mutter/cogl/cogl-renderer-private.h

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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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_RENDERER_PRIVATE_H
#define __COGL_RENDERER_PRIVATE_H
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 19:44:56 +00:00
#include <gmodule.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-object-private.h"
#include "cogl-winsys-private.h"
#include "cogl-driver.h"
#include "cogl-texture-driver.h"
#include "cogl-context.h"
#include "cogl-closure-list-private.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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#ifdef COGL_HAS_XLIB_SUPPORT
#include <X11/Xlib.h>
#endif
#if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT)
#include <wayland-client.h>
#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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struct _CoglRenderer
{
CoglObject _parent;
CoglBool connected;
CoglDriver driver_override;
const CoglDriverVtable *driver_vtable;
const CoglTextureDriver *texture_driver;
const CoglWinsysVtable *winsys_vtable;
CoglWinsysID winsys_id_override;
GList *constraints;
GArray *poll_fds;
int poll_fds_age;
GList *poll_sources;
CoglClosureList idle_closures;
GList *outputs;
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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#ifdef COGL_HAS_XLIB_SUPPORT
Display *foreign_xdpy;
CoglBool xlib_enable_event_retrieval;
#endif
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 19:44:56 +00:00
#ifdef COGL_HAS_WIN32_SUPPORT
CoglBool win32_enable_event_retrieval;
#endif
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
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CoglDriver driver;
#ifndef HAVE_DIRECTLY_LINKED_GL_LIBRARY
GModule *libgl_module;
#endif
#if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT)
struct wl_display *foreign_wayland_display;
struct wl_compositor *foreign_wayland_compositor;
struct wl_shell *foreign_wayland_shell;
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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#endif
#ifdef COGL_HAS_SDL_SUPPORT
CoglBool sdl_event_type_set;
uint32_t sdl_event_type;
#endif
/* List of callback functions that will be given every native event */
GSList *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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void *winsys;
};
typedef CoglFilterReturn (* CoglNativeFilterFunc) (void *native_event,
void *data);
CoglFilterReturn
_cogl_renderer_handle_native_event (CoglRenderer *renderer,
void *event);
void
_cogl_renderer_add_native_filter (CoglRenderer *renderer,
CoglNativeFilterFunc func,
void *data);
void
_cogl_renderer_remove_native_filter (CoglRenderer *renderer,
CoglNativeFilterFunc func,
void *data);
void *
_cogl_renderer_get_proc_address (CoglRenderer *renderer,
Don't use eglGetProcAddress to retrieve core functions According to the EGL spec, eglGetProcAddress should only be used to retrieve extension functions. It also says that returning non-NULL does not mean the extension is available so you could interpret this as saying that the function is allowed to return garbage for core functions. This seems to happen at least for the Android implementation of EGL. To workaround this the winsys's are now passed down a flag to say whether the function is from the core API. This information is already in the gl-prototypes headers as the minimum core GL version and as a pair of flags to specify whether it is available in core GLES1 and GLES2. If the function is in core the EGL winsys will now avoid using eglGetProcAddress and always fallback to querying the library directly with the GModule API. The GLX winsys is left alone because glXGetProcAddress apparently supports querying core API and extension functions. The WGL winsys could ideally be changed because wglGetProcAddress should also only be used for extension functions but the situation is slightly different because WGL considers anything from GL > 1.1 to be an extension so it would need a bit more information to determine whether to query the function directly from the library. The SDL winsys is also left alone because it's not as easy to portably determine which GL library SDL has chosen to load in order to resolve the symbols directly. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 72089730ad06ccdd38a344279a893965ae68cec1) Since we aren't able to break API on the 1.12 branch cogl_get_proc_address is still supported but isn't easily able to determine whether the given name corresponds to a core symbol or not. For now we just assume the symbol being queried isn't part of the core GL api and update the documentation accordingly.
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const char *name,
CoglBool in_core);
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
#endif /* __COGL_RENDERER_PRIVATE_H */