|
|
context->driver = display->renderer->driver;
|
|
|
|
|
2012-08-31 23:04:00 +00:00
|
|
|
/* Again this is duplicated data, but it convenient to be able
|
|
|
|
* access these from the context. */
|
|
|
|
context->driver_vtable = display->renderer->driver_vtable;
|
|
|
|
context->texture_driver = display->renderer->texture_driver;
|
2011-07-07 19:44:56 +00:00
|
|
|
|
2012-03-22 16:32:56 +00:00
|
|
|
winsys = _cogl_context_get_winsys (context);
|
|
|
|
if (!winsys->context_init (context, error))
|
|
|
|
{
|
|
|
|
cogl_object_unref (display);
|
|
|
|
g_free (context);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2011-11-24 18:09:53 +00:00
|
|
|
context->attribute_name_states_hash =
|
|
|
|
g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
|
|
|
|
context->attribute_name_index_map = NULL;
|
|
|
|
context->n_attribute_names = 0;
|
|
|
|
|
|
|
|
/* The "cogl_color_in" attribute needs a deterministic name_index
|
|
|
|
* so we make sure it's the first attribute name we register */
|
|
|
|
_cogl_attribute_register_attribute_name (context, "cogl_color_in");
|
|
|
|
|
|
|
|
|
2011-11-04 18:26:17 +00:00
|
|
|
context->uniform_names =
|
|
|
|
g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
|
|
|
|
context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
|
cogl-pipeline: Add support for setting uniform values
This adds the following new public experimental functions to set
uniform values on a CoglPipeline:
void
cogl_pipeline_set_uniform_1f (CoglPipeline *pipeline,
int uniform_location,
float value);
void
cogl_pipeline_set_uniform_1i (CoglPipeline *pipeline,
int uniform_location,
int value);
void
cogl_pipeline_set_uniform_float (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const float *value);
void
cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const int *value);
void
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value);
These are similar to the old functions used to set uniforms on a
CoglProgram. To get a value to pass in as the uniform_location there
is also:
int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
Conceptually the uniform locations are tied to the pipeline so that
whenever setting a value for a new pipeline the application is
expected to call this function. However in practice the uniform
locations are global to the CoglContext. The names are stored in a
linked list where the position in the list is the uniform location.
The global indices are used so that each pipeline can store a mask of
which uniforms it overrides. That way it is quicker to detect which
uniforms are different from the last pipeline that used the same
CoglProgramState so it can avoid flushing uniforms that haven't
changed. Currently the values are not actually compared which means
that it will only avoid flushing a uniform if there is a common
ancestor that sets the value (or if the same pipeline is being flushed
again - in which case the pipeline and its common ancestor are the
same thing).
The uniform values are stored in the big state of the pipeline as a
sparse linked list. A bitmask stores which values have been overridden
and only overridden values are stored in the linked list.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-03 17:20:43 +00:00
|
|
|
context->n_uniform_names = 0;
|
|
|
|
|
2009-10-22 11:35:33 +00:00
|
|
|
/* Initialise the driver specific state */
|
2010-11-05 00:34:37 +00:00
|
|
|
_cogl_init_feature_overrides (context);
|
2009-10-22 11:35:33 +00:00
|
|
|
|
2012-10-02 10:44:00 +00:00
|
|
|
/* XXX: ONGOING BUG: Intel viewport scissor
|
|
|
|
*
|
|
|
|
* Intel gen6 drivers don't currently correctly handle offset
|
|
|
|
* viewports, since primitives aren't clipped within the bounds of
|
|
|
|
* the viewport. To workaround this we push our own clip for the
|
|
|
|
* viewport that will use scissoring to ensure we clip as expected.
|
|
|
|
*
|
|
|
|
* TODO: file a bug upstream!
