vtable
(Sorry, I had to re-apply Neil's patch as the original one somehow did
not apply)
The function prototypes for the GL functions in CoglContext have the
GLAPIENTRY attribute which on Windows makes them use the stdcall
calling convention. The function pointers exposed from cogl-gles2.h
don't have GLAPIENTRY so they end up having a different calling
convention on Windows. When Cogl is compiled there it ends up giving a
lot of warnings because it assigns a pointer to an incompatible
function type.
We probably don't want to make the functions exposed in cogl-gles2.h
use the stdcall calling convention because we control that API so
there is no need to introduce a second calling convention. The GLES2
context support currently isn't going to work on Windows anyway
because there is no EGL or GLES2 implementation.
Eventually if we make the Cogl GLES2 context virtualized on top of
Cogl then we will provide our own implementations of all these
functions so we can easily keep the C calling convention even on
Windows.
Until then to avoid the warnings on Windows we can just cast the
function pointers temporarily to (void*) when filling in the vtable.
This will also fix the build on Windows using Visual Studio, as it is
more picky on calling convention mismatches.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The ‘length’ for the swap chain is initially -1 which is supposed to
mean ‘no preference’. However, both of the SDL winsys's were
explicitly setting the SDL_GL_DOUBLEBUFFER attribute to zero in that
case which would try to disable double buffering.
On OS X, the equivalent to eglSwapBuffers (ie, [NSOpenGLContext
flushBuffer]) does nothing for a single buffer context. The
cogl-sdl-hello example does not specify the swap chain length so
presumably it would end up with a single buffer config. When
cogl_onscreen_swap_buffers is called it therefore does nothing and
nothing is painted.
I guess to make single-buffered contexts actually useful we should
expose some public equivalent to glFlush so that you can ensure the
rendering commands will actually hit the buffer. Alternatively we
could document that cogl_onscreen_swap_buffers performs this task on
single-buffered configs and then we could make the SDL winsys
explicitly call glFlush in that case.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 71e57f99002d5dee79bbd44b3bc57712b99acb55)
Previously when pushing the GLES2 context with an onscreen framebuffer
it would just call bind_onscreen. This actually binds it with Cogl's
context so presumably the context isolation wasn't working properly.
This patch splits out bind_onscreen to have a second function called
bind_onscreen_with_context that explicitly takes the EGL context to
use. Cogl now uses this when pushing the GLES2 context.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 3653c5b10058a3f79900eb2644cb30f4cf1ca47e)
There was a FIXME comment about making glCopyTex{Sub,}Image2D work
with CoglOffscreen buffers. This has already been fixed so we should
remove the comment.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 750e5668ee64a315c8090dd2223334b1e04bee54)
Previously, Cogl was advertising the GLES2 context feature whenever
the EGL winsys was used, even if the winsys was used with the GL
driver. This wasn't working because when the GL context is created the
API is set to GL with eglBindAPI and it is never changed back to GLES
when the GLES2 context is created. That meant that the created context
is actually GL not GLES2. Any rendering would then fail because the GL
context does not understand the precision statement.
It could be possible to fix it so that it will set the API correctly
before creating the context. It would then also need to reset the API
and unbind the previous context whenever switching between GLES2 and
GL contexts. If the context isn't unbound first then eglMakeCurrent
will actually try to bind both contexts at the same time and at least
Mesa detects this situation and reports that the two contexts
conflict. Presumably we would also need to do something more clever
when we retrieve the function pointers for the GLES2 context.
Currently we just copy them from the CoglContext but if the context is
using the GL driver then this would mean the functions came from libGL
not libGLESv2.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 624dea207cf76ae9ccd7f57c4ebd15d3bd65bff0)
The list of extension names in COGL_EXT_BEGIN should be a zero
separated list of strings which is terminated by an empty string. The
name for the GL_ARB_shader_objects extension was missing the zero
separator so presumably it was relying on the following byte to happen
to be a zero in order not to crash.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit f63381f23fa8b0b17e030561940b8a38efff221f)
Previously when Cogl detects that the GLX context is indirect it
resets the function pointers for the VBLANK_COUNTER feature to NULL.
However it wasn't removing the VBLANK_COUNTER feature flag. Some other
parts of the winsys check for that feature flag rather than checking
whether the pointer is NULL so it would end up calling an invalid
function pointer and crashing. This just fixes it to also clear the
feature flag.
https://bugzilla.gnome.org/show_bug.cgi?id=684917
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit e947c713a541086f80a308d22774229f0720196a)
Since commit 7253c5ca (Bug 682071-cogl/cogl-sdl.h: MSVC: Link to SDL when
apps are built), on Visual C++ we link to SDL.lib and SDLmain.lib using
a #pragma comment directive in cogl/cogl-sdl.h, so we no longer need
specific project configs for Cogl programs which build against a Cogl built
with SDL. This removes those unneeded configs.
Also "install" cogl/cogl-sdl.h when Cogl is built with the SDL winsys, as
it is a needed header
-Make "install" parts for VS9 and VS10 more consistent with each other
-Create the .def files in the respective intermediate/.obj folders, so that
it is cleaner duringg the build
-Make up for missed files to "install"
Link to SDL.lib and SDLmain.lib if Cogl was built with the SDL winsys.
Recent changes to the SDL winsys introduced a direct dependency to
SDLmain.lib (and hence SDL.lib) when programs are built, causing linker
errors to appear when any programs using cogl (with the SDL winsys built
in) are built.
Since we cannot determine whether a Cogl build is built with the SDL winsys
at build time easily, we could use #pragma comment (lib, ...) whenever
cogl-sdl.h is included by cogl.h so that SDLmain.lib and SDL.lib is linked
into the resulting binary, so that the program can link and run correctly.
This does not add any external dependencies as the Cogl DLL already depends
on SDL.dll when it is built with the SDL winsys.
https://bugzilla.gnome.org/show_bug.cgi?id=682071
(cherry picked from commit 2921d2a4d9c79f1ca7530171e0dfa8c945607bc7)
Link to SDL.lib and SDLmain.lib if Cogl was built with the SDL winsys.
Recent changes to the SDL winsys introduced a direct dependency to
SDLmain.lib (and hence SDL.lib) when programs are built, causing linker
errors to appear when any programs using cogl (with the SDL winsys built
in) are built.
Since we cannot determine whether a Cogl build is built with the SDL winsys
at build time easily, we could use #pragma comment (lib, ...) whenever
cogl-sdl.h is included by cogl.h so that SDLmain.lib and SDL.lib is linked
into the resulting binary, so that the program can link and run correctly.
This does not add any external dependencies as the Cogl DLL already depends
on SDL.dll when it is built with the SDL winsys.
We don't need to split the wrapper snippet into two separate parts
because it should be ok to declare the flip uniform in the middle of
the shader as long as it is somewhere in the global scope. Therefore
we can just declare it right before the definition for the replacement
main function. This is important because we don't want to put anything
at the top of the application's shader in case it is using a
'#version' directive. In that case moving it to anything other than
the first line would break things.
This patch also adds a marker in a comment around the wrapper snippet
so that we can easily locate the snippet when glGetShaderSource is
called and remove it.
The wrapper for glGetAttachedShaders has been removed because there
are no longer any additional shaders attached to the program so we can
just let GL handle it directly.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit dbd92e24ae61dcbe7ef26f61c9117c5516a7fa87)
In our wrapper for glShaderSource we special case when a vertex shader
is being specified so we can sneak in a wrapper for the main function to
potentially flip all rendering upside down for better integration with
Cogl.
Previously we were appending the wrapper to all the sub-strings passed
via the vector of strings to glShaderSource but we now grow the vector
instead and insert the prelude and wrapper strings into the beginning
and end of the vector respectively so we should only have one copy for a
single shader.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit d2904d518718e3fbf4441abe2c2bcfd63edfd64b)
The SGX GLSL compiler refuses to accept shaders of the form:
void foo();
void bar() {
foo();
}
where foo is undefined at glShaderSource() time, left for definition at
link time. To work around this, simply append the wrapper shader to
user shaders, rather than building a separate shader that's always
linked with user shaders.
Signed-off-by: Daniel Stone <daniel@fooishbar.org>
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 96f02c445f763ace088be71dc32b3374b2cdbab2)
Mesa now reports a vendor string of "Mesa Project" instead of "VMWare,
Inc." and the software rasterizer renderer string is now "Software
Rasterizer". This update cogl-gpu-info.c to recognize these new strings.
Thanks to Alexander Larsson for the original patch.
https://bugzilla.gnome.org/show_bug.cgi?id=683818
(cherry picked from commit dfacbbd96f3fbadaffa4a76dfd71c47ece6ed6a3)
As part of our on-going goal to remove our dependence on a global Cogl
context this patch adds a pointer to the context to each CoglTexture
so that the various texture apis no longer need to use
_COGL_GET_CONTEXT.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 83131072eea395f18ab0525ea2446f443a6033b1)
We want applications to fully control the lifetime of a CoglContext
without having to worry that internal resources (such as the default
2d,3d and rectangle textures, or any caches we maintain) could result in
circular references that keep the context alive. We also want to avoid
making CoglContext into a special kind of object that isn't ref-counted
or that can't be used with object apis such as
cogl_object_set_user_data. Being able to reliably destroy the context is
important on platforms such as Android where you may be required
bring-up and tear-down a CoglContext numerous times throughout the
applications lifetime. A dissadvantage of this policy is that it is now
possible to leave other object such as framebuffers in an inconsistent
state if the context is unreferenced and destroyed. The documentation
states that all objects that directly or indirectly depend on a context
that has been destroyed will be left in an inconsistent state and must
not be accessed thereafter. Applications (such as Android applications)
that need to cleanly destroy and re-create Cogl resources should make
sure to manually unref these dependant objects before destroying the
context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 23ce51beba1bb739a224e47614a59327dfbb65af)