mutter/cogl/cogl-renderer.c

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Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Intel Corporation.
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdlib.h>
#include <string.h>
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-object.h"
#include "cogl-renderer.h"
#include "cogl-renderer-private.h"
#include "cogl-display-private.h"
#include "cogl-winsys-private.h"
#ifdef COGL_HAS_FULL_WINSYS
#ifdef COGL_HAS_GLX_SUPPORT
extern const CoglWinsysVtable *_cogl_winsys_glx_get_vtable (void);
#endif
#ifdef COGL_HAS_EGL_SUPPORT
extern const CoglWinsysVtable *_cogl_winsys_egl_get_vtable (void);
#endif
#ifdef COGL_HAS_WGL_SUPPORT
extern const CoglWinsysVtable *_cogl_winsys_wgl_get_vtable (void);
#endif
typedef const CoglWinsysVtable *(*CoglWinsysVtableGetter) (void);
static CoglWinsysVtableGetter _cogl_winsys_vtable_getters[] =
{
#ifdef COGL_HAS_GLX_SUPPORT
_cogl_winsys_glx_get_vtable,
#endif
#ifdef COGL_HAS_EGL_SUPPORT
_cogl_winsys_egl_get_vtable,
#endif
#ifdef COGL_HAS_WGL_SUPPORT
_cogl_winsys_wgl_get_vtable,
#endif
};
#endif /* COGL_HAS_FULL_WINSYS */
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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static void _cogl_renderer_free (CoglRenderer *renderer);
COGL_OBJECT_DEFINE (Renderer, renderer);
typedef struct _CoglNativeFilterClosure
{
CoglNativeFilterFunc func;
void *data;
} CoglNativeFilterClosure;
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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GQuark
cogl_renderer_error_quark (void)
{
return g_quark_from_static_string ("cogl-renderer-error-quark");
}
static const CoglWinsysVtable *
_cogl_renderer_get_winsys (CoglRenderer *renderer)
{
return renderer->winsys_vtable;
}
static void
native_filter_closure_free (CoglNativeFilterClosure *closure)
{
g_slice_free (CoglNativeFilterClosure, closure);
}
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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static void
_cogl_renderer_free (CoglRenderer *renderer)
{
#ifdef COGL_HAS_FULL_WINSYS
const CoglWinsysVtable *winsys = _cogl_renderer_get_winsys (renderer);
winsys->renderer_disconnect (renderer);
#endif
g_slist_foreach (renderer->event_filters,
(GFunc) native_filter_closure_free,
NULL);
g_slist_free (renderer->event_filters);
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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g_free (renderer);
}
CoglRenderer *
cogl_renderer_new (void)
{
CoglRenderer *renderer = g_new0 (CoglRenderer, 1);
renderer->connected = FALSE;
renderer->event_filters = NULL;
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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return _cogl_renderer_object_new (renderer);
}
#if COGL_HAS_XLIB_SUPPORT
void
cogl_renderer_xlib_set_foreign_display (CoglRenderer *renderer,
Display *xdisplay)
{
g_return_if_fail (cogl_is_renderer (renderer));
/* NB: Renderers are considered immutable once connected */
g_return_if_fail (!renderer->connected);
renderer->foreign_xdpy = xdisplay;
}
Display *
cogl_renderer_xlib_get_foreign_display (CoglRenderer *renderer)
{
g_return_val_if_fail (cogl_is_renderer (renderer), NULL);
return renderer->foreign_xdpy;
}
#endif /* COGL_HAS_XLIB_SUPPORT */
gboolean
cogl_renderer_check_onscreen_template (CoglRenderer *renderer,
CoglOnscreenTemplate *onscreen_template,
GError **error)
{
#ifdef COGL_HAS_FULL_WINSYS
CoglDisplay *display;
const CoglWinsysVtable *winsys = _cogl_renderer_get_winsys (renderer);
if (!winsys->renderer_connect (renderer, error))
return FALSE;
display = cogl_display_new (renderer, onscreen_template);
if (!cogl_display_setup (display, error))
{
cogl_object_unref (display);
return FALSE;
}
cogl_object_unref (display);
#endif
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
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return TRUE;
}
/* Final connection API */
gboolean
cogl_renderer_connect (CoglRenderer *renderer, GError **error)
{
#ifdef COGL_HAS_FULL_WINSYS
int i;
char *renderer_name = getenv ("COGL_RENDERER");
#endif
GString *error_message;
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
if (renderer->connected)
return TRUE;
#ifdef COGL_HAS_FULL_WINSYS
error_message = g_string_new ("");
for (i = 0; i < G_N_ELEMENTS (_cogl_winsys_vtable_getters); i++)
{
const CoglWinsysVtable *winsys = _cogl_winsys_vtable_getters[i]();
GError *tmp_error = NULL;
if (renderer_name && strcmp (winsys->name, renderer_name) != 0)
continue;
if (!winsys->renderer_connect (renderer, &tmp_error))
{
g_string_append_c (error_message, '\n');
g_string_append (error_message, tmp_error->message);
g_error_free (tmp_error);
}
else
{
renderer->winsys_vtable = winsys;
renderer->connected = TRUE;
g_string_free (error_message, TRUE);
return TRUE;
}
}
if (!renderer->connected)
{
renderer->winsys_vtable = NULL;
g_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_INIT,
"Failed to connected to any renderer: %s",
error_message->str);
g_string_free (error_message, TRUE);
return FALSE;
}
return TRUE;
#else
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
renderer->connected = TRUE;
return TRUE;
#endif
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
}
CoglFilterReturn
cogl_renderer_handle_native_event (CoglRenderer *renderer,
void *event)
{
GSList *l, *next;
/* Pass the event on to all of the registered filters in turn */
for (l = renderer->event_filters; l; l = next)
{
CoglNativeFilterClosure *closure = l->data;
/* The next pointer is taken now so that we can handle the
closure being removed during emission */
next = l->next;
if (closure->func (event, closure->data) == COGL_FILTER_REMOVE)
return COGL_FILTER_REMOVE;
}
/* If the backend for the renderer also wants to see the events, it
should just register its own filter */
return COGL_FILTER_CONTINUE;
}
void
cogl_renderer_add_native_filter (CoglRenderer *renderer,
CoglNativeFilterFunc func,
void *data)
{
CoglNativeFilterClosure *closure;
closure = g_slice_new (CoglNativeFilterClosure);
closure->func = func;
closure->data = data;
renderer->event_filters = g_slist_prepend (renderer->event_filters, closure);
}
void
cogl_renderer_remove_native_filter (CoglRenderer *renderer,
CoglNativeFilterFunc func,
void *data)
{
GSList *l, *prev = NULL;
for (l = renderer->event_filters; l; prev = l, l = l->next)
{
CoglNativeFilterClosure *closure = l->data;
if (closure->func == func && closure->data == data)
{
native_filter_closure_free (closure);
if (prev)
prev->next = g_slist_delete_link (prev->next, l);
else
renderer->event_filters =
g_slist_delete_link (renderer->event_filters, l);
break;
}
}
}