cogl-gles2-context: Flip the rendering when framebuffer is offscreen

Cogl has a different origin for texture coordinates than OpenGL so
that the results of rendering to a texture should leave the top of the
image at the texture coordinate 0,0 rather than the bottom. When a
GLES2 context is used to render to a Cogl texture via a CoglOffscreen
we don't really want the application to have to be aware of the
mismatch and flip the texture coordinates. To get that to work, this
patch now tracks all of the programs that the application generates
using the context and sneaks in an extra vertex shader with an
alternative main function. This main function multiplies the final
calculated gl_Position by a vector uniform which we can use to flip
the image. When the application uploads the source code for a vertex
shader we now replace any occurrences of the token 'main' with '_c31'
and this renamed function gets called from the replacement main
function. The token has a weird name so that it will be unlikely to
conflict with a variable name in the application's source but it also
needs to have the same number of characters as the original token so
that it won't affect column numbers in the error reporting.

We are also wrapping glGetShaderSource so that we can try to revert
the token name. The same goes for the error logs just in case the
error report mentions function names.

Both places that cause drawing to occur (glDrawElements and
glDrawArrays) are now also wrapped so that we can update the uniform
value whenever the program is used with a different type of
framebuffer from last time.

We additionally need to manually track the state for the viewport, the
stencil box and the front face because all of these will be affected
by whether we are flipping the image or not. Any attempts to change
these states will be queued and instead flushed at the last minute
before drawing.

There are still some known issues with this patch:

• glCopyTexImage2D and glCopyTexSubImage2D will do the wrong thing
  when copying data from a CoglOffscreen. This could be quite fiddly
  to solve.

• Point sprites won't flip correctly. To make this work we would need
  to flip the gl_PointSprite builtin variable somehow. This is done in
  the fragment shader not the vertex shader so flipping the calculated
  gl_Position doesn't help here.

• The patch doesn't attempt to flip rendering to framebuffers for
  textures created within the GLES2 context. This probably makes sense
  because those textures are likely to be used within the GLES2
  context in which case we want to leave the texture coordinates as
  they are. However, if the texture is shared back out to Cogl with
  cogl_gles2_texture_2d_new_from_handle then the texture will be
  upside-down.

• The application can discover our secret uniform that we added via
  glGetActiveUniform. It might be worth trying to disguise this by
  wrapping that function although that could be quite fiddly.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit d589bf19e51f22c3241b2a18db10f22131ac126a)
This commit is contained in:
Neil Roberts 2012-08-07 11:48:56 +01:00 committed by Robert Bragg
parent 0c66431df3
commit 8e12e40da9
2 changed files with 788 additions and 0 deletions

View File

@ -68,6 +68,13 @@ typedef struct
CoglBool deleted;
} CoglGLES2ShaderData;
typedef enum
{
COGL_GLES2_FLIP_STATE_UNKNOWN,
COGL_GLES2_FLIP_STATE_NORMAL,
COGL_GLES2_FLIP_STATE_FLIPPED
} CoglGLES2FlipState;
typedef struct
{
/* GL's ID for the program */
@ -89,6 +96,12 @@ typedef struct
* application calls glDeleteProgram multiple times */
CoglBool deleted;
GLuint flip_vector_location;
/* A cache of what value we've put in the flip vector uniform so
* that we don't flush unless it's changed */
CoglGLES2FlipState flip_vector_state;
CoglGLES2Context *context;
} CoglGLES2ProgramData;
@ -129,6 +142,29 @@ struct _CoglGLES2Context
* current */
CoglGLES2ProgramData *current_program;
/* A shader to provide a wrapper 'main' function. A single shader is
* used for all programs */
GLuint wrapper_shader;
/* Whether the currently bound framebuffer needs flipping. This is
* used to check for changes so that we can dirty the following
* state flags */
CoglGLES2FlipState current_flip_state;
/* The following state is tracked separately from the GL context
* because we need to modify it depending on whether we are flipping
* the geometry. */
CoglBool viewport_dirty;
int viewport[4];
CoglBool scissor_dirty;
int scissor[4];
CoglBool front_face_dirty;
GLenum front_face;
/* We need to keep track of the pack alignment so we can flip the
* results of glReadPixels read from a CoglOffscreen */
int pack_alignment;
void *winsys;
};