|
|
|
|
*/
|
|
|
|
if (context->gpu.driver_package == COGL_GPU_INFO_DRIVER_PACKAGE_MESA &&
|
|
|
|
context->gpu.architecture == COGL_GPU_INFO_ARCHITECTURE_SANDYBRIDGE &&
|
|
|
|
!getenv ("COGL_DISABLE_INTEL_VIEWPORT_SCISSORT_WORKAROUND"))
|
|
|
|
context->needs_viewport_scissor_workaround = TRUE;
|
|
|
|
else
|
|
|
|
context->needs_viewport_scissor_workaround = FALSE;
|
|
|
|
|
2012-09-10 09:42:03 +00:00
|
|
|
context->sampler_cache = _cogl_sampler_cache_new (context);
|
2012-04-04 21:20:04 +00:00
|
|
|
|
2010-10-27 17:54:57 +00:00
|
|
|
_cogl_pipeline_init_default_pipeline ();
|
|
|
|
_cogl_pipeline_init_default_layers ();
|
2010-11-04 13:57:36 +00:00
|
|
|
_cogl_pipeline_init_state_hash_functions ();
|
|
|
|
_cogl_pipeline_init_layer_state_hash_functions ();
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2011-07-12 04:37:09 +00:00
|
|
|
context->current_clip_stack_valid = FALSE;
|
|
|
|
context->current_clip_stack = NULL;
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2011-09-15 10:25:39 +00:00
|
|
|
context->legacy_backface_culling_enabled = FALSE;
|
2009-03-10 17:53:51 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
cogl_matrix_init_identity (&context->identity_matrix);
|
|
|
|
cogl_matrix_init_identity (&context->y_flip_matrix);
|
|
|
|
cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);
|
2009-10-22 15:13:01 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->texture_units =
|
2010-04-26 09:01:43 +00:00
|
|
|
g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
|
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_ANY_GL))
|
2012-09-12 21:39:46 +00:00
|
|
|
{
|
|
|
|
/* See cogl-pipeline.c for more details about why we leave texture unit 1
|
|
|
|
* active by default... */
|
|
|
|
context->active_texture_unit = 1;
|
|
|
|
GE (context, glActiveTexture (GL_TEXTURE1));
|
|
|
|
}
|
2009-09-29 01:58:27 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->legacy_fog_state.enabled = FALSE;
|
2010-07-06 19:18:26 +00:00
|
|
|
|
2012-02-18 16:03:10 +00:00
|
|
|
context->opaque_color_pipeline = cogl_pipeline_new (context);
|
|
|
|
context->blended_color_pipeline = cogl_pipeline_new (context);
|
|
|
|
context->texture_pipeline = cogl_pipeline_new (context);
|
2010-11-05 00:00:25 +00:00
|
|
|
context->codegen_header_buffer = g_string_new ("");
|
|
|
|
context->codegen_source_buffer = g_string_new ("");
|
2013-01-19 16:00:33 +00:00
|
|
|
context->codegen_boilerplate_buffer = g_string_new ("");
|
2010-11-05 00:00:25 +00:00
|
|
|
context->source_stack = NULL;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->legacy_state_set = 0;
|
2008-12-04 13:45:09 +00:00
|
|
|
|
2011-08-24 20:30:34 +00:00
|
|
|
context->default_gl_texture_2d_tex = NULL;
|
2012-02-09 12:52:45 +00:00
|
|
|
context->default_gl_texture_3d_tex = NULL;
|
2011-08-24 20:30:34 +00:00
|
|
|
context->default_gl_texture_rect_tex = NULL;
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->framebuffers = NULL;
|
2011-11-21 15:53:40 +00:00
|
|
|
context->current_draw_buffer = NULL;
|
|
|
|
context->current_read_buffer = NULL;
|
|
|
|
context->current_draw_buffer_state_flushed = 0;
|
|
|
|
context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;
|
2011-01-21 17:28:34 +00:00
|
|
|
|
2012-03-06 03:21:30 +00:00
|
|
|
g_queue_init (&context->gles2_context_stack);
|
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->journal_flush_attributes_array =
|
2011-01-20 19:31:53 +00:00
|
|
|
g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
|
2010-11-05 00:00:25 +00:00
|
|
|
context->journal_clip_bounds = NULL;
|
2008-12-09 15:10:33 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
|
2010-10-18 16:17:22 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->current_pipeline = NULL;
|
|
|
|
context->current_pipeline_changes_since_flush = 0;
|
|
|
|
context->current_pipeline_skip_gl_color = FALSE;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2011-11-24 18:09:53 +00:00
|
|
|
_cogl_bitmask_init (&context->enabled_builtin_attributes);
|
|
|
|
_cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
|
|
|
|
_cogl_bitmask_init (&context->enabled_texcoord_attributes);
|
|
|
|
_cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
|
|
|
|
_cogl_bitmask_init (&context->enabled_custom_attributes);
|
|
|
|
_cogl_bitmask_init (&context->enable_custom_attributes_tmp);
|
|
|
|
_cogl_bitmask_init (&context->changed_bits_tmp);
|
2008-12-11 15:33:38 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->max_texture_units = -1;
|
|
|
|
context->max_activateable_texture_units = -1;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
|
|
|
|
context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
|
|
|
|
