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
This commit is contained in:
Neil Roberts
2011-07-07 20:44:56 +01:00
parent 5f181973a6
commit b2e735ff7f
48 changed files with 1556 additions and 1110 deletions

View File

@ -41,11 +41,16 @@ static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
static void
_cogl_shader_free (CoglShader *shader)
{
#ifndef HAVE_COGL_GLES
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -61,8 +66,6 @@ _cogl_shader_free (CoglShader *shader)
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
#endif /* HAVE_COGL_GLES */
g_slice_free (CoglShader, shader);
}
@ -98,8 +101,6 @@ cogl_create_shader (CoglShaderType type)
static void
delete_shader (CoglShader *shader)
{
#ifndef HAVE_COGL_GLES
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
@ -116,8 +117,6 @@ delete_shader (CoglShader *shader)
}
shader->gl_handle = 0;
#endif /* HAVE_COGL_GLES */
}
void
@ -154,16 +153,15 @@ cogl_shader_source (CoglHandle handle,
void
cogl_shader_compile (CoglHandle handle)
{
#ifdef HAVE_COGL_GL
CoglShader *shader = handle;
#endif
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
_cogl_shader_compile_real (shader, 0 /* ignored */);
#endif
if (ctx->driver == COGL_DRIVER_GL)
_cogl_shader_compile_real (shader, 0 /* ignored */);
/* XXX: For GLES2 we don't actually compile anything until the
* shader gets used so we have an opportunity to add some
@ -183,43 +181,49 @@ _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
const char **strings_in,
const GLint *lengths_in)
{
#ifndef HAVE_COGL_GLES
static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
const char *vertex_boilerplate;
const char *fragment_boilerplate;
const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
int count = 0;
#ifdef HAVE_COGL_GLES2
char *tex_coord_declarations = NULL;
#endif
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GLES2
if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
if (ctx->driver == COGL_DRIVER_GLES2)
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
}
else
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
}
if (ctx->driver == COGL_DRIVER_GLES2 &&
cogl_features_available (COGL_FEATURE_TEXTURE_3D))
{
static const char texture_3d_extension[] =
"#extension GL_OES_texture_3D : enable\n";
strings[count] = texture_3d_extension;
lengths[count++] = sizeof (texture_3d_extension) - 1;
}
#endif
if (shader_gl_type == GL_VERTEX_SHADER)
{
strings[count] = vertex_boilerplate;
lengths[count++] = sizeof (vertex_boilerplate) - 1;
lengths[count++] = strlen (vertex_boilerplate);
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
lengths[count++] = strlen (fragment_boilerplate);
}
#ifdef HAVE_COGL_GLES2
if (n_tex_coord_attribs)
if (ctx->driver == COGL_DRIVER_GLES2 &&
n_tex_coord_attribs)
{
GString *declarations = g_string_new (NULL);
@ -245,7 +249,6 @@ _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
strings[count] = tex_coord_declarations;
lengths[count++] = -1; /* null terminated */
}
#endif
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
@ -282,19 +285,13 @@ _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GE( ctx, glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
#ifdef HAVE_COGL_GLES2
g_free (tex_coord_declarations);
#endif
#endif /* HAVE_COGL_GLES */
}
void
_cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
#ifndef HAVE_COGL_GLES
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -343,7 +340,9 @@ _cogl_shader_compile_real (CoglHandle handle,
if (shader->gl_handle
#ifdef HAVE_COGL_GLES2
&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
&&
(ctx->driver != COGL_DRIVER_GLES2 ||
shader->n_tex_coord_attribs >= n_tex_coord_attribs)
#endif
)
return;
@ -389,19 +388,11 @@ _cogl_shader_compile_real (CoglHandle handle,
}
#endif
}
#endif /* HAVE_COGL_GLES */
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
#ifdef HAVE_COGL_GLES
return NULL;
#else /* HAVE_COGL_GLES */
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NULL);
@ -443,8 +434,6 @@ cogl_shader_get_info_log (CoglHandle handle)
buffer[len] = '\0';
return g_strdup (buffer);
}
#endif /* HAVE_COGL_GLES */
}
CoglShaderType
@ -467,12 +456,7 @@ cogl_shader_get_type (CoglHandle handle)
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
#ifdef HAVE_COGL_GLES
return FALSE;
#else /* HAVE_COGL_GLES */
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
GLint status;
CoglShader *shader;
@ -513,6 +497,7 @@ cogl_shader_is_compiled (CoglHandle handle)
else
return FALSE;
}
#endif /* HAVE_COGL_GLES */
#else
return FALSE;
#endif
}