View File

@ -30,6 +30,8 @@
#include "config.h"
#endif
#include <string.h>
#include "cogl-gles2.h"
#include "cogl-gles2-context-private.h"
@ -49,6 +51,30 @@ static CoglGLES2Context *current_gles2_context;
static CoglUserDataKey offscreen_wrapper_key;
/* The application's main function is renamed to this so that we can
* provide an alternative main function */
#define MAIN_WRAPPER_REPLACEMENT_NAME "_c31"
/* This uniform is used to flip the rendering or not depending on
* whether we are rendering to an offscreen buffer or not */
#define MAIN_WRAPPER_FLIP_UNIFORM "_cogl_flip_vector"
/* This wrapper function around 'main' is appended to every program in
* a separate shader so that we can add some extra code to flip the
* rendering when rendering to an offscreen buffer */
static const char
main_wrapper_function[] =
"uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
"\n"
"void\n"
MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
"\n"
"void\n"
"main ()\n"
"{\n"
" " MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
" gl_Position *= " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
"}\n";
enum {
RESTORE_FB_NONE,
RESTORE_FB_FROM_OFFSCREEN,
@ -98,6 +124,63 @@ detach_shader (CoglGLES2ProgramData *program_data,
}
}
static CoglBool
is_symbol_character (char ch)
{
return g_ascii_isalnum (ch) || ch == '_';
}
static void
replace_token (char *string,
const char *token,
const char *replacement,
int length)
{
char *token_pos;
char *last_pos = string;
char *end = string + length;
int token_length = strlen (token);
/* NOTE: this assumes token and replacement are the same length */
while ((token_pos = _cogl_util_memmem (last_pos,
end - last_pos,
token,
token_length)))
{
/* Make sure this isn't in the middle of some longer token */
if ((token_pos <= string ||
!is_symbol_character (token_pos[-1])) &&
(token_pos + token_length == end ||
!is_symbol_character (token_pos[token_length])))
memcpy (token_pos, replacement, token_length);
last_pos = token_pos + token_length;
}
}
static void
update_current_flip_state (CoglGLES2Context *gles2_ctx)
{
CoglGLES2FlipState new_flip_state;
if (gles2_ctx->current_fbo_handle == 0 &&
cogl_is_offscreen (gles2_ctx->write_buffer))
new_flip_state = COGL_GLES2_FLIP_STATE_FLIPPED;
else
new_flip_state = COGL_GLES2_FLIP_STATE_NORMAL;
/* If the flip state has changed then we need to reflush all of the
* dependent state */
if (new_flip_state != gles2_ctx->current_flip_state)
{
gles2_ctx->viewport_dirty = TRUE;
gles2_ctx->scissor_dirty = TRUE;
gles2_ctx->front_face_dirty = TRUE;
gles2_ctx->current_flip_state = new_flip_state;
}
}
/* We wrap glBindFramebuffer so that when framebuffer 0 is bound
* we can instead bind the write_framebuffer passed to
* cogl_push_gles2_context().
@ -116,6 +199,8 @@ gl_bind_framebuffer_wrapper (GLenum target, GLuint framebuffer)
}
gles2_ctx->context->glBindFramebuffer (target, framebuffer);
update_current_flip_state (gles2_ctx);
}
static int
@ -192,6 +277,93 @@ gl_read_pixels_wrapper (GLint x,
gles2_ctx->context->glReadPixels (x, y, width, height, format, type, pixels);
restore_write_buffer (gles2_ctx, restore_mode);
/* If the read buffer is a CoglOffscreen then the data will be
* upside down compared to what GL expects so we need to flip it */
if (gles2_ctx->current_fbo_handle == 0 &&
cogl_is_offscreen (gles2_ctx->read_buffer))
{
int bpp, bytes_per_row, stride, y;
uint8_t *bytes = pixels;
uint8_t *temprow;
/* Try to determine the bytes per pixel for the given
* format/type combination. If there's a format which doesn't
* make sense then we'll just give up because GL will probably
* have just thrown an error */
switch (format)
{
case GL_RGB:
switch (type)
{
case GL_UNSIGNED_BYTE:
bpp = 3;
break;
case GL_UNSIGNED_SHORT_5_6_5:
bpp = 2;
break;
default:
return;
}
break;
case GL_RGBA:
switch (type)
{
case GL_UNSIGNED_BYTE:
bpp = 4;
break;
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
bpp = 2;
break;
default:
return;
}
break;
case GL_ALPHA:
switch (type)
{
case GL_UNSIGNED_BYTE:
bpp = 1;
break;
default:
return;
}
break;
default:
return;
}
bytes_per_row = bpp * width;
stride = ((bytes_per_row + gles2_ctx->pack_alignment - 1) &
~(gles2_ctx->pack_alignment - 1));
temprow = g_alloca (bytes_per_row);
/* vertically flip the buffer in-place */
for (y = 0; y < height / 2; y++)
{
if (y != height - y - 1) /* skip center row */
{
memcpy (temprow,
bytes + y * stride,
bytes_per_row);
memcpy (bytes + y * stride,
bytes + (height - y - 1) * stride,
bytes_per_row);
memcpy (bytes + (height - y - 1) * stride,
temprow,
bytes_per_row);
}
}
}
}
static void
@ -292,10 +464,14 @@ gl_create_program_wrapper (void)
data->ref_count = 1;
data->deleted = FALSE;
data->context = gles2_ctx;
data->flip_vector_location = 0;
data->flip_vector_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
g_hash_table_insert (gles2_ctx->program_map,
GINT_TO_POINTER (id),
data);
gles2_ctx->context->glAttachShader (id, gles2_ctx->wrapper_shader);
}
return id;
@ -377,6 +553,521 @@ gl_detach_shader_wrapper (GLuint program,
gles2_ctx->context->glDetachShader (program, shader);
}
static void
gl_shader_source_wrapper (GLuint shader,
GLsizei count,
const char *const *string,
const GLint *length)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
CoglGLES2ShaderData *shader_data;
if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
GINT_TO_POINTER (shader))) &&
shader_data->type == GL_VERTEX_SHADER)
{
char **string_copy = g_alloca (count * sizeof (char *));
int i;
/* Replace any occurences of the symbol 'main' with a different
* symbol so that we can provide our own wrapper main
* function */
for (i = 0; i < count; i++)
{
int string_length = length ? length[i] : strlen (string[i]);
string_copy[i] = g_memdup (string[i], string_length);
replace_token (string_copy[i],
"main",
MAIN_WRAPPER_REPLACEMENT_NAME,
string_length);
}
gles2_ctx->context->glShaderSource (shader,
count,
(const char *const *) string_copy,
length);
for (i = 0; i < count; i++)
g_free (string_copy[i]);
}
else
gles2_ctx->context->glShaderSource (shader, count, string, length);
}
static void
gl_get_shader_source_wrapper (GLuint shader,
GLsizei buf_size,
GLsizei *length_out,
GLchar *source)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
CoglGLES2ShaderData *shader_data;
GLsizei length;
gles2_ctx->context->glGetShaderSource (shader,
buf_size,
&length,
source);
if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
GINT_TO_POINTER (shader))) &&
shader_data->type == GL_VERTEX_SHADER)
{
GLsizei copy_length = MIN (length, buf_size - 1);
replace_token (source,
MAIN_WRAPPER_REPLACEMENT_NAME,
"main",
copy_length);
}
if (length_out)
*length_out = length;
}
static void
gl_link_program_wrapper (GLuint program)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
CoglGLES2ProgramData *program_data;
gles2_ctx->context->glLinkProgram (program);
program_data = g_hash_table_lookup (gles2_ctx->program_map,
GINT_TO_POINTER (program));
if (program_data)
{
GLint status;
gles2_ctx->context->glGetProgramiv (program, GL_LINK_STATUS, &status);
if (status)
program_data->flip_vector_location =
gles2_ctx->context->glGetUniformLocation (program,
MAIN_WRAPPER_FLIP_UNIFORM);
}
}
static void
gl_get_program_iv_wrapper (GLuint program,
GLenum pname,
GLint *params)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
gles2_ctx->context->glGetProgramiv (program, pname, params);
switch (pname)
{
case GL_ATTACHED_SHADERS:
/* Decrease the number of shaders to try and hide the shader
* wrapper we added */
if (*params > 1)
(*params)--;
break;
}
}
static void
gl_get_attached_shaders_wrapper (GLuint program,
GLsizei max_count,
GLsizei *count_ret,
GLuint *obj)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
GLuint *tmp_buf;
GLsizei count, count_out;
int i;
/* We need to remove the wrapper shader we added from this list */
/* Allocate a temporary buffer that is one larger than the buffer
* passed in in case the application allocated exactly the size
* returned by GL_ATTACHED_SHADERS. */
tmp_buf = g_alloca (sizeof (GLuint) * (max_count + 1));
gles2_ctx->context->glGetAttachedShaders (program,
max_count + 1,
&count,
tmp_buf);
for (i = 0, count_out = 0; i < count; i++)
if (tmp_buf[i] != gles2_ctx->wrapper_shader)
obj[count_out++] = tmp_buf[i];
if (count_ret)
*count_ret = count_out;
}
static void
flush_viewport_state (CoglGLES2Context *gles2_ctx)
{
if (gles2_ctx->viewport_dirty)
{
int y;
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
{
/* We need to know the height of the current framebuffer in
* order to flip the viewport. Fortunately we don't need to
* track the height of the FBOs created within the GLES2
* context because we would never be flipping if they are
* bound so we can just assume Cogl's framebuffer is bound
* when we are flipping */
int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
y = fb_height - (gles2_ctx->viewport[1] + gles2_ctx->viewport[3]);
}
else
y = gles2_ctx->viewport[1];
gles2_ctx->context->glViewport (gles2_ctx->viewport[0],
y,
gles2_ctx->viewport[2],
gles2_ctx->viewport[3]);
gles2_ctx->viewport_dirty = FALSE;
}
}
static void
flush_scissor_state (CoglGLES2Context *gles2_ctx)
{
if (gles2_ctx->scissor_dirty)
{
int y;
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
{
/* See comment above about the viewport flipping */
int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
y = fb_height - (gles2_ctx->scissor[1] + gles2_ctx->scissor[3]);
}
else
y = gles2_ctx->scissor[1];
gles2_ctx->context->glScissor (gles2_ctx->scissor[0],
y,
gles2_ctx->scissor[2],
gles2_ctx->scissor[3]);
gles2_ctx->scissor_dirty = FALSE;
}
}
static void
flush_front_face_state (CoglGLES2Context *gles2_ctx)
{
if (gles2_ctx->front_face_dirty)
{
GLenum front_face;
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
{
if (gles2_ctx->front_face == GL_CW)
front_face = GL_CCW;
else
front_face = GL_CW;
}
else
front_face = gles2_ctx->front_face;
gles2_ctx->context->glFrontFace (front_face);
gles2_ctx->front_face_dirty = FALSE;
}
}
static void
pre_draw_wrapper (CoglGLES2Context *gles2_ctx)
{
/* If there's no current program then we'll just let GL report an
* error */
if (gles2_ctx->current_program == NULL)
return;
flush_viewport_state (gles2_ctx);
flush_scissor_state (gles2_ctx);
flush_front_face_state (gles2_ctx);
/* We want to flip rendering when the application is rendering to a
* Cogl offscreen buffer in order to maintain the flipped texture
* coordinate origin */
if (gles2_ctx->current_flip_state !=
gles2_ctx->current_program->flip_vector_state)
{
GLuint location =
gles2_ctx->current_program->flip_vector_location;
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
value[1] = -1.0f;
gles2_ctx->context->glUniform4fv (location, 1, value);
gles2_ctx->current_program->flip_vector_state =
gles2_ctx->current_flip_state;
}
}
static void
gl_clear_wrapper (GLbitfield mask)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
/* Clearing is affected by the scissor state so we need to ensure
* that's flushed */
flush_scissor_state (gles2_ctx);
gles2_ctx->context->glClear (mask);
}
static void
gl_draw_elements_wrapper (GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
pre_draw_wrapper (gles2_ctx);
gles2_ctx->context->glDrawElements (mode, count, type, indices);
}
static void
gl_draw_arrays_wrapper (GLenum mode,
GLint first,
GLsizei count)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
pre_draw_wrapper (gles2_ctx);
gles2_ctx->context->glDrawArrays (mode, first, count);
}
static void
gl_get_program_info_log_wrapper (GLuint program,
GLsizei buf_size,
GLsizei *length_out,
GLchar *info_log)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
GLsizei length;
gles2_ctx->context->glGetProgramInfoLog (program,
buf_size,
&length,
info_log);
replace_token (info_log,
MAIN_WRAPPER_REPLACEMENT_NAME,
"main",
MIN (length, buf_size));
if (length_out)
*length_out = length;
}
static void
gl_get_shader_info_log_wrapper (GLuint shader,
GLsizei buf_size,
GLsizei *length_out,
GLchar *info_log)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
GLsizei length;
gles2_ctx->context->glGetShaderInfoLog (shader,
buf_size,
&length,
info_log);
replace_token (info_log,
MAIN_WRAPPER_REPLACEMENT_NAME,
"main",
MIN (length, buf_size));
if (length_out)
*length_out = length;
}
static void
gl_front_face_wrapper (GLenum mode)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
/* If the mode doesn't make any sense then we'll just let the
* context deal with it directly so that it will throw an error */
if (mode != GL_CW && mode != GL_CCW)
gles2_ctx->context->glFrontFace (mode);
else
{
gles2_ctx->front_face = mode;
gles2_ctx->front_face_dirty = TRUE;
}
}
static void
gl_viewport_wrapper (GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
/* If the viewport is invalid then we'll just let the context deal
* with it directly so that it will throw an error */
if (width < 0 || height < 0)
gles2_ctx->context->glViewport (x, y, width, height);
else
{
gles2_ctx->viewport[0] = x;
gles2_ctx->viewport[1] = y;
gles2_ctx->viewport[2] = width;
gles2_ctx->viewport[3] = height;
gles2_ctx->viewport_dirty = TRUE;
}
}
static void
gl_scissor_wrapper (GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
/* If the scissor is invalid then we'll just let the context deal
* with it directly so that it will throw an error */
if (width < 0 || height < 0)
gles2_ctx->context->glScissor (x, y, width, height);
else
{
gles2_ctx->scissor[0] = x;
gles2_ctx->scissor[1] = y;
gles2_ctx->scissor[2] = width;
gles2_ctx->scissor[3] = height;
gles2_ctx->scissor_dirty = TRUE;
}
}
static void
gl_get_boolean_v_wrapper (GLenum pname,
GLboolean *params)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
switch (pname)
{
case GL_VIEWPORT:
{
int i;
for (i = 0; i < 4; i++)
params[i] = !!gles2_ctx->viewport[i];
}
break;
case GL_SCISSOR_BOX:
{
int i;
for (i = 0; i < 4; i++)
params[i] = !!gles2_ctx->scissor[i];
}
break;
default:
gles2_ctx->context->glGetBooleanv (pname, params);
}
}
static void
gl_get_integer_v_wrapper (GLenum pname,
GLint *params)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
switch (pname)
{
case GL_VIEWPORT:
{
int i;
for (i = 0; i < 4; i++)
params[i] = gles2_ctx->viewport[i];
}
break;
case GL_SCISSOR_BOX:
{
int i;
for (i = 0; i < 4; i++)
params[i] = gles2_ctx->scissor[i];
}
break;
case GL_FRONT_FACE:
params[0] = gles2_ctx->front_face;
break;
default:
gles2_ctx->context->glGetIntegerv (pname, params);
}
}
static void
gl_get_float_v_wrapper (GLenum pname,
GLfloat *params)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
switch (pname)
{
case GL_VIEWPORT:
{
int i;
for (i = 0; i < 4; i++)
params[i] = gles2_ctx->viewport[i];
}
break;
case GL_SCISSOR_BOX:
{
int i;
for (i = 0; i < 4; i++)
params[i] = gles2_ctx->scissor[i];
}
break;
case GL_FRONT_FACE:
params[0] = gles2_ctx->front_face;
break;
default:
gles2_ctx->context->glGetFloatv (pname, params);
}
}
static void
gl_pixel_store_i_wrapper (GLenum pname, GLint param)
{
CoglGLES2Context *gles2_ctx = current_gles2_context;
gles2_ctx->context->glPixelStorei (pname, param);
if (pname == GL_PACK_ALIGNMENT &&
(param == 1 || param == 2 || param == 4 || param == 8))
gles2_ctx->pack_alignment = param;
}
static void
_cogl_gles2_offscreen_free (CoglGLES2Offscreen *gles2_offscreen)
{
@ -415,6 +1106,8 @@ _cogl_gles2_context_free (CoglGLES2Context *gles2_context)
const CoglWinsysVtable *winsys;
GList *objects, *l;
ctx->glDeleteShader (gles2_context->wrapper_shader);
if (gles2_context->current_program)
program_data_unref (gles2_context->current_program);
@ -480,6 +1173,33 @@ free_program_data (CoglGLES2ProgramData *data)
g_slice_free (CoglGLES2ProgramData, data);
}
static GLuint
create_wrapper_shader (CoglContext *ctx)
{
const char *strings = main_wrapper_function;
GLint length = sizeof (main_wrapper_function) - 1;
GLint status;
GLuint shader;
shader = ctx->glCreateShader (GL_VERTEX_SHADER);
ctx->glShaderSource (shader, 1, &strings, &length);
ctx->glCompileShader (shader);
ctx->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char buf[512];
ctx->glGetShaderInfoLog (shader,
sizeof (buf),
NULL, /* length */
buf);
g_warning ("Compiling wrapper shader failed:\n%s", buf);
}
return shader;
}
CoglGLES2Context *
cogl_gles2_context_new (CoglContext *ctx, GError **error)
{
@ -511,6 +1231,13 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
return NULL;
}
gles2_ctx->current_flip_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
gles2_ctx->viewport_dirty = TRUE;
gles2_ctx->scissor_dirty = TRUE;
gles2_ctx->front_face_dirty = TRUE;
gles2_ctx->front_face = GL_CCW;
gles2_ctx->pack_alignment = 4;
gles2_ctx->vtable = g_malloc0 (sizeof (CoglGLES2Vtable));
#define COGL_EXT_BEGIN(name, \
min_gl_major, min_gl_minor, \
@ -528,6 +1255,8 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
#undef COGL_EXT_FUNCTION
#undef COGL_EXT_END
gles2_ctx->wrapper_shader = create_wrapper_shader (ctx);
gles2_ctx->vtable->glBindFramebuffer = gl_bind_framebuffer_wrapper;
gles2_ctx->vtable->glReadPixels = gl_read_pixels_wrapper;
gles2_ctx->vtable->glCopyTexImage2D = gl_copy_tex_image_2d_wrapper;
@ -539,6 +1268,27 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
gles2_ctx->vtable->glUseProgram = gl_use_program_wrapper;
gles2_ctx->vtable->glAttachShader = gl_attach_shader_wrapper;
gles2_ctx->vtable->glDetachShader = gl_detach_shader_wrapper;
gles2_ctx->vtable->glShaderSource = gl_shader_source_wrapper;
gles2_ctx->vtable->glGetShaderSource = gl_get_shader_source_wrapper;
gles2_ctx->vtable->glLinkProgram = gl_link_program_wrapper;
gles2_ctx->vtable->glGetProgramiv = gl_get_program_iv_wrapper;
gles2_ctx->vtable->glGetAttachedShaders = gl_get_attached_shaders_wrapper;
gles2_ctx->vtable->glGetProgramInfoLog = gl_get_program_info_log_wrapper;
gles2_ctx->vtable->glGetShaderInfoLog = gl_get_shader_info_log_wrapper;
gles2_ctx->vtable->glClear = gl_clear_wrapper;
gles2_ctx->vtable->glDrawElements = gl_draw_elements_wrapper;
gles2_ctx->vtable->glDrawArrays = gl_draw_arrays_wrapper;
gles2_ctx->vtable->glFrontFace = gl_front_face_wrapper;
gles2_ctx->vtable->glViewport = gl_viewport_wrapper;
gles2_ctx->vtable->glScissor = gl_scissor_wrapper;
gles2_ctx->vtable->glGetBooleanv = gl_get_boolean_v_wrapper;
gles2_ctx->vtable->glGetIntegerv = gl_get_integer_v_wrapper;
gles2_ctx->vtable->glGetFloatv = gl_get_float_v_wrapper;
gles2_ctx->vtable->glPixelStorei = gl_pixel_store_i_wrapper;
/* FIXME: we need to do something with glCopyTexImage2D and
* glCopySubTexImage2D so that it will flip the data if it is read
* from a CoglOffscreen */
gles2_ctx->shader_map =
g_hash_table_new_full (g_direct_hash,
@ -719,6 +1469,8 @@ cogl_push_gles2_context (CoglContext *ctx,
if (gles2_ctx->write_buffer)
cogl_object_unref (gles2_ctx->write_buffer);
gles2_ctx->write_buffer = cogl_object_ref (write_buffer);
update_current_flip_state (gles2_ctx);
}
if (!winsys->set_gles2_context (gles2_ctx, &internal_error))