context->current_gl_program = 0;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2011-07-13 15:33:25 +00:00
|
|
|
context->current_gl_dither_enabled = TRUE;
|
2011-07-11 01:27:54 +00:00
|
|
|
context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
|
2011-07-13 15:33:25 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->gl_blend_enable_cache = FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->depth_test_enabled_cache = FALSE;
|
|
|
|
context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
|
|
|
|
context->depth_writing_enabled_cache = TRUE;
|
|
|
|
context->depth_range_near_cache = 0;
|
|
|
|
context->depth_range_far_cache = 1;
|
2010-05-26 10:33:32 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->legacy_depth_test_enabled = FALSE;
|
2010-05-26 10:33:32 +00:00
|
|
|
|
2011-06-30 14:55:56 +00:00
|
|
|
context->pipeline_cache = cogl_pipeline_cache_new ();
|
2010-12-03 12:01:18 +00:00
|
|
|
|
2010-07-05 22:24:34 +00:00
|
|
|
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
|
2010-11-05 00:00:25 +00:00
|
|
|
context->current_buffer[i] = NULL;
|
2010-07-05 22:24:34 +00:00
|
|
|
|
2011-09-16 10:41:21 +00:00
|
|
|
context->window_buffer = NULL;
|
2010-11-05 00:00:25 +00:00
|
|
|
context->framebuffer_stack = _cogl_create_framebuffer_stack ();
|
2010-04-26 17:08:45 +00:00
|
|
|
|
2010-11-05 12:28:33 +00:00
|
|
|
/* XXX: In this case the Clutter backend is still responsible for
|
|
|
|
* the OpenGL binding API and for creating onscreen framebuffers and
|
|
|
|
* so we have to add a dummy framebuffer to represent the backend
|
|
|
|
* owned window... */
|
2011-05-17 14:00:38 +00:00
|
|
|
if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
|
2010-11-05 12:28:33 +00:00
|
|
|
{
|
|
|
|
CoglOnscreen *window = _cogl_onscreen_new ();
|
|
|
|
cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
|
|
|
|
cogl_object_unref (COGL_FRAMEBUFFER (window));
|
|
|
|
}
|
2010-11-05 17:20:14 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->current_path = cogl2_path_new ();
|
2012-02-18 16:03:10 +00:00
|
|
|
context->stencil_pipeline = cogl_pipeline_new (context);
|
2008-05-27 17:42:50 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->in_begin_gl_block = FALSE;
|
2009-07-28 00:34:33 +00:00
|
|
|
|
2012-04-16 13:14:10 +00:00
|
|
|
context->quad_buffer_indices_byte = NULL;
|
|
|
|
context->quad_buffer_indices = NULL;
|
2010-11-05 00:00:25 +00:00
|
|
|
context->quad_buffer_indices_len = 0;
|
2010-10-12 11:48:58 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->rectangle_byte_indices = NULL;
|
|
|
|
context->rectangle_short_indices = NULL;
|
|
|
|
context->rectangle_short_indices_len = 0;
|
2010-10-12 11:48:58 +00:00
|
|
|
|
2012-04-16 13:14:10 +00:00
|
|
|
context->texture_download_pipeline = NULL;
|
|
|
|
context->blit_texture_pipeline = NULL;
|
2009-08-30 10:36:11 +00:00
|
|
|
|
2011-07-07 19:44:56 +00:00
|
|
|
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
|
2012-09-26 19:32:36 +00:00
|
|
|
if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_ALPHA_TEST))
|
2011-07-07 19:44:56 +00:00
|
|
|
/* The default for GL_ALPHA_TEST is to always pass which is equivalent to
|
|
|
|
* the test being disabled therefore we assume that for all drivers there
|
|
|
|
* will be no performance impact if we always leave the test enabled which
|
|
|
|
* makes things a bit simpler for us. Under GLES2 the alpha test is
|
|
|
|
* implemented in the fragment shader so there is no enable for it
|
|
|
|
*/
|
|
|
|
GE (context, glEnable (GL_ALPHA_TEST));
|
2010-12-05 18:02:05 +00:00
|
|
|
#endif
|
2009-09-25 18:04:13 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
#if defined (HAVE_COGL_GL)
|
|
|
|
if ((context->driver == COGL_DRIVER_GL3))
|
|
|
|
{
|
|
|
|
GLuint vertex_array;
|
|
|
|
|
|
|
|
/* In a forward compatible context, GL 3 doesn't support rendering
|
|
|
|
* using the default vertex array object. Cogl doesn't use vertex
|
|
|
|
* array objects yet so for now we just create a dummy array
|
|
|
|
* object that we will use as our own default object. Eventually
|
|
|
|
* it could be good to attach the vertex array objects to
|
|
|
|
* CoglPrimitives */
|
|
|
|
context->glGenVertexArrays (1, &vertex_array);
|
|
|
|
context->glBindVertexArray (vertex_array);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2012-09-10 09:42:03 +00:00
|
|
|
context->current_modelview_entry = NULL;
|
|
|
|
context->current_projection_entry = NULL;
|
|
|
|
_cogl_matrix_entry_identity_init (&context->identity_entry);
|
|
|
|
_cogl_matrix_entry_cache_init (&context->builtin_flushed_projection);
|
|
|
|
_cogl_matrix_entry_cache_init (&context->builtin_flushed_modelview);
|
2010-12-06 12:31:51 +00:00
|
|
|
|
2012-02-09 12:52:45 +00:00
|
|
|
default_texture_bitmap =
|
2012-09-10 09:42:03 +00:00
|
|
|
cogl_bitmap_new_for_data (context,
|
2012-03-13 14:46:18 +00:00
|
|
|
1, 1, /* width/height */
|
|
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
|
|
4, /* rowstride */
|
|
|
|
default_texture_data);
|
2012-02-09 12:52:45 +00:00
|
|
|
|
2009-01-26 11:07:35 +00:00
|
|
|
/* Create default textures used for fall backs */
|
2010-11-05 00:00:25 +00:00
|
|
|
context->default_gl_texture_2d_tex =
|
2012-04-04 14:10:04 +00:00
|
|
|
cogl_texture_2d_new_from_bitmap (default_texture_bitmap,
|
|
|
|
/* internal format */
|
|
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
|
|
NULL);
|
2012-08-31 18:28:27 +00:00
|
|
|
|
|
|
|
/* If 3D or rectangle textures aren't supported then these will
|
|
|
|
* return errors that we can simply ignore. */
|
|
|
|
internal_error = NULL;
|
2012-02-09 12:52:45 +00:00
|
|
|
context->default_gl_texture_3d_tex =
|
2012-04-04 14:10:04 +00:00
|
|
|
cogl_texture_3d_new_from_bitmap (default_texture_bitmap,
|
|
|
|
1, /* height */
|
|
|
|
1, /* depth */
|
|
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
2012-08-31 18:28:27 +00:00
|
|
|
&internal_error);
|
|
|
|
if (internal_error)
|
|
|
|
cogl_error_free (internal_error);
|
|
|
|
|
|
|
|
internal_error = NULL;
|
2010-11-05 00:00:25 +00:00
|
|
|
context->default_gl_texture_rect_tex =
|
2012-04-04 14:10:04 +00:00
|
|
|
cogl_texture_rectangle_new_from_bitmap (default_texture_bitmap,
|
|
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
2012-08-31 18:28:27 +00:00
|
|
|
&internal_error);
|
|
|
|
if (internal_error)
|
|
|
|
cogl_error_free (internal_error);
|
2012-02-09 12:52:45 +00:00
|
|
|
|
|
|
|
cogl_object_unref (default_texture_bitmap);
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
cogl_push_source (context->opaque_color_pipeline);
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
context->atlases = NULL;
|
2011-03-30 11:53:50 +00:00
|
|
|
g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
|
2009-12-04 13:06:32 +00:00
|
|
|
|
2012-09-10 09:42:03 +00:00
|
|
|
context->buffer_map_fallback_array = g_byte_array_new ();
|
|
|
|
context->buffer_map_fallback_in_use = FALSE;
|
2011-01-13 15:35:30 +00:00
|
|
|
|
2010-03-22 13:33:55 +00:00
|
|
|
/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
|
2012-09-26 19:32:36 +00:00
|
|
|
unless GL_COORD_REPLACE is enabled for an individual layer.
|
|
|
|
Therefore it seems like it should be ok to just leave it enabled
|
|
|
|
all the time instead of having to have a set property on each
|
|
|
|
pipeline to track whether any layers have point sprite coords
|
|
|
|
enabled. We don't need to do this for GL3 or GLES2 because point
|
2011-01-13 14:12:10 +00:00
|
|
|
sprites are handled using a builtin varying in the shader. */
|
2012-09-26 19:32:36 +00:00
|
|
|
if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_FIXED_FUNCTION) &&
|
2011-10-12 21:31:12 +00:00
|
|
|
cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
|
2011-07-06 20:51:00 +00:00
|
|
|
GE (context, glEnable (GL_POINT_SPRITE));
|
2010-03-22 13:33:55 +00:00
|
|
|
|
2012-03-13 14:46:18 +00:00
|
|
|
return context;
|
2008-04-25 13:37:36 +00:00
|
|
|
}
|
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
static void
|
|
|
|
_cogl_context_free (CoglContext *context)
|
2008-04-25 13:37:36 +00:00
|
|
|
{
|
2011-02-25 11:29:08 +00:00
|
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
|
|
|
|
winsys->context_deinit (context);
|
2010-06-02 14:16:14 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
_cogl_free_framebuffer_stack (context->framebuffer_stack);
|
2009-09-25 13:34:34 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->current_path)
|
|
|
|
cogl_handle_unref (context->current_path);
|
2008-12-04 13:45:09 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->default_gl_texture_2d_tex)
|
2011-08-24 20:30:34 +00:00
|
|
|
cogl_object_unref (context->default_gl_texture_2d_tex);
|
2012-02-09 12:52:45 +00:00
|
|
|
if (context->default_gl_texture_3d_tex)
|
|
|
|
cogl_object_unref (context->default_gl_texture_3d_tex);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->default_gl_texture_rect_tex)
|
2011-08-24 20:30:34 +00:00
|
|
|
cogl_object_unref (context->default_gl_texture_rect_tex);
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->opaque_color_pipeline)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->opaque_color_pipeline);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->blended_color_pipeline)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->blended_color_pipeline);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->texture_pipeline)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->texture_pipeline);
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->blit_texture_pipeline)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->blit_texture_pipeline);
|
2011-01-20 17:45:47 +00:00
|
|
|
|
2012-03-06 03:21:30 +00:00
|
|
|
g_warn_if_fail (context->gles2_context_stack.length == 0);
|
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->journal_flush_attributes_array)
|
|
|
|
g_array_free (context->journal_flush_attributes_array, TRUE);
|
|
|
|
if (context->journal_clip_bounds)
|
|
|
|
g_array_free (context->journal_clip_bounds, TRUE);
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->polygon_vertices)
|
|
|
|
g_array_free (context->polygon_vertices, TRUE);
|
2010-10-18 16:17:22 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->quad_buffer_indices_byte)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->quad_buffer_indices_byte);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->quad_buffer_indices)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->quad_buffer_indices);
|
2010-10-12 11:48:58 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->rectangle_byte_indices)
|
|
|
|
cogl_object_unref (context->rectangle_byte_indices);
|
|
|
|
if (context->rectangle_short_indices)
|
|
|
|
cogl_object_unref (context->rectangle_short_indices);
|
2010-10-12 11:48:58 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->default_pipeline)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->default_pipeline);
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->dummy_layer_dependant)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->dummy_layer_dependant);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->default_layer_n)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->default_layer_n);
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->default_layer_0)
|
2012-04-16 13:14:10 +00:00
|
|
|
cogl_object_unref (context->default_layer_0);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
if (context->current_clip_stack_valid)
|
|
|
|
_cogl_clip_stack_unref (context->current_clip_stack);
|
2010-11-02 14:28:12 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
g_slist_free (context->atlases);
|
2011-03-30 11:53:50 +00:00
|
|
|
g_hook_list_clear (&context->atlas_reorganize_callbacks);
|
2009-12-04 13:06:32 +00:00
|
|
|
|
2011-11-24 18:09:53 +00:00
|
|
|
_cogl_bitmask_destroy (&context->enabled_builtin_attributes);
|
|
|
|
_cogl_bitmask_destroy (&context->enable_builtin_attributes_tmp);
|
|
|
|
_cogl_bitmask_destroy (&context->enabled_texcoord_attributes);
|
|
|
|
_cogl_bitmask_destroy (&context->enable_texcoord_attributes_tmp);
|
|
|
|
_cogl_bitmask_destroy (&context->enabled_custom_attributes);
|
|
|
|
_cogl_bitmask_destroy (&context->enable_custom_attributes_tmp);
|
|
|
|
_cogl_bitmask_destroy (&context->changed_bits_tmp);
|
2010-05-24 11:40:11 +00:00
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
g_slist_free (context->texture_types);
|
|
|
|
g_slist_free (context->buffer_types);
|
2010-06-11 12:50:36 +00:00
|
|
|
|
2012-09-10 09:42:03 +00:00
|
|
|
if (context->current_modelview_entry)
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
2012-09-10 09:42:03 +00:00
|
|
|
if (context->current_projection_entry)
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_projection);
|
|
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_modelview);
|
2010-12-06 12:31:51 +00:00
|
|
|
|
2011-06-30 14:55:56 +00:00
|
|
|
cogl_pipeline_cache_free (context->pipeline_cache);
|
2010-12-03 12:01:18 +00:00
|
|
|
|
2012-04-04 21:20:04 +00:00
|
|
|
_cogl_sampler_cache_free (context->sampler_cache);
|
cogl-pipeline: Add support for setting uniform values
This adds the following new public experimental functions to set
uniform values on a CoglPipeline:
void
cogl_pipeline_set_uniform_1f (CoglPipeline *pipeline,
int uniform_location,
float value);
void
cogl_pipeline_set_uniform_1i (CoglPipeline *pipeline,
int uniform_location,
int value);
void
cogl_pipeline_set_uniform_float (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const float *value);
void
cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const int *value);
void
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value);
These are similar to the old functions used to set uniforms on a
CoglProgram. To get a value to pass in as the uniform_location there
is also:
int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
Conceptually the uniform locations are tied to the pipeline so that
whenever setting a value for a new pipeline the application is
expected to call this function. However in practice the uniform
locations are global to the CoglContext. The names are stored in a
linked list where the position in the list is the uniform location.
The global indices are used so that each pipeline can store a mask of
which uniforms it overrides. That way it is quicker to detect which
uniforms are different from the last pipeline that used the same
CoglProgramState so it can avoid flushing uniforms that haven't
changed. Currently the values are not actually compared which means
that it will only avoid flushing a uniform if there is a common
ancestor that sets the value (or if the same pipeline is being flushed
again - in which case the pipeline and its common ancestor are the
same thing).
The uniform values are stored in the big state of the pipeline as a
sparse linked list. A bitmask stores which values have been overridden
and only overridden values are stored in the linked list.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-03 17:20:43 +00:00
|
|
|
|
2011-11-04 12:53:25 +00:00
|
|
|
_cogl_destroy_texture_units ();
|
|
|
|
|
2011-11-04 18:26:17 +00:00
|
|
|
g_ptr_array_free (context->uniform_names, TRUE);
|
|
|
|
g_hash_table_destroy (context->uniform_name_hash);
|
cogl-pipeline: Add support for setting uniform values
This adds the following new public experimental functions to set
uniform values on a CoglPipeline:
void
cogl_pipeline_set_uniform_1f (CoglPipeline *pipeline,
int uniform_location,
float value);
void
cogl_pipeline_set_uniform_1i (CoglPipeline *pipeline,
int uniform_location,
int value);
void
cogl_pipeline_set_uniform_float (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const float *value);
void
cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const int *value);
void
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value);
These are similar to the old functions used to set uniforms on a
CoglProgram. To get a value to pass in as the uniform_location there
is also:
int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
Conceptually the uniform locations are tied to the pipeline so that
whenever setting a value for a new pipeline the application is
expected to call this function. However in practice the uniform
locations are global to the CoglContext. The names are stored in a
linked list where the position in the list is the uniform location.
The global indices are used so that each pipeline can store a mask of
which uniforms it overrides. That way it is quicker to detect which
uniforms are different from the last pipeline that used the same
CoglProgramState so it can avoid flushing uniforms that haven't
changed. Currently the values are not actually compared which means
that it will only avoid flushing a uniform if there is a common
ancestor that sets the value (or if the same pipeline is being flushed
again - in which case the pipeline and its common ancestor are the
same thing).
The uniform values are stored in the big state of the pipeline as a
sparse linked list. A bitmask stores which values have been overridden
and only overridden values are stored in the linked list.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-03 17:20:43 +00:00
|
|
|
|
2011-11-24 18:09:53 +00:00
|
|
|
g_hash_table_destroy (context->attribute_name_states_hash);
|
|
|
|
g_array_free (context->attribute_name_index_map, TRUE);
|
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
|
2011-01-13 15:35:30 +00:00
|
|
|
|
Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
|
|
|
cogl_object_unref (context->display);
|
|
|
|
|
2010-11-05 00:00:25 +00:00
|
|
|
g_free (context);
|
2008-04-25 13:37:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
CoglContext *
|
2010-05-27 11:18:29 +00:00
|
|
|
_cogl_context_get_default (void)
|
2008-04-25 13:37:36 +00:00
|
|
|
{
|
2012-08-31 18:28:27 +00:00
|
|
|
CoglError *error = NULL;
|
2009-01-26 11:07:35 +00:00
|
|
|
/* Create if doesn't exist yet */
|
2012-09-10 09:42:03 +00:00
|
|
|
if (_cogl_context == NULL)
|
Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
|
|
|
{
|
2012-09-10 09:42:03 +00:00
|
|
|
_cogl_context = cogl_context_new (NULL, &error);
|
|
|
|
if (!_cogl_context)
|
Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
|
|
|
{
|
|
|
|
g_warning ("Failed to create default context: %s",
|
|
|
|
error->message);
|
2012-08-31 18:28:27 +00:00
|
|
|
cogl_error_free (error);
|
Adds renderer,display,onscreen-template and swap-chain stubs
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
|
|
|
}
|
|
|
|
}
|
2009-01-26 11:07:35 +00:00
|
|
|
|
2012-09-10 09:42:03 +00:00
|
|
|
return _cogl_context;
|
2008-04-25 13:37:36 +00:00
|
|
|
}
|
2009-02-24 18:51:25 +00:00
|
|
|
|
2011-08-25 16:39:35 +00:00
|
|
|
CoglDisplay *
|
|
|
|
cogl_context_get_display (CoglContext *context)
|
|
|
|
{
|
|
|
|
return context->display;
|
|
|
|
}
|
|
|
|
|
2011-02-25 00:31:41 +00:00
|
|
|
#ifdef COGL_HAS_EGL_SUPPORT
|
|
|
|
EGLDisplay
|
2011-07-01 00:48:55 +00:00
|
|
|
cogl_egl_context_get_egl_display (CoglContext *context)
|
2011-02-25 00:31:41 +00:00
|
|
|
{
|
2011-02-25 11:29:08 +00:00
|
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
2011-05-10 12:51:41 +00:00
|
|
|
|
|
|
|
/* This should only be called for EGL contexts */
|
2011-10-13 21:34:30 +00:00
|
|
|
_COGL_RETURN_VAL_IF_FAIL (winsys->context_egl_get_egl_display != NULL, NULL);
|
2011-05-10 12:51:41 +00:00
|
|
|
|
2011-02-25 11:29:08 +00:00
|
|
|
return winsys->context_egl_get_egl_display (context);
|
2011-02-25 00:31:41 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
Switch use of primitive glib types to c99 equivalents
The coding style has for a long time said to avoid using redundant glib
data types such as gint or gchar etc because we feel that they make the
code look unnecessarily foreign to developers coming from outside of the
Gnome developer community.
Note: When we tried to find the historical rationale for the types we
just found that they were apparently only added for consistent syntax
highlighting which didn't seem that compelling.
Up until now we have been continuing to use some of the platform
specific type such as gint{8,16,32,64} and gsize but this patch switches
us over to using the standard c99 equivalents instead so we can further
ensure that our code looks familiar to the widest range of C developers
who might potentially contribute to Cogl.
So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this
switches all Cogl code to instead use the int{8,16,32,64}_t and
uint{8,16,32,64}_t c99 types instead.
Instead of gsize we now use size_t
For now we are not going to use the c99 _Bool type and instead we have
introduced a new CoglBool type to use instead of gboolean.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
2012-04-16 20:56:40 +00:00
|
|
|
CoglBool
|
2011-07-13 17:29:56 +00:00
|
|
|
_cogl_context_update_features (CoglContext *context,
|
2012-08-31 18:28:27 +00:00
|
|
|
CoglError **error)
|
2011-07-07 19:44:56 +00:00
|
|
|
{
|
2012-03-22 16:32:56 +00:00
|
|
|
return context->driver_vtable->update_features (context, error);
|
2011-07-07 19:44:56 +00:00
|
|
|
}
|
2011-11-29 14:21:07 +00:00
|
|
|
|
|
|
|
void
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
_cogl_context_set_current_projection_entry (CoglContext *context,
|
|
|
|
CoglMatrixEntry *entry)
|
2011-11-29 14:21:07 +00:00
|
|
|
{
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_ref (entry);
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
if (context->current_projection_entry)
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
context->current_projection_entry = entry;
|
2011-11-29 14:21:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
_cogl_context_set_current_modelview_entry (CoglContext *context,
|
|
|
|
CoglMatrixEntry *entry)
|
2011-11-29 14:21:07 +00:00
|
|
|
{
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_ref (entry);
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
if (context->current_modelview_entry)
|
2012-11-20 17:08:43 +00:00
|
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.
Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.
The first node in a matrix-stack is always a LOAD_IDENTITY operation.
As an example consider if an application where to draw three rectangles
A, B and C something like this:
cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_translate (fb, 10, 0, 0);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
cogl_framebuffer_draw_rectangle (...); /* A */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_draw_rectangle (...); /* B */
cogl_framebuffer_pop_matrix(fb);
cogl_framebuffer_push_matrix(fb);
cogl_framebuffer_set_modelview_matrix (fb, &mv);
cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);
That would result in a graph of nodes like this:
LOAD_IDENTITY
|
SCALE
/ \
SAVE LOAD
| |
TRANSLATE RECTANGLE(C)
| \
SAVE RECTANGLE(B)
|
ROTATE
|
RECTANGLE(A)
Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.
Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
complete, immutable transformation that can be logged for example
into a journal. Previously we were storing a full CoglMatrix in
each journal entry which is 16 floats for the matrix itself as well
as space for flags and another 16 floats for possibly storing a
cache of the inverse. This means that we significantly reduce
the size of the journal when drawing lots of primitives and we also
avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
(unlikely) false negatives are allowed simply comparing the pointers
of two matrix stack graph entries is enough. Previously we would use
memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
for the common ancestry between nodes we can determine the operations
that differentiate the transforms and use those to gain a high level
understanding of the differences. For example we use this in the
journal to be able to efficiently determine when two rectangle
transforms only differ by some translation so that we can perform
software clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
|
|
|
context->current_modelview_entry = entry;
|
2011-11-29 14:21:07 +00:00
|
|
|
}
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
char **
|
2012-07-31 15:30:33 +00:00
|
|
|
_cogl_context_get_gl_extensions (CoglContext *context)
|
|
|
|
{
|
|
|
|
const char *env_disabled_extensions;
|
2012-09-26 19:32:36 +00:00
|
|
|
char **ret;
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
/* In GL 3, querying GL_EXTENSIONS is deprecated so we have to build
|
|
|
|
* the array using glGetStringi instead */
|
|
|
|
if (context->driver == COGL_DRIVER_GL3)
|
2012-07-31 15:30:33 +00:00
|
|
|
{
|
2012-09-26 19:32:36 +00:00
|
|
|
int num_extensions, i;
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
context->glGetIntegerv (GL_NUM_EXTENSIONS, &num_extensions);
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
ret = g_malloc (sizeof (char *) * (num_extensions + 1));
|
|
|
|
|
|
|
|
for (i = 0; i < num_extensions; i++)
|
|
|
|
{
|
|
|
|
const char *ext =
|
|
|
|
(const char *) context->glGetStringi (GL_EXTENSIONS, i);
|
|
|
|
ret[i] = g_strdup (ext);
|
|
|
|
}
|
|
|
|
|
|
|
|
ret[num_extensions] = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const char *all_extensions =
|
|
|
|
(const char *) context->glGetString (GL_EXTENSIONS);
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
ret = g_strsplit (all_extensions, " ", 0 /* max tokens */);
|
|
|
|
}
|
2012-07-31 15:30:33 +00:00
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
if ((env_disabled_extensions = g_getenv ("COGL_DISABLE_GL_EXTENSIONS"))
|
|
|
|
|| _cogl_config_disable_gl_extensions)
|
|
|
|
{
|
|
|
|
char **split_env_disabled_extensions;
|
|
|
|
char **split_conf_disabled_extensions;
|
|
|
|
char **src, **dst;
|
2012-07-31 15:30:33 +00:00
|
|
|
|
|
|
|
if (env_disabled_extensions)
|
|
|
|
split_env_disabled_extensions =
|
|
|
|
g_strsplit (env_disabled_extensions,
|
|
|
|
",",
|
|
|
|
0 /* no max tokens */);
|
|
|
|
else
|
|
|
|
split_env_disabled_extensions = NULL;
|
|
|
|
|
|
|
|
if (_cogl_config_disable_gl_extensions)
|
|
|
|
split_conf_disabled_extensions =
|
|
|
|
g_strsplit (_cogl_config_disable_gl_extensions,
|
|
|
|
",",
|
|
|
|
0 /* no max tokens */);
|
|
|
|
else
|
|
|
|
split_conf_disabled_extensions = NULL;
|
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
for (dst = ret, src = ret;
|
|
|
|
*src;
|
|
|
|
src++)
|
2012-07-31 15:30:33 +00:00
|
|
|
{
|
|
|
|
char **d;
|
|
|
|
|
|
|
|
if (split_env_disabled_extensions)
|
|
|
|
for (d = split_env_disabled_extensions; *d; d++)
|
2012-09-26 19:32:36 +00:00
|
|
|
if (!strcmp (*src, *d))
|
2012-07-31 15:30:33 +00:00
|
|
|
goto disabled;
|
|
|
|
if (split_conf_disabled_extensions)
|
|
|
|
for (d = split_conf_disabled_extensions; *d; d++)
|
2012-09-26 19:32:36 +00:00
|
|
|
if (!strcmp (*src, *d))
|
2012-07-31 15:30:33 +00:00
|
|
|
goto disabled;
|
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
*(dst++) = *src;
|
|
|
|
continue;
|
2012-07-31 15:30:33 +00:00
|
|
|
|
|
|
|
disabled:
|
2012-09-26 19:32:36 +00:00
|
|
|
g_free (*src);
|
2012-07-31 15:30:33 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2012-09-26 19:32:36 +00:00
|
|
|
*dst = NULL;
|
2012-07-31 15:30:33 +00:00
|
|
|
|
|
|
|
if (split_env_disabled_extensions)
|
|
|
|
g_strfreev (split_env_disabled_extensions);
|
|
|
|
if (split_conf_disabled_extensions)
|
|
|
|
g_strfreev (split_conf_disabled_extensions);
|
|
|
|
}
|
2012-09-26 19:32:36 +00:00
|
|
|
|
|
|
|
return ret;
|
2012-07-31 15:30:33 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
const char *
|
|
|
|
_cogl_context_get_gl_version (CoglContext *context)
|
|
|
|
{
|
|
|
|
const char *version_override;
|
|
|
|
|
|
|
|
if ((version_override = g_getenv ("COGL_OVERRIDE_GL_VERSION")))
|
|
|
|
return version_override;
|
|
|
|
else if (_cogl_config_override_gl_version)
|
|
|
|
return _cogl_config_override_gl_version;
|
|
|
|
else
|
|
|
|
return (const char *) context->glGetString (GL_VERSION);
|
|
|
|
}
|