/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2011 Collabora Ltd. * Copyright (C) 2012 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 * . * * Authors: * Tomeu Vizoso * Robert Bragg * */ #ifndef __COGL_GLES2_CONTEXT_PRIVATE_H #define __COGL_GLES2_CONTEXT_PRIVATE_H #include #include "cogl-object-private.h" #include "cogl-framebuffer-private.h" #include "cogl-queue.h" typedef struct _CoglGLES2Offscreen CoglGLES2Offscreen; COGL_LIST_HEAD (CoglGLES2OffscreenList, CoglGLES2Offscreen); struct _CoglGLES2Offscreen { COGL_LIST_ENTRY (CoglGLES2Offscreen) list_node; CoglOffscreen *original_offscreen; CoglGLFramebuffer gl_framebuffer; }; typedef struct { /* GL's ID for the shader */ GLuint object_id; /* Shader type */ GLenum type; /* Number of references to this shader. The shader will have one * reference when it is created. This reference will be removed when * glDeleteShader is called. An additional reference will be taken * whenever the shader is attached to a program. This is necessary * to correctly detect when a shader is destroyed because * glDeleteShader doesn't actually delete the object if it is * attached to a program */ int ref_count; /* Set once this object has had glDeleteShader called on it. We need * to keep track of this so we don't deref the data twice if the * application calls glDeleteShader multiple times */ 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 */ GLuint object_id; /* List of shaders attached to this program */ GList *attached_shaders; /* Reference count. There can be up to two references. One of these * will exist between glCreateProgram and glDeleteShader, the other * will exist while the program is made current. This is necessary * to correctly detect when the program is deleted because * glDeleteShader will delay the deletion if the program is * current */ int ref_count; /* Set once this object has had glDeleteProgram called on it. We need * to keep track of this so we don't deref the data twice if the * 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; struct _CoglGLES2Context { CoglObject _parent; CoglContext *context; /* This is set to FALSE until the first time the GLES2 context is * bound to something. We need to keep track of this so we can set * the viewport and scissor the first time it is bound. */ CoglBool has_been_bound; CoglFramebuffer *read_buffer; CoglGLES2Offscreen *gles2_read_buffer; CoglFramebuffer *write_buffer; CoglGLES2Offscreen *gles2_write_buffer; GLuint current_fbo_handle; CoglGLES2OffscreenList foreign_offscreens; CoglGLES2Vtable *vtable; /* Hash table mapping GL's IDs for shaders and objects to ShaderData * and ProgramData so that we can maintain extra data for these * objects. Although technically the IDs will end up global across * all GLES2 contexts because they will all be in the same share * list, we don't really want to expose this outside of the Cogl API * so we will assume it is undefined behaviour if an application * relies on this. */ GHashTable *shader_map; GHashTable *program_map; /* Currently in use program. We need to keep track of this so that * we can keep a reference to the data for the program while it is * 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; }; #endif /* __COGL_GLES2_CONTEXT_PRIVATE_H */