mutter/cogl/winsys/cogl-winsys-glx.c

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Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
2009-07-27 21:02:02 -04:00
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010,2011 Intel Corporation.
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-util.h"
#include "cogl-winsys-private.h"
#include "cogl-feature-private.h"
#include "cogl-context-private.h"
#include "cogl-framebuffer.h"
#include "cogl-swap-chain-private.h"
#include "cogl-renderer-private.h"
#include "cogl-glx-renderer-private.h"
#include "cogl-onscreen-template-private.h"
#include "cogl-xlib-display-private.h"
#include "cogl-glx-display-private.h"
#include "cogl-private.h"
#include "cogl-texture-2d-private.h"
#include "cogl-texture-rectangle-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-onscreen-private.h"
#include "cogl-swap-chain-private.h"
#include "cogl-xlib-renderer.h"
#include "cogl-util.h"
#include <stdlib.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <glib/gi18n-lib.h>
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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#include <dlfcn.h>
#include <GL/glx.h>
#include <X11/Xlib.h>
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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#ifdef HAVE_DRM
#include <drm.h>
#include <sys/ioctl.h>
#include <errno.h>
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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#endif
#define COGL_ONSCREEN_X11_EVENT_MASK StructureNotifyMask
#define MAX_GLX_CONFIG_ATTRIBS 30
typedef struct _CoglContextGLX
{
GLXDrawable current_drawable;
} CoglContextGLX;
typedef struct _CoglOnscreenXlib
{
Window xwin;
gboolean is_foreign_xwin;
} CoglOnscreenXlib;
typedef struct _CoglOnscreenGLX
{
CoglOnscreenXlib _parent;
GLXDrawable glxwin;
guint32 last_swap_vsync_counter;
GList *swap_callbacks;
} CoglOnscreenGLX;
typedef struct _CoglSwapBuffersNotifyEntry
{
CoglSwapBuffersNotify callback;
void *user_data;
unsigned int id;
} CoglSwapBuffersNotifyEntry;
typedef struct _CoglTexturePixmapGLX
{
GLXPixmap glx_pixmap;
gboolean has_mipmap_space;
gboolean can_mipmap;
CoglHandle glx_tex;
gboolean bind_tex_image_queued;
gboolean pixmap_bound;
} CoglTexturePixmapGLX;
/* Define a set of arrays containing the functions required from GL
for each winsys feature */
#define COGL_WINSYS_FEATURE_BEGIN(name, namespaces, extension_names, \
feature_flags, feature_flags_private, \
winsys_feature) \
static const CoglFeatureFunction \
cogl_glx_feature_ ## name ## _funcs[] = {
#define COGL_WINSYS_FEATURE_FUNCTION(ret, name, args) \
{ G_STRINGIFY (name), G_STRUCT_OFFSET (CoglGLXRenderer, pf_ ## name) },
#define COGL_WINSYS_FEATURE_END() \
{ NULL, 0 }, \
};
#include "cogl-winsys-glx-feature-functions.h"
/* Define an array of features */
#undef COGL_WINSYS_FEATURE_BEGIN
#define COGL_WINSYS_FEATURE_BEGIN(name, namespaces, extension_names, \
feature_flags, feature_flags_private, \
winsys_feature) \
{ 255, 255, 0, namespaces, extension_names, \
feature_flags, feature_flags_private, \
winsys_feature, \
cogl_glx_feature_ ## name ## _funcs },
#undef COGL_WINSYS_FEATURE_FUNCTION
#define COGL_WINSYS_FEATURE_FUNCTION(ret, name, args)
#undef COGL_WINSYS_FEATURE_END
#define COGL_WINSYS_FEATURE_END()
static const CoglFeatureData winsys_feature_data[] =
{
#include "cogl-winsys-glx-feature-functions.h"
};
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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static CoglFuncPtr
_cogl_winsys_renderer_get_proc_address (CoglRenderer *renderer,
const char *name)
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
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{
CoglGLXRenderer *glx_renderer = renderer->winsys;
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
2009-07-27 21:02:02 -04:00
return glx_renderer->glXGetProcAddress ((const GLubyte *) name);
Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
2009-07-27 21:02:02 -04:00
}
static CoglOnscreen *
find_onscreen_for_xid (CoglContext *context, guint32 xid)
{
GList *l;
for (l = context->framebuffers; l; l = l->next)
{
CoglFramebuffer *framebuffer = l->data;
CoglOnscreenXlib *xlib_onscreen;
if (framebuffer->type != COGL_FRAMEBUFFER_TYPE_ONSCREEN)
continue;
/* Does the GLXEvent have the GLXDrawable or the X Window? */
xlib_onscreen = COGL_ONSCREEN (framebuffer)->winsys;
if (xlib_onscreen->xwin == (Window)xid)
return COGL_ONSCREEN (framebuffer);
}
return NULL;
}
static void
notify_swap_buffers (CoglContext *context, GLXDrawable drawable)
{
CoglOnscreen *onscreen = find_onscreen_for_xid (context, (guint32)drawable);
CoglOnscreenGLX *glx_onscreen;
GList *l;
if (!onscreen)
return;
glx_onscreen = onscreen->winsys;
for (l = glx_onscreen->swap_callbacks; l; l = l->next)
{
CoglSwapBuffersNotifyEntry *entry = l->data;
entry->callback (COGL_FRAMEBUFFER (onscreen), entry->user_data);
}
}
static CoglFilterReturn
glx_event_filter_cb (XEvent *xevent, void *data)
{
CoglContext *context = data;
2011-04-12 16:02:14 -04:00
#ifdef GLX_INTEL_swap_event
CoglGLXRenderer *glx_renderer;
2011-04-12 16:02:14 -04:00
#endif
if (xevent->type == ConfigureNotify)
{
CoglOnscreen *onscreen =
find_onscreen_for_xid (context, xevent->xconfigure.window);
if (onscreen)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
_cogl_framebuffer_winsys_update_size (framebuffer,
xevent->xconfigure.width,
xevent->xconfigure.height);
}
/* we let ConfigureNotify pass through */
return COGL_FILTER_CONTINUE;
}
#ifdef GLX_INTEL_swap_event
2011-04-12 16:02:14 -04:00
glx_renderer = context->display->renderer->winsys;
if (xevent->type == (glx_renderer->glx_event_base + GLX_BufferSwapComplete))
{
GLXBufferSwapComplete *swap_event = (GLXBufferSwapComplete *) xevent;
notify_swap_buffers (context, swap_event->drawable);
/* remove SwapComplete events from the queue */
return COGL_FILTER_REMOVE;
}
#endif /* GLX_INTEL_swap_event */
return COGL_FILTER_CONTINUE;
}
static void
_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer = renderer->winsys;
_cogl_xlib_renderer_disconnect (renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
if (glx_renderer->libgl_module)
g_module_close (glx_renderer->libgl_module);
g_slice_free (CoglGLXRenderer, renderer->winsys);
}
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
static gboolean
resolve_core_glx_functions (CoglRenderer *renderer,
GError **error)
{
CoglGLXRenderer *glx_renderer;
glx_renderer = renderer->winsys;
if (!g_module_symbol (glx_renderer->libgl_module, "glXCreatePixmap",
(void **) &glx_renderer->glXCreatePixmap) ||
!g_module_symbol (glx_renderer->libgl_module, "glXDestroyPixmap",
(void **) &glx_renderer->glXDestroyPixmap) ||
!g_module_symbol (glx_renderer->libgl_module, "glXChooseFBConfig",
(void **) &glx_renderer->glXChooseFBConfig) ||
!g_module_symbol (glx_renderer->libgl_module, "glXCreateNewContext",
(void **) &glx_renderer->glXCreateNewContext) ||
!g_module_symbol (glx_renderer->libgl_module, "glXGetFBConfigAttrib",
(void **) &glx_renderer->glXGetFBConfigAttrib) ||
!g_module_symbol (glx_renderer->libgl_module, "glXQueryVersion",
(void **) &glx_renderer->glXQueryVersion) ||
!g_module_symbol (glx_renderer->libgl_module, "glXDestroyContext",
(void **) &glx_renderer->glXDestroyContext) ||
!g_module_symbol (glx_renderer->libgl_module, "glXMakeContextCurrent",
(void **) &glx_renderer->glXMakeContextCurrent) ||
!g_module_symbol (glx_renderer->libgl_module, "glXSwapBuffers",
(void **) &glx_renderer->glXSwapBuffers) ||
!g_module_symbol (glx_renderer->libgl_module, "glXQueryExtension",
(void **) &glx_renderer->glXQueryExtension) ||
!g_module_symbol (glx_renderer->libgl_module, "glXIsDirect",
(void **) &glx_renderer->glXIsDirect) ||
!g_module_symbol (glx_renderer->libgl_module, "glXGetVisualFromFBConfig",
(void **) &glx_renderer->glXGetVisualFromFBConfig) ||
!g_module_symbol (glx_renderer->libgl_module, "glXSelectEvent",
(void **) &glx_renderer->glXSelectEvent) ||
!g_module_symbol (glx_renderer->libgl_module, "glXCreateWindow",
(void **) &glx_renderer->glXCreateWindow) ||
!g_module_symbol (glx_renderer->libgl_module, "glXGetFBConfigs",
(void **) &glx_renderer->glXGetFBConfigs) ||
!g_module_symbol (glx_renderer->libgl_module, "glXDestroyWindow",
(void **) &glx_renderer->glXDestroyWindow) ||
!g_module_symbol (glx_renderer->libgl_module, "glXQueryExtensionsString",
(void **) &glx_renderer->glXQueryExtensionsString) ||
(!g_module_symbol (glx_renderer->libgl_module, "glXGetProcAddress",
(void **) &glx_renderer->glXGetProcAddress) &&
!g_module_symbol (glx_renderer->libgl_module, "glXGetProcAddressARB",
(void **) &glx_renderer->glXGetProcAddress)))
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"Failed to resolve required GLX symbol");
return FALSE;
}
return TRUE;
}
static gboolean
_cogl_winsys_renderer_connect (CoglRenderer *renderer,
GError **error)
{
CoglGLXRenderer *glx_renderer;
CoglXlibRenderer *xlib_renderer;
renderer->winsys = g_slice_new0 (CoglGLXRenderer);
glx_renderer = renderer->winsys;
xlib_renderer = _cogl_xlib_renderer_get_data (renderer);
if (!_cogl_xlib_renderer_connect (renderer, error))
goto error;
if (renderer->driver != COGL_DRIVER_GL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"GLX Backend can only be used in conjunction with OpenGL");
goto error;
}
glx_renderer->libgl_module = g_module_open (COGL_GL_LIBNAME,
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
G_MODULE_BIND_LAZY);
if (glx_renderer->libgl_module == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"Failed to dynamically open the OpenGL library");
goto error;
}
if (!resolve_core_glx_functions (renderer, error))
goto error;
if (!glx_renderer->glXQueryExtension (xlib_renderer->xdpy,
&glx_renderer->glx_error_base,
&glx_renderer->glx_event_base))
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"XServer appears to lack required GLX support");
goto error;
}
/* XXX: Note: For a long time Mesa exported a hybrid GLX, exporting
* extensions specified to require GLX 1.3, but still reporting 1.2
* via glXQueryVersion. */
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
if (!glx_renderer->glXQueryVersion (xlib_renderer->xdpy,
&glx_renderer->glx_major,
&glx_renderer->glx_minor)
|| !(glx_renderer->glx_major == 1 && glx_renderer->glx_minor >= 2))
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"XServer appears to lack required GLX 1.2 support");
goto error;
}
glx_renderer->dri_fd = -1;
return TRUE;
error:
_cogl_winsys_renderer_disconnect (renderer);
return FALSE;
}
static gboolean
update_winsys_features (CoglContext *context, GError **error)
{
CoglGLXDisplay *glx_display = context->display->winsys;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
const char *glx_extensions;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
int default_screen;
int i;
_COGL_RETURN_VAL_IF_FAIL (glx_display->glx_context, FALSE);
if (!_cogl_context_update_features (context, error))
return FALSE;
memset (context->winsys_features, 0, sizeof (context->winsys_features));
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
default_screen = DefaultScreen (xlib_renderer->xdpy);
glx_extensions =
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXQueryExtensionsString (xlib_renderer->xdpy,
default_screen);
COGL_NOTE (WINSYS, " GLX Extensions: %s", glx_extensions);
context->feature_flags |= COGL_FEATURE_ONSCREEN_MULTIPLE;
COGL_FLAGS_SET (context->features,
COGL_FEATURE_ID_ONSCREEN_MULTIPLE, TRUE);
COGL_FLAGS_SET (context->winsys_features,
COGL_WINSYS_FEATURE_MULTIPLE_ONSCREEN,
TRUE);
for (i = 0; i < G_N_ELEMENTS (winsys_feature_data); i++)
if (_cogl_feature_check (context->display->renderer,
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
"GLX", winsys_feature_data + i, 0, 0,
COGL_DRIVER_GL, /* the driver isn't used */
glx_extensions,
glx_renderer))
{
context->feature_flags |= winsys_feature_data[i].feature_flags;
if (winsys_feature_data[i].winsys_feature)
COGL_FLAGS_SET (context->winsys_features,
winsys_feature_data[i].winsys_feature,
TRUE);
}
/* Note: the GLX_SGI_video_sync spec explicitly states this extension
* only works for direct contexts. */
if (!glx_renderer->is_direct)
{
glx_renderer->pf_glXGetVideoSync = NULL;
glx_renderer->pf_glXWaitVideoSync = NULL;
}
if (glx_renderer->pf_glXWaitVideoSync)
COGL_FLAGS_SET (context->winsys_features,
COGL_WINSYS_FEATURE_VBLANK_WAIT,
TRUE);
#ifdef HAVE_DRM
/* drm is really an extreme fallback -rumoured to work with Via
* chipsets... */
if (!glx_renderer->pf_glXWaitVideoSync)
{
if (glx_renderer->dri_fd < 0)
glx_renderer->dri_fd = open("/dev/dri/card0", O_RDWR);
if (glx_renderer->dri_fd >= 0)
COGL_FLAGS_SET (context->winsys_features,
COGL_WINSYS_FEATURE_VBLANK_WAIT,
TRUE);
}
#endif
if (glx_renderer->pf_glXCopySubBuffer || context->glBlitFramebuffer)
COGL_FLAGS_SET (context->winsys_features,
COGL_WINSYS_FEATURE_SWAP_REGION, TRUE);
/* Note: glXCopySubBuffer and glBlitFramebuffer won't be throttled
* by the SwapInterval so we have to throttle swap_region requests
* manually... */
if (_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_SWAP_REGION) &&
_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_VBLANK_WAIT))
COGL_FLAGS_SET (context->winsys_features,
COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE, TRUE);
return TRUE;
}
static void
glx_attributes_from_framebuffer_config (CoglDisplay *display,
CoglFramebufferConfig *config,
int *attributes)
{
CoglGLXRenderer *glx_renderer = display->renderer->winsys;
int i = 0;
attributes[i++] = GLX_DRAWABLE_TYPE;
attributes[i++] = GLX_WINDOW_BIT;
attributes[i++] = GLX_RENDER_TYPE;
attributes[i++] = GLX_RGBA_BIT;
attributes[i++] = GLX_DOUBLEBUFFER;
attributes[i++] = GL_TRUE;
attributes[i++] = GLX_RED_SIZE;
attributes[i++] = 1;
attributes[i++] = GLX_GREEN_SIZE;
attributes[i++] = 1;
attributes[i++] = GLX_BLUE_SIZE;
attributes[i++] = 1;
attributes[i++] = GLX_ALPHA_SIZE;
attributes[i++] = config->swap_chain->has_alpha ? 1 : GLX_DONT_CARE;
attributes[i++] = GLX_DEPTH_SIZE;
attributes[i++] = 1;
attributes[i++] = GLX_STENCIL_SIZE;
attributes[i++] = config->need_stencil ? 1: GLX_DONT_CARE;
if (glx_renderer->glx_major == 1 && glx_renderer->glx_minor >= 4 &&
config->samples_per_pixel)
{
attributes[i++] = GLX_SAMPLE_BUFFERS;
attributes[i++] = 1;
attributes[i++] = GLX_SAMPLES;
attributes[i++] = config->samples_per_pixel;
}
attributes[i++] = None;
g_assert (i < MAX_GLX_CONFIG_ATTRIBS);
}
/* It seems the GLX spec never defined an invalid GLXFBConfig that
* we could overload as an indication of error, so we have to return
* an explicit boolean status. */
static gboolean
find_fbconfig (CoglDisplay *display,
CoglFramebufferConfig *config,
GLXFBConfig *config_ret,
GError **error)
{
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (display->renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer = display->renderer->winsys;
GLXFBConfig *configs = NULL;
int n_configs;
static int attributes[MAX_GLX_CONFIG_ATTRIBS];
gboolean ret = TRUE;
int xscreen_num = DefaultScreen (xlib_renderer->xdpy);
glx_attributes_from_framebuffer_config (display, config, attributes);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
configs = glx_renderer->glXChooseFBConfig (xlib_renderer->xdpy,
xscreen_num,
attributes,
&n_configs);
if (!configs || n_configs == 0)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Failed to find any compatible fbconfigs");
ret = FALSE;
goto done;
}
if (config->swap_chain->has_alpha)
{
int i;
for (i = 0; i < n_configs; i++)
{
XVisualInfo *vinfo;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
vinfo = glx_renderer->glXGetVisualFromFBConfig (xlib_renderer->xdpy,
configs[i]);
if (vinfo == NULL)
continue;
if (vinfo->depth == 32 &&
(vinfo->red_mask | vinfo->green_mask | vinfo->blue_mask)
!= 0xffffffff)
{
COGL_NOTE (WINSYS, "Found an ARGB FBConfig [index:%d]", i);
*config_ret = configs[i];
goto done;
}
}
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to find fbconfig with rgba visual");
ret = FALSE;
goto done;
}
else
{
COGL_NOTE (WINSYS, "Using the first available FBConfig");
*config_ret = configs[0];
}
done:
XFree (configs);
return ret;
}
static gboolean
create_context (CoglDisplay *display, GError **error)
{
CoglGLXDisplay *glx_display = display->winsys;
CoglXlibDisplay *xlib_display = display->winsys;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (display->renderer);
CoglGLXRenderer *glx_renderer = display->renderer->winsys;
gboolean support_transparent_windows =
display->onscreen_template->config.swap_chain->has_alpha;
GLXFBConfig config;
GError *fbconfig_error = NULL;
XSetWindowAttributes attrs;
XVisualInfo *xvisinfo;
GLXDrawable dummy_drawable;
CoglXlibTrapState old_state;
_COGL_RETURN_VAL_IF_FAIL (glx_display->glx_context == NULL, TRUE);
glx_display->found_fbconfig =
find_fbconfig (display, &display->onscreen_template->config, &config,
&fbconfig_error);
if (!glx_display->found_fbconfig)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to find suitable fbconfig for the GLX context: %s",
fbconfig_error->message);
g_error_free (fbconfig_error);
return FALSE;
}
glx_display->fbconfig = config;
glx_display->fbconfig_has_rgba_visual = support_transparent_windows;
COGL_NOTE (WINSYS, "Creating GLX Context (display: %p)",
xlib_renderer->xdpy);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_display->glx_context =
glx_renderer->glXCreateNewContext (xlib_renderer->xdpy,
config,
GLX_RGBA_TYPE,
NULL,
True);
if (glx_display->glx_context == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to create suitable GL context");
return FALSE;
}
glx_renderer->is_direct =
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXIsDirect (xlib_renderer->xdpy, glx_display->glx_context);
COGL_NOTE (WINSYS, "Setting %s context",
glx_renderer->is_direct ? "direct" : "indirect");
/* XXX: GLX doesn't let us make a context current without a window
* so we create a dummy window that we can use while no CoglOnscreen
* framebuffer is in use.
*/
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
xvisinfo = glx_renderer->glXGetVisualFromFBConfig (xlib_renderer->xdpy,
config);
if (xvisinfo == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to retrieve the X11 visual");
return FALSE;
}
_cogl_xlib_renderer_trap_errors (display->renderer, &old_state);
attrs.override_redirect = True;
attrs.colormap = XCreateColormap (xlib_renderer->xdpy,
DefaultRootWindow (xlib_renderer->xdpy),
xvisinfo->visual,
AllocNone);
attrs.border_pixel = 0;
xlib_display->dummy_xwin =
XCreateWindow (xlib_renderer->xdpy,
DefaultRootWindow (xlib_renderer->xdpy),
-100, -100, 1, 1,
0,
xvisinfo->depth,
CopyFromParent,
xvisinfo->visual,
CWOverrideRedirect | CWColormap | CWBorderPixel,
&attrs);
/* Try and create a GLXWindow to use with extensions dependent on
* GLX versions >= 1.3 that don't accept regular X Windows as GLX
* drawables. */
if (glx_renderer->glx_major == 1 && glx_renderer->glx_minor >= 3)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_display->dummy_glxwin =
glx_renderer->glXCreateWindow (xlib_renderer->xdpy,
config,
xlib_display->dummy_xwin,
NULL);
}
if (glx_display->dummy_glxwin)
dummy_drawable = glx_display->dummy_glxwin;
else
dummy_drawable = xlib_display->dummy_xwin;
COGL_NOTE (WINSYS, "Selecting dummy 0x%x for the GLX context",
(unsigned int) dummy_drawable);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXMakeContextCurrent (xlib_renderer->xdpy,
dummy_drawable,
dummy_drawable,
glx_display->glx_context);
XFree (xvisinfo);
if (_cogl_xlib_renderer_untrap_errors (display->renderer, &old_state))
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to select the newly created GLX context");
return FALSE;
}
return TRUE;
}
static void
_cogl_winsys_display_destroy (CoglDisplay *display)
{
CoglGLXDisplay *glx_display = display->winsys;
CoglXlibDisplay *xlib_display = display->winsys;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (display->renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer = display->renderer->winsys;
_COGL_RETURN_IF_FAIL (glx_display != NULL);
if (glx_display->glx_context)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXMakeContextCurrent (xlib_renderer->xdpy,
None, None, NULL);
glx_renderer->glXDestroyContext (xlib_renderer->xdpy,
glx_display->glx_context);
glx_display->glx_context = NULL;
}
if (glx_display->dummy_glxwin)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXDestroyWindow (xlib_renderer->xdpy,
glx_display->dummy_glxwin);
glx_display->dummy_glxwin = None;
}
if (xlib_display->dummy_xwin)
{
XDestroyWindow (xlib_renderer->xdpy, xlib_display->dummy_xwin);
xlib_display->dummy_xwin = None;
}
g_slice_free (CoglGLXDisplay, display->winsys);
display->winsys = NULL;
}
static gboolean
_cogl_winsys_display_setup (CoglDisplay *display,
GError **error)
{
CoglGLXDisplay *glx_display;
int i;
_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
glx_display = g_slice_new0 (CoglGLXDisplay);
display->winsys = glx_display;
if (!create_context (display, error))
goto error;
for (i = 0; i < COGL_GLX_N_CACHED_CONFIGS; i++)
glx_display->glx_cached_configs[i].depth = -1;
return TRUE;
error:
_cogl_winsys_display_destroy (display);
return FALSE;
}
static gboolean
_cogl_winsys_context_init (CoglContext *context, GError **error)
{
context->winsys = g_new0 (CoglContextGLX, 1);
cogl_xlib_renderer_add_filter (context->display->renderer,
glx_event_filter_cb,
context);
return update_winsys_features (context, error);
}
static void
_cogl_winsys_context_deinit (CoglContext *context)
{
cogl_xlib_renderer_remove_filter (context->display->renderer,
glx_event_filter_cb,
context);
g_free (context->winsys);
}
static gboolean
_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
GError **error)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
CoglContext *context = framebuffer->context;
CoglDisplay *display = context->display;
CoglGLXDisplay *glx_display = display->winsys;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (display->renderer);
CoglGLXRenderer *glx_renderer = display->renderer->winsys;
Window xwin;
CoglOnscreenXlib *xlib_onscreen;
CoglOnscreenGLX *glx_onscreen;
GLXFBConfig fbconfig;
GError *fbconfig_error = NULL;
_COGL_RETURN_VAL_IF_FAIL (glx_display->glx_context, FALSE);
if (!find_fbconfig (display, &framebuffer->config,
&fbconfig,
&fbconfig_error))
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"Unable to find suitable fbconfig for the GLX context: %s",
fbconfig_error->message);
g_error_free (fbconfig_error);
return FALSE;
}
/* Update the real number of samples_per_pixel now that we have
* found an fbconfig... */
if (framebuffer->config.samples_per_pixel)
{
int samples;
int status = glx_renderer->glXGetFBConfigAttrib (xlib_renderer->xdpy,
fbconfig,
GLX_SAMPLES,
&samples);
g_return_val_if_fail (status == Success, TRUE);
framebuffer->samples_per_pixel = samples;
}
/* FIXME: We need to explicitly Select for ConfigureNotify events.
* For foreign windows we need to be careful not to mess up any
* existing event mask.
* We need to document that for windows we create then toolkits
* must be careful not to clear event mask bits that we select.
*/
/* XXX: Note we ignore the user's original width/height when
* given a foreign X window. */
if (onscreen->foreign_xid)
{
Status status;
CoglXlibTrapState state;
XWindowAttributes attr;
int xerror;
xwin = onscreen->foreign_xid;
_cogl_xlib_renderer_trap_errors (display->renderer, &state);
status = XGetWindowAttributes (xlib_renderer->xdpy, xwin, &attr);
XSync (xlib_renderer->xdpy, False);
xerror = _cogl_xlib_renderer_untrap_errors (display->renderer, &state);
if (status == 0 || xerror)
{
char message[1000];
XGetErrorText (xlib_renderer->xdpy, xerror, message, sizeof(message));
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
"Unable to query geometry of foreign xid 0x%08lX: %s",
xwin, message);
return FALSE;
}
_cogl_framebuffer_winsys_update_size (framebuffer,
attr.width, attr.height);
/* Make sure the app selects for the events we require... */
onscreen->foreign_update_mask_callback (onscreen,
COGL_ONSCREEN_X11_EVENT_MASK,
onscreen->foreign_update_mask_data);
}
else
{
int width;
int height;
CoglXlibTrapState state;
XVisualInfo *xvisinfo;
XSetWindowAttributes xattr;
unsigned long mask;
int xerror;
width = cogl_framebuffer_get_width (framebuffer);
height = cogl_framebuffer_get_height (framebuffer);
_cogl_xlib_renderer_trap_errors (display->renderer, &state);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
xvisinfo = glx_renderer->glXGetVisualFromFBConfig (xlib_renderer->xdpy,
fbconfig);
if (xvisinfo == NULL)
{
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
"Unable to retrieve the X11 visual of context's "
"fbconfig");
return FALSE;
}
/* window attributes */
xattr.background_pixel = WhitePixel (xlib_renderer->xdpy,
DefaultScreen (xlib_renderer->xdpy));
xattr.border_pixel = 0;
/* XXX: is this an X resource that we are leaking‽... */
xattr.colormap = XCreateColormap (xlib_renderer->xdpy,
DefaultRootWindow (xlib_renderer->xdpy),
xvisinfo->visual,
AllocNone);
xattr.event_mask = COGL_ONSCREEN_X11_EVENT_MASK;
mask = CWBorderPixel | CWColormap | CWEventMask;
xwin = XCreateWindow (xlib_renderer->xdpy,
DefaultRootWindow (xlib_renderer->xdpy),
0, 0,
width, height,
0,
xvisinfo->depth,
InputOutput,
xvisinfo->visual,
mask, &xattr);
XFree (xvisinfo);
XSync (xlib_renderer->xdpy, False);
xerror = _cogl_xlib_renderer_untrap_errors (display->renderer, &state);
if (xerror)
{
char message[1000];
XGetErrorText (xlib_renderer->xdpy, xerror,
message, sizeof (message));
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_ONSCREEN,
"X error while creating Window for CoglOnscreen: %s",
message);
return FALSE;
}
}
onscreen->winsys = g_slice_new0 (CoglOnscreenGLX);
xlib_onscreen = onscreen->winsys;
glx_onscreen = onscreen->winsys;
xlib_onscreen->xwin = xwin;
xlib_onscreen->is_foreign_xwin = onscreen->foreign_xid ? TRUE : FALSE;
/* Try and create a GLXWindow to use with extensions dependent on
* GLX versions >= 1.3 that don't accept regular X Windows as GLX
* drawables. */
if (glx_renderer->glx_major == 1 && glx_renderer->glx_minor >= 3)
{
glx_onscreen->glxwin =
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXCreateWindow (xlib_renderer->xdpy,
fbconfig,
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
xlib_onscreen->xwin,
NULL);
}
#ifdef GLX_INTEL_swap_event
if (_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_SWAP_BUFFERS_EVENT))
{
GLXDrawable drawable =
glx_onscreen->glxwin ? glx_onscreen->glxwin : xlib_onscreen->xwin;
/* similarly to above, we unconditionally select this event
* because we rely on it to advance the master clock, and
* drive redraw/relayout, animations and event handling.
*/
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXSelectEvent (xlib_renderer->xdpy,
drawable,
GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK);
}
#endif /* GLX_INTEL_swap_event */
return TRUE;
}
static void
_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
CoglContext *context = framebuffer->context;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
CoglXlibTrapState old_state;
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
/* If we never successfully allocated then there's nothing to do */
if (glx_onscreen == NULL)
return;
_cogl_xlib_renderer_trap_errors (context->display->renderer, &old_state);
if (glx_onscreen->glxwin != None)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXDestroyWindow (xlib_renderer->xdpy,
glx_onscreen->glxwin);
glx_onscreen->glxwin = None;
}
if (!xlib_onscreen->is_foreign_xwin && xlib_onscreen->xwin != None)
{
XDestroyWindow (xlib_renderer->xdpy, xlib_onscreen->xwin);
xlib_onscreen->xwin = None;
}
else
xlib_onscreen->xwin = None;
XSync (xlib_renderer->xdpy, False);
_cogl_xlib_renderer_untrap_errors (context->display->renderer, &old_state);
g_slice_free (CoglOnscreenGLX, onscreen->winsys);
onscreen->winsys = NULL;
}
static void
_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
{
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
CoglContextGLX *glx_context = context->winsys;
CoglXlibDisplay *xlib_display = context->display->winsys;
CoglGLXDisplay *glx_display = context->display->winsys;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
CoglXlibTrapState old_state;
GLXDrawable drawable;
if (G_UNLIKELY (!onscreen))
{
drawable =
glx_display->dummy_glxwin ?
glx_display->dummy_glxwin : xlib_display->dummy_xwin;
if (glx_context->current_drawable == drawable)
return;
_cogl_xlib_renderer_trap_errors (context->display->renderer, &old_state);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXMakeContextCurrent (xlib_renderer->xdpy,
drawable, drawable,
glx_display->glx_context);
}
else
{
drawable =
glx_onscreen->glxwin ? glx_onscreen->glxwin : xlib_onscreen->xwin;
if (glx_context->current_drawable == drawable)
return;
_cogl_xlib_renderer_trap_errors (context->display->renderer, &old_state);
COGL_NOTE (WINSYS,
"MakeContextCurrent dpy: %p, window: 0x%x (%s), context: %p",
xlib_renderer->xdpy,
(unsigned int) drawable,
xlib_onscreen->is_foreign_xwin ? "foreign" : "native",
glx_display->glx_context);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXMakeContextCurrent (xlib_renderer->xdpy,
drawable,
drawable,
glx_display->glx_context);
/* In case we are using GLX_SGI_swap_control for vblank syncing
* we need call glXSwapIntervalSGI here to make sure that it
* affects the current drawable.
*
* Note: we explicitly set to 0 when we aren't using the swap
* interval to synchronize since some drivers have a default
* swap interval of 1. Sadly some drivers even ignore requests
* to disable the swap interval.
*
* NB: glXSwapIntervalSGI applies to the context not the
* drawable which is why we can't just do this once when the
* framebuffer is allocated.
*
* FIXME: We should check for GLX_EXT_swap_control which allows
* per framebuffer swap intervals. GLX_MESA_swap_control also
* allows per-framebuffer swap intervals but the semantics tend
* to be more muddled since Mesa drivers tend to expose both the
* MESA and SGI extensions which should technically be mutually
* exclusive.
*/
if (glx_renderer->pf_glXSwapInterval)
{
if (onscreen->swap_throttled)
glx_renderer->pf_glXSwapInterval (1);
else
glx_renderer->pf_glXSwapInterval (0);
}
}
XSync (xlib_renderer->xdpy, False);
/* FIXME: We should be reporting a GError here
*/
if (_cogl_xlib_renderer_untrap_errors (context->display->renderer,
&old_state))
{
g_warning ("X Error received while making drawable 0x%08lX current",
drawable);
return;
}
glx_context->current_drawable = drawable;
}
#ifdef HAVE_DRM
static int
drm_wait_vblank (int fd, drm_wait_vblank_t *vbl)
{
int ret, rc;
do
{
ret = ioctl (fd, DRM_IOCTL_WAIT_VBLANK, vbl);
vbl->request.type &= ~_DRM_VBLANK_RELATIVE;
rc = errno;
}
while (ret && rc == EINTR);
return rc;
}
#endif /* HAVE_DRM */
static void
_cogl_winsys_wait_for_vblank (void)
{
CoglGLXRenderer *glx_renderer;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glx_renderer = ctx->display->renderer->winsys;
if (glx_renderer->pf_glXGetVideoSync)
{
guint32 current_count;
glx_renderer->pf_glXGetVideoSync (&current_count);
glx_renderer->pf_glXWaitVideoSync (2,
(current_count + 1) % 2,
&current_count);
}
#ifdef HAVE_DRM
else
{
drm_wait_vblank_t blank;
COGL_NOTE (WINSYS, "Waiting for vblank (drm)");
blank.request.type = _DRM_VBLANK_RELATIVE;
blank.request.sequence = 1;
blank.request.signal = 0;
drm_wait_vblank (glx_renderer->dri_fd, &blank);
}
#endif /* HAVE_DRM */
}
static guint32
_cogl_winsys_get_vsync_counter (void)
{
guint32 video_sync_count;
CoglGLXRenderer *glx_renderer;
_COGL_GET_CONTEXT (ctx, 0);
glx_renderer = ctx->display->renderer->winsys;
glx_renderer->pf_glXGetVideoSync (&video_sync_count);
return video_sync_count;
}
static void
_cogl_winsys_onscreen_swap_region (CoglOnscreen *onscreen,
const int *user_rectangles,
int n_rectangles)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
CoglContext *context = framebuffer->context;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
GLXDrawable drawable =
glx_onscreen->glxwin ? glx_onscreen->glxwin : xlib_onscreen->xwin;
guint32 end_frame_vsync_counter = 0;
gboolean have_counter;
gboolean can_wait;
/*
* We assume that glXCopySubBuffer is synchronized which means it won't prevent multiple
* blits per retrace if they can all be performed in the blanking period. If that's the
* case then we still want to use the vblank sync menchanism but
* we only need it to throttle redraws.
*/
gboolean blit_sub_buffer_is_synchronized =
_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_SWAP_REGION_SYNCHRONIZED);
int framebuffer_height = cogl_framebuffer_get_height (framebuffer);
int *rectangles = g_alloca (sizeof (int) * n_rectangles * 4);
int i;
/* glXCopySubBuffer expects rectangles relative to the bottom left corner but
* we are given rectangles relative to the top left so we need to flip
* them... */
memcpy (rectangles, user_rectangles, sizeof (int) * n_rectangles * 4);
for (i = 0; i < n_rectangles; i++)
{
int *rect = &rectangles[4 * i];
rect[1] = framebuffer_height - rect[1] - rect[3];
}
_cogl_framebuffer_flush_state (framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_BIND);
if (onscreen->swap_throttled)
{
have_counter =
_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_VBLANK_COUNTER);
can_wait = _cogl_winsys_has_feature (COGL_WINSYS_FEATURE_VBLANK_WAIT);
}
else
{
have_counter = FALSE;
can_wait = FALSE;
}
/* We need to ensure that all the rendering is done, otherwise
* redraw operations that are slower than the framerate can
* queue up in the pipeline during a heavy animation, causing a
* larger and larger backlog of rendering visible as lag to the
* user.
*
* For an exaggerated example consider rendering at 60fps (so 16ms
* per frame) and you have a really slow frame that takes 160ms to
* render, even though painting the scene and issuing the commands
* to the GPU takes no time at all. If all we did was use the
* video_sync extension to throttle the painting done by the CPU
* then every 16ms we would have another frame queued up even though
* the GPU has only rendered one tenth of the current frame. By the
* time the GPU would get to the 2nd frame there would be 9 frames
* waiting to be rendered.
*
* The problem is that we don't currently have a good way to throttle
* the GPU, only the CPU so we have to resort to synchronizing the
* GPU with the CPU to throttle it.
*
* Note: since calling glFinish() and synchronizing the CPU with
* the GPU is far from ideal, we hope that this is only a short
* term solution.
* - One idea is to using sync objects to track render
* completion so we can throttle the backlog (ideally with an
* additional extension that lets us get notifications in our
* mainloop instead of having to busy wait for the
* completion.)
* - Another option is to support clipped redraws by reusing the
* contents of old back buffers such that we can flip instead
* of using a blit and then we can use GLX_INTEL_swap_events
* to throttle. For this though we would still probably want an
* additional extension so we can report the limited region of
* the window damage to X/compositors.
*/
context->glFinish ();
if (blit_sub_buffer_is_synchronized && have_counter && can_wait)
{
end_frame_vsync_counter = _cogl_winsys_get_vsync_counter ();
/* If we have the GLX_SGI_video_sync extension then we can
* be a bit smarter about how we throttle blits by avoiding
* any waits if we can see that the video sync count has
* already progressed. */
if (glx_onscreen->last_swap_vsync_counter == end_frame_vsync_counter)
_cogl_winsys_wait_for_vblank ();
}
else if (can_wait)
_cogl_winsys_wait_for_vblank ();
if (glx_renderer->pf_glXCopySubBuffer)
{
Display *xdpy = xlib_renderer->xdpy;
int i;
for (i = 0; i < n_rectangles; i++)
{
int *rect = &rectangles[4 * i];
glx_renderer->pf_glXCopySubBuffer (xdpy, drawable,
rect[0], rect[1], rect[2], rect[3]);
}
}
else if (context->glBlitFramebuffer)
{
int i;
/* XXX: checkout how this state interacts with the code to use
* glBlitFramebuffer in Neil's texture atlasing branch */
context->glDrawBuffer (GL_FRONT);
for (i = 0; i < n_rectangles; i++)
{
int *rect = &rectangles[4 * i];
int x2 = rect[0] + rect[2];
int y2 = rect[1] + rect[3];
context->glBlitFramebuffer (rect[0], rect[1], x2, y2,
rect[0], rect[1], x2, y2,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
context->glDrawBuffer (GL_BACK);
}
/* NB: unlike glXSwapBuffers, glXCopySubBuffer and
* glBlitFramebuffer don't issue an implicit glFlush() so we
* have to flush ourselves if we want the request to complete in
* a finite amount of time since otherwise the driver can batch
* the command indefinitely. */
context->glFlush ();
/* NB: It's important we save the counter we read before acting on
* the swap request since if we are mixing and matching different
* swap methods between frames we don't want to read the timer e.g.
* after calling glFinish() some times and not for others.
*
* In other words; this way we consistently save the time at the end
* of the applications frame such that the counter isn't muddled by
* the varying costs of different swap methods.
*/
if (have_counter)
glx_onscreen->last_swap_vsync_counter = end_frame_vsync_counter;
}
static void
_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen)
{
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
CoglContext *context = framebuffer->context;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
gboolean have_counter;
GLXDrawable drawable;
/* XXX: theoretically this shouldn't be necessary but at least with
* the Intel drivers we have see that if we don't call
* glXMakeContextCurrent for the drawable we are swapping then
* we get a BadDrawable error from the X server. */
_cogl_framebuffer_flush_state (framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_BIND);
drawable = glx_onscreen->glxwin ? glx_onscreen->glxwin : xlib_onscreen->xwin;
if (onscreen->swap_throttled)
{
2011-04-18 10:53:25 -04:00
guint32 end_frame_vsync_counter = 0;
have_counter =
_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_VBLANK_COUNTER);
/* If the swap_region API is also being used then we need to track
* the vsync counter for each swap request so we can manually
* throttle swap_region requests. */
if (have_counter)
end_frame_vsync_counter = _cogl_winsys_get_vsync_counter ();
if (!glx_renderer->pf_glXSwapInterval)
{
gboolean can_wait =
_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_VBLANK_WAIT);
/* If we are going to wait for VBLANK manually, we not only
* need to flush out pending drawing to the GPU before we
* sleep, we need to wait for it to finish. Otherwise, we
* may end up with the situation:
*
* - We finish drawing - GPU drawing continues
* - We go to sleep - GPU drawing continues
* VBLANK - We call glXSwapBuffers - GPU drawing continues
* - GPU drawing continues
* - Swap buffers happens
*
* Producing a tear. Calling glFinish() first will cause us
* to properly wait for the next VBLANK before we swap. This
* obviously does not happen when we use _GLX_SWAP and let
* the driver do the right thing
*/
context->glFinish ();
if (have_counter && can_wait)
{
if (glx_onscreen->last_swap_vsync_counter ==
end_frame_vsync_counter)
_cogl_winsys_wait_for_vblank ();
}
else if (can_wait)
_cogl_winsys_wait_for_vblank ();
}
}
else
have_counter = FALSE;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXSwapBuffers (xlib_renderer->xdpy, drawable);
if (have_counter)
glx_onscreen->last_swap_vsync_counter = _cogl_winsys_get_vsync_counter ();
}
static guint32
_cogl_winsys_onscreen_x11_get_window_xid (CoglOnscreen *onscreen)
{
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
return xlib_onscreen->xwin;
}
static unsigned int
_cogl_winsys_onscreen_add_swap_buffers_callback (CoglOnscreen *onscreen,
CoglSwapBuffersNotify callback,
void *user_data)
{
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
CoglSwapBuffersNotifyEntry *entry = g_slice_new0 (CoglSwapBuffersNotifyEntry);
static int next_swap_buffers_callback_id = 0;
entry->callback = callback;
entry->user_data = user_data;
entry->id = next_swap_buffers_callback_id++;
glx_onscreen->swap_callbacks =
g_list_prepend (glx_onscreen->swap_callbacks, entry);
return entry->id;
}
static void
_cogl_winsys_onscreen_remove_swap_buffers_callback (CoglOnscreen *onscreen,
unsigned int id)
{
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
GList *l;
for (l = glx_onscreen->swap_callbacks; l; l = l->next)
{
CoglSwapBuffersNotifyEntry *entry = l->data;
if (entry->id == id)
{
g_slice_free (CoglSwapBuffersNotifyEntry, entry);
glx_onscreen->swap_callbacks =
g_list_delete_link (glx_onscreen->swap_callbacks, l);
return;
}
}
}
static void
_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
{
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
CoglContextGLX *glx_context = context->winsys;
CoglOnscreenGLX *glx_onscreen = onscreen->winsys;
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
GLXDrawable drawable =
glx_onscreen->glxwin ? glx_onscreen->glxwin : xlib_onscreen->xwin;
if (glx_context->current_drawable != drawable)
return;
glx_context->current_drawable = 0;
_cogl_winsys_onscreen_bind (onscreen);
}
static void
_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
gboolean visibility)
{
CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (context->display->renderer);
CoglOnscreenXlib *xlib_onscreen = onscreen->winsys;
if (visibility)
XMapWindow (xlib_renderer->xdpy, xlib_onscreen->xwin);
else
XUnmapWindow (xlib_renderer->xdpy, xlib_onscreen->xwin);
}
/* XXX: This is a particularly hacky _cogl_winsys interface... */
static XVisualInfo *
_cogl_winsys_xlib_get_visual_info (void)
{
CoglGLXDisplay *glx_display;
CoglXlibRenderer *xlib_renderer;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer;
_COGL_GET_CONTEXT (ctx, NULL);
_COGL_RETURN_VAL_IF_FAIL (ctx->display->winsys, FALSE);
glx_display = ctx->display->winsys;
xlib_renderer = _cogl_xlib_renderer_get_data (ctx->display->renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer = ctx->display->renderer->winsys;
if (!glx_display->found_fbconfig)
return NULL;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
return glx_renderer->glXGetVisualFromFBConfig (xlib_renderer->xdpy,
glx_display->fbconfig);
}
static gboolean
get_fbconfig_for_depth (CoglContext *context,
unsigned int depth,
GLXFBConfig *fbconfig_ret,
gboolean *can_mipmap_ret)
{
CoglXlibRenderer *xlib_renderer;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer;
CoglGLXDisplay *glx_display;
Display *dpy;
GLXFBConfig *fbconfigs;
int n_elements, i;
int db, stencil, alpha, mipmap, rgba, value;
int spare_cache_slot = 0;
gboolean found = FALSE;
xlib_renderer = _cogl_xlib_renderer_get_data (context->display->renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer = context->display->renderer->winsys;
glx_display = context->display->winsys;
/* Check if we've already got a cached config for this depth */
for (i = 0; i < COGL_GLX_N_CACHED_CONFIGS; i++)
if (glx_display->glx_cached_configs[i].depth == -1)
spare_cache_slot = i;
else if (glx_display->glx_cached_configs[i].depth == depth)
{
*fbconfig_ret = glx_display->glx_cached_configs[i].fb_config;
*can_mipmap_ret = glx_display->glx_cached_configs[i].can_mipmap;
return glx_display->glx_cached_configs[i].found;
}
dpy = xlib_renderer->xdpy;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
fbconfigs = glx_renderer->glXGetFBConfigs (dpy, DefaultScreen (dpy),
&n_elements);
db = G_MAXSHORT;
stencil = G_MAXSHORT;
mipmap = 0;
rgba = 0;
for (i = 0; i < n_elements; i++)
{
XVisualInfo *vi;
int visual_depth;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
vi = glx_renderer->glXGetVisualFromFBConfig (dpy, fbconfigs[i]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree (vi);
if (visual_depth != depth)
continue;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_ALPHA_SIZE,
&alpha);
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BUFFER_SIZE,
&value);
if (value != depth && (value - alpha) != depth)
continue;
value = 0;
if (depth == 32)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_TEXTURE_RGBA_EXT,
&value);
if (value)
rgba = 1;
}
if (!value)
{
if (rgba)
continue;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_TEXTURE_RGB_EXT,
&value);
if (!value)
continue;
}
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_DOUBLEBUFFER,
&value);
if (value > db)
continue;
db = value;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_STENCIL_SIZE,
&value);
if (value > stencil)
continue;
stencil = value;
/* glGenerateMipmap is defined in the offscreen extension */
if (cogl_has_feature (context, COGL_FEATURE_ID_OFFSCREEN))
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_MIPMAP_TEXTURE_EXT,
&value);
if (value < mipmap)
continue;
mipmap = value;
}
*fbconfig_ret = fbconfigs[i];
*can_mipmap_ret = mipmap;
found = TRUE;
}
if (n_elements)
XFree (fbconfigs);
glx_display->glx_cached_configs[spare_cache_slot].depth = depth;
glx_display->glx_cached_configs[spare_cache_slot].found = found;
glx_display->glx_cached_configs[spare_cache_slot].fb_config = *fbconfig_ret;
glx_display->glx_cached_configs[spare_cache_slot].can_mipmap = mipmap;
return found;
}
static gboolean
should_use_rectangle (CoglContext *context)
{
if (context->rectangle_state == COGL_WINSYS_RECTANGLE_STATE_UNKNOWN)
{
if (cogl_has_feature (context, COGL_FEATURE_ID_TEXTURE_RECTANGLE))
{
const char *rect_env;
/* Use the rectangle only if it is available and either:
the COGL_PIXMAP_TEXTURE_RECTANGLE environment variable is
set to 'force'
*or*
the env var is set to 'allow' or not set and NPOTs textures
are not available */
context->rectangle_state =
cogl_has_feature (context, COGL_FEATURE_ID_TEXTURE_NPOT) ?
COGL_WINSYS_RECTANGLE_STATE_DISABLE :
COGL_WINSYS_RECTANGLE_STATE_ENABLE;
if ((rect_env = g_getenv ("COGL_PIXMAP_TEXTURE_RECTANGLE")) ||
/* For compatibility, we'll also look at the old Clutter
environment variable */
(rect_env = g_getenv ("CLUTTER_PIXMAP_TEXTURE_RECTANGLE")))
{
if (g_ascii_strcasecmp (rect_env, "force") == 0)
context->rectangle_state =
COGL_WINSYS_RECTANGLE_STATE_ENABLE;
else if (g_ascii_strcasecmp (rect_env, "disable") == 0)
context->rectangle_state =
COGL_WINSYS_RECTANGLE_STATE_DISABLE;
else if (g_ascii_strcasecmp (rect_env, "allow"))
g_warning ("Unknown value for COGL_PIXMAP_TEXTURE_RECTANGLE, "
"should be 'force' or 'disable'");
}
}
else
context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_DISABLE;
}
return context->rectangle_state == COGL_WINSYS_RECTANGLE_STATE_ENABLE;
}
static gboolean
try_create_glx_pixmap (CoglContext *context,
CoglTexturePixmapX11 *tex_pixmap,
gboolean mipmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap = tex_pixmap->winsys;
CoglRenderer *renderer;
CoglXlibRenderer *xlib_renderer;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
CoglGLXRenderer *glx_renderer;
Display *dpy;
/* We have to initialize this *opaque* variable because gcc tries to
* be too smart for its own good and warns that the variable may be
* used uninitialized otherwise. */
GLXFBConfig fb_config = (GLXFBConfig)0;
int attribs[7];
int i = 0;
GLenum target;
CoglXlibTrapState trap_state;
unsigned int depth = tex_pixmap->depth;
Visual* visual = tex_pixmap->visual;
renderer = context->display->renderer;
xlib_renderer = _cogl_xlib_renderer_get_data (renderer);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer = renderer->winsys;
dpy = xlib_renderer->xdpy;
if (!get_fbconfig_for_depth (context, depth, &fb_config,
&glx_tex_pixmap->can_mipmap))
{
COGL_NOTE (TEXTURE_PIXMAP, "No suitable FBConfig found for depth %i",
depth);
return FALSE;
}
if (should_use_rectangle (context))
{
target = GLX_TEXTURE_RECTANGLE_EXT;
glx_tex_pixmap->can_mipmap = FALSE;
}
else
target = GLX_TEXTURE_2D_EXT;
if (!glx_tex_pixmap->can_mipmap)
mipmap = FALSE;
attribs[i++] = GLX_TEXTURE_FORMAT_EXT;
/* Check whether an alpha channel is used by comparing the total
* number of 1-bits in color masks against the color depth requested
* by the client.
*/
if (_cogl_util_popcountl (visual->red_mask |
visual->green_mask |
visual->blue_mask) == depth)
attribs[i++] = GLX_TEXTURE_FORMAT_RGB_EXT;
else
attribs[i++] = GLX_TEXTURE_FORMAT_RGBA_EXT;
attribs[i++] = GLX_MIPMAP_TEXTURE_EXT;
attribs[i++] = mipmap;
attribs[i++] = GLX_TEXTURE_TARGET_EXT;
attribs[i++] = target;
attribs[i++] = None;
/* We need to trap errors from glXCreatePixmap because it can
* sometimes fail during normal usage. For example on NVidia it gets
* upset if you try to create two GLXPixmaps for the same drawable.
*/
_cogl_xlib_renderer_trap_errors (renderer, &trap_state);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_tex_pixmap->glx_pixmap =
glx_renderer->glXCreatePixmap (dpy,
fb_config,
tex_pixmap->pixmap,
attribs);
glx_tex_pixmap->has_mipmap_space = mipmap;
XSync (dpy, False);
if (_cogl_xlib_renderer_untrap_errors (renderer, &trap_state))
{
COGL_NOTE (TEXTURE_PIXMAP, "Failed to create pixmap for %p", tex_pixmap);
_cogl_xlib_renderer_trap_errors (renderer, &trap_state);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXDestroyPixmap (dpy, glx_tex_pixmap->glx_pixmap);
XSync (dpy, False);
_cogl_xlib_renderer_untrap_errors (renderer, &trap_state);
glx_tex_pixmap->glx_pixmap = None;
return FALSE;
}
return TRUE;
}
static gboolean
_cogl_winsys_texture_pixmap_x11_create (CoglTexturePixmapX11 *tex_pixmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap;
/* FIXME: It should be possible to get to a CoglContext from any
* CoglTexture pointer. */
_COGL_GET_CONTEXT (ctx, FALSE);
if (!_cogl_winsys_has_feature (COGL_WINSYS_FEATURE_TEXTURE_FROM_PIXMAP))
{
tex_pixmap->winsys = NULL;
return FALSE;
}
glx_tex_pixmap = g_new0 (CoglTexturePixmapGLX, 1);
glx_tex_pixmap->glx_pixmap = None;
glx_tex_pixmap->can_mipmap = FALSE;
glx_tex_pixmap->has_mipmap_space = FALSE;
glx_tex_pixmap->glx_tex = COGL_INVALID_HANDLE;
glx_tex_pixmap->bind_tex_image_queued = TRUE;
glx_tex_pixmap->pixmap_bound = FALSE;
tex_pixmap->winsys = glx_tex_pixmap;
if (!try_create_glx_pixmap (ctx, tex_pixmap, FALSE))
{
tex_pixmap->winsys = NULL;
g_free (glx_tex_pixmap);
return FALSE;
}
return TRUE;
}
static void
free_glx_pixmap (CoglContext *context,
CoglTexturePixmapGLX *glx_tex_pixmap)
{
CoglXlibTrapState trap_state;
CoglRenderer *renderer;
CoglXlibRenderer *xlib_renderer;
CoglGLXRenderer *glx_renderer;
renderer = context->display->renderer;
xlib_renderer = _cogl_xlib_renderer_get_data (renderer);
glx_renderer = renderer->winsys;
if (glx_tex_pixmap->pixmap_bound)
glx_renderer->pf_glXReleaseTexImage (xlib_renderer->xdpy,
glx_tex_pixmap->glx_pixmap,
GLX_FRONT_LEFT_EXT);
/* FIXME - we need to trap errors and synchronize here because
* of ordering issues between the XPixmap destruction and the
* GLXPixmap destruction.
*
* If the X pixmap is destroyed, the GLX pixmap is destroyed as
* well immediately, and thus, when Cogl calls glXDestroyPixmap()
* it'll cause a BadDrawable error.
*
* this is technically a bug in the X server, which should not
* destroy either pixmaps until the call to glXDestroyPixmap(); so
* at some point we should revisit this code and remove the
* trap+sync after verifying that the destruction is indeed safe.
*
* for reference, see:
* http://bugzilla.clutter-project.org/show_bug.cgi?id=2324
*/
_cogl_xlib_renderer_trap_errors (renderer, &trap_state);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 15:44:56 -04:00
glx_renderer->glXDestroyPixmap (xlib_renderer->xdpy,
glx_tex_pixmap->glx_pixmap);
XSync (xlib_renderer->xdpy, False);
_cogl_xlib_renderer_untrap_errors (renderer, &trap_state);
glx_tex_pixmap->glx_pixmap = None;
glx_tex_pixmap->pixmap_bound = FALSE;
}
static void
_cogl_winsys_texture_pixmap_x11_free (CoglTexturePixmapX11 *tex_pixmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap;
/* FIXME: It should be possible to get to a CoglContext from any
* CoglTexture pointer. */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!tex_pixmap->winsys)
return;
glx_tex_pixmap = tex_pixmap->winsys;
free_glx_pixmap (ctx, glx_tex_pixmap);
if (glx_tex_pixmap->glx_tex)
cogl_handle_unref (glx_tex_pixmap->glx_tex);
tex_pixmap->winsys = NULL;
g_free (glx_tex_pixmap);
}
static gboolean
_cogl_winsys_texture_pixmap_x11_update (CoglTexturePixmapX11 *tex_pixmap,
gboolean needs_mipmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap = tex_pixmap->winsys;
CoglGLXRenderer *glx_renderer;
/* FIXME: It should be possible to get to a CoglContext from any CoglTexture
* pointer. */
_COGL_GET_CONTEXT (ctx, FALSE);
/* If we don't have a GLX pixmap then fallback */
if (glx_tex_pixmap->glx_pixmap == None)
return FALSE;
glx_renderer = ctx->display->renderer->winsys;
/* Lazily create a texture to hold the pixmap */
if (glx_tex_pixmap->glx_tex == COGL_INVALID_HANDLE)
{
CoglPixelFormat texture_format;
GError *error = NULL;
texture_format = (tex_pixmap->depth >= 32 ?
COGL_PIXEL_FORMAT_RGBA_8888_PRE :
COGL_PIXEL_FORMAT_RGB_888);
if (should_use_rectangle (ctx))
{
glx_tex_pixmap->glx_tex =
cogl_texture_rectangle_new_with_size (ctx,
tex_pixmap->width,
tex_pixmap->height,
texture_format,
&error);
if (glx_tex_pixmap->glx_tex)
COGL_NOTE (TEXTURE_PIXMAP, "Created a texture rectangle for %p",
tex_pixmap);
else
{
COGL_NOTE (TEXTURE_PIXMAP, "Falling back for %p because a "
"texture rectangle could not be created: %s",
tex_pixmap, error->message);
g_error_free (error);
free_glx_pixmap (ctx, glx_tex_pixmap);
return FALSE;
}
}
else
{
glx_tex_pixmap->glx_tex =
cogl_texture_2d_new_with_size (ctx,
tex_pixmap->width,
tex_pixmap->height,
texture_format,
NULL);
if (glx_tex_pixmap->glx_tex)
COGL_NOTE (TEXTURE_PIXMAP, "Created a texture 2d for %p",
tex_pixmap);
else
{
COGL_NOTE (TEXTURE_PIXMAP, "Falling back for %p because a "
"texture 2d could not be created",
tex_pixmap);
free_glx_pixmap (ctx, glx_tex_pixmap);
return FALSE;
}
}
}
if (needs_mipmap)
{
/* If we can't support mipmapping then temporarily fallback */
if (!glx_tex_pixmap->can_mipmap)
return FALSE;
/* Recreate the GLXPixmap if it wasn't previously created with a
* mipmap tree */
if (!glx_tex_pixmap->has_mipmap_space)
{
free_glx_pixmap (ctx, glx_tex_pixmap);
COGL_NOTE (TEXTURE_PIXMAP, "Recreating GLXPixmap with mipmap "
"support for %p", tex_pixmap);
if (!try_create_glx_pixmap (ctx, tex_pixmap, TRUE))
{
/* If the pixmap failed then we'll permanently fallback
* to using XImage. This shouldn't happen. */
COGL_NOTE (TEXTURE_PIXMAP, "Falling back to XGetImage "
"updates for %p because creating the GLXPixmap "
"with mipmap support failed", tex_pixmap);
if (glx_tex_pixmap->glx_tex)
cogl_handle_unref (glx_tex_pixmap->glx_tex);
return FALSE;
}
glx_tex_pixmap->bind_tex_image_queued = TRUE;
}
}
if (glx_tex_pixmap->bind_tex_image_queued)
{
GLuint gl_handle, gl_target;
CoglXlibRenderer *xlib_renderer =
_cogl_xlib_renderer_get_data (ctx->display->renderer);
cogl_texture_get_gl_texture (glx_tex_pixmap->glx_tex,
&gl_handle, &gl_target);
COGL_NOTE (TEXTURE_PIXMAP, "Rebinding GLXPixmap for %p", tex_pixmap);
_cogl_bind_gl_texture_transient (gl_target, gl_handle, FALSE);
if (glx_tex_pixmap->pixmap_bound)
glx_renderer->pf_glXReleaseTexImage (xlib_renderer->xdpy,
glx_tex_pixmap->glx_pixmap,
GLX_FRONT_LEFT_EXT);
glx_renderer->pf_glXBindTexImage (xlib_renderer->xdpy,
glx_tex_pixmap->glx_pixmap,
GLX_FRONT_LEFT_EXT,
NULL);
/* According to the recommended usage in the spec for
* GLX_EXT_texture_pixmap we should release the texture after
* we've finished drawing with it and it is undefined what
* happens if you render to a pixmap that is bound to a texture.
* However that would require the texture backend to know when
* Cogl has finished painting and it may be more expensive to
* keep unbinding the texture. Leaving it bound appears to work
* on Mesa and NVidia drivers and it is also what Compiz does so
* it is probably ok */
glx_tex_pixmap->bind_tex_image_queued = FALSE;
glx_tex_pixmap->pixmap_bound = TRUE;
_cogl_texture_2d_externally_modified (glx_tex_pixmap->glx_tex);
}
return TRUE;
}
static void
_cogl_winsys_texture_pixmap_x11_damage_notify (CoglTexturePixmapX11 *tex_pixmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap = tex_pixmap->winsys;
glx_tex_pixmap->bind_tex_image_queued = TRUE;
}
static CoglHandle
_cogl_winsys_texture_pixmap_x11_get_texture (CoglTexturePixmapX11 *tex_pixmap)
{
CoglTexturePixmapGLX *glx_tex_pixmap = tex_pixmap->winsys;
return glx_tex_pixmap->glx_tex;
}
static CoglWinsysVtable _cogl_winsys_vtable =
{
.id = COGL_WINSYS_ID_GLX,
.name = "GLX",
.renderer_get_proc_address = _cogl_winsys_renderer_get_proc_address,
.renderer_connect = _cogl_winsys_renderer_connect,
.renderer_disconnect = _cogl_winsys_renderer_disconnect,
.display_setup = _cogl_winsys_display_setup,
.display_destroy = _cogl_winsys_display_destroy,
.context_init = _cogl_winsys_context_init,
.context_deinit = _cogl_winsys_context_deinit,
.xlib_get_visual_info = _cogl_winsys_xlib_get_visual_info,
.onscreen_init = _cogl_winsys_onscreen_init,
.onscreen_deinit = _cogl_winsys_onscreen_deinit,
.onscreen_bind = _cogl_winsys_onscreen_bind,
.onscreen_swap_buffers = _cogl_winsys_onscreen_swap_buffers,
.onscreen_swap_region = _cogl_winsys_onscreen_swap_region,
.onscreen_update_swap_throttled =
_cogl_winsys_onscreen_update_swap_throttled,
.onscreen_x11_get_window_xid =
_cogl_winsys_onscreen_x11_get_window_xid,
.onscreen_add_swap_buffers_callback =
_cogl_winsys_onscreen_add_swap_buffers_callback,
.onscreen_remove_swap_buffers_callback =
_cogl_winsys_onscreen_remove_swap_buffers_callback,
.onscreen_set_visibility = _cogl_winsys_onscreen_set_visibility,
/* X11 tfp support... */
/* XXX: instead of having a rather monolithic winsys vtable we could
* perhaps look for a way to separate these... */
.texture_pixmap_x11_create =
_cogl_winsys_texture_pixmap_x11_create,
.texture_pixmap_x11_free =
_cogl_winsys_texture_pixmap_x11_free,
.texture_pixmap_x11_update =
_cogl_winsys_texture_pixmap_x11_update,
.texture_pixmap_x11_damage_notify =
_cogl_winsys_texture_pixmap_x11_damage_notify,
.texture_pixmap_x11_get_texture =
_cogl_winsys_texture_pixmap_x11_get_texture,
};
/* XXX: we use a function because no doubt someone will complain
* about using c99 member initializers because they aren't portable
* to windows. We want to avoid having to rigidly follow the real
* order of members since some members are #ifdefd and we'd have
* to mirror the #ifdefing to add padding etc. For any winsys that
* can assume the platform has a sane compiler then we can just use
* c99 initializers for insane platforms they can initialize
* the members by name in a function.
*/
const CoglWinsysVtable *
_cogl_winsys_glx_get_vtable (void)
{
return &_cogl_winsys_vtable;
}