/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 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 . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-context.h" #include "cogl-journal-private.h" #include "cogl-texture-private.h" #include "cogl-material-private.h" #include "cogl-framebuffer-private.h" #include "cogl-path-private.h" #include #ifdef HAVE_COGL_GL #define glActiveTexture _context->drv.pf_glActiveTexture #endif extern void _cogl_create_context_driver (CoglContext *context); extern void _cogl_create_context_winsys (CoglContext *context); extern void _cogl_destroy_context_winsys (CoglContext *context); static CoglContext *_context = NULL; static gboolean gl_is_indirect = FALSE; static gboolean cogl_create_context (void) { GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 }; unsigned long enable_flags = 0; CoglHandle window_buffer; if (_context != NULL) return FALSE; /* Allocate context memory */ _context = (CoglContext*) g_malloc (sizeof (CoglContext)); /* Init default values */ _context->feature_flags = 0; _context->feature_flags_private = 0; _context->features_cached = FALSE; _context->texture_types = NULL; _context->buffer_types = NULL; /* Initialise the driver specific state */ /* TODO: combine these two into one function */ _cogl_create_context_driver (_context); _cogl_features_init (); _cogl_create_context_winsys (_context); _cogl_material_init_default_material (); _cogl_material_init_default_layers (); _context->enable_flags = 0; _context->fog_enabled = FALSE; _context->enable_backface_culling = FALSE; _context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE; _context->indirect = gl_is_indirect; cogl_matrix_init_identity (&_context->identity_matrix); cogl_matrix_init_identity (&_context->y_flip_matrix); cogl_matrix_scale (&_context->y_flip_matrix, 1, -1, 1); _context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW; _context->texture_units = g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit)); /* See cogl-material.c for more details about why we leave texture unit 1 * active by default... */ _context->active_texture_unit = 1; GE (glActiveTexture (GL_TEXTURE1)); _context->simple_material = cogl_material_new (); _context->source_material = NULL; _context->arbfp_source_buffer = g_string_new (""); _context->legacy_state_set = 0; _context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE; _context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE; _context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry)); _context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat)); _context->current_material = NULL; _context->current_material_changes_since_flush = 0; _context->current_material_skip_gl_color = FALSE; _context->material0_nodes = g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20); _context->material1_nodes = g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20); _cogl_bitmask_init (&_context->texcoord_arrays_enabled); _cogl_bitmask_init (&_context->temp_bitmask); _cogl_bitmask_init (&_context->texcoord_arrays_to_disable); _context->max_texture_units = -1; _context->max_texture_image_units = -1; _context->max_activateable_texture_units = -1; _context->current_program = COGL_INVALID_HANDLE; _context->current_use_program_type = COGL_MATERIAL_PROGRAM_TYPE_FIXED; _context->current_gl_program = 0; _context->gl_blend_enable_cache = FALSE; _context->depth_test_enabled_cache = FALSE; _context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS; _context->depth_writing_enabled_cache = TRUE; _context->depth_range_near_cache = 0; _context->depth_range_far_cache = 1; _context->legacy_depth_test_enabled = FALSE; _context->framebuffer_stack = _cogl_create_framebuffer_stack (); window_buffer = _cogl_onscreen_new (); cogl_set_framebuffer (window_buffer); /* XXX: the deprecated _cogl_set_draw_buffer API expects to * find the window buffer here... */ _context->window_buffer = window_buffer; _context->dirty_bound_framebuffer = TRUE; _context->dirty_gl_viewport = TRUE; _context->current_path = _cogl_path_new (); _context->stencil_material = cogl_material_new (); _context->in_begin_gl_block = FALSE; _context->quad_indices_byte = COGL_INVALID_HANDLE; _context->quad_indices_short = COGL_INVALID_HANDLE; _context->quad_indices_short_len = 0; _context->texture_download_material = COGL_INVALID_HANDLE; /* The default for GL_ALPHA_TEST is to always pass which is equivalent to * the test being disabled therefore we assume that for all drivers there * will be no performance impact if we always leave the test enabled which * makes things a bit simpler for us. */ GE (glEnable (GL_ALPHA_TEST)); /* Create default textures used for fall backs */ _context->default_gl_texture_2d_tex = cogl_texture_new_from_data (1, /* width */ 1, /* height */ COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */ /* internal format */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* auto calc row stride */ default_texture_data); _context->default_gl_texture_rect_tex = cogl_texture_new_from_data (1, /* width */ 1, /* height */ COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */ /* internal format */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* auto calc row stride */ default_texture_data); cogl_set_source (_context->simple_material); _cogl_material_flush_gl_state (_context->source_material, FALSE); _cogl_enable (enable_flags); _cogl_flush_face_winding (); _context->atlas = NULL; _context->atlas_texture = COGL_INVALID_HANDLE; _context->current_pbo = NULL; return TRUE; } void _cogl_destroy_context (void) { if (_context == NULL) return; _cogl_destroy_context_winsys (_context); _cogl_destroy_texture_units (); _cogl_free_framebuffer_stack (_context->framebuffer_stack); if (_context->current_path) cogl_handle_unref (_context->current_path); if (_context->default_gl_texture_2d_tex) cogl_handle_unref (_context->default_gl_texture_2d_tex); if (_context->default_gl_texture_rect_tex) cogl_handle_unref (_context->default_gl_texture_rect_tex); if (_context->simple_material) cogl_handle_unref (_context->simple_material); if (_context->journal) g_array_free (_context->journal, TRUE); if (_context->logged_vertices) g_array_free (_context->logged_vertices, TRUE); if (_context->quad_indices_byte) cogl_handle_unref (_context->quad_indices_byte); if (_context->quad_indices_short) cogl_handle_unref (_context->quad_indices_short); if (_context->default_material) cogl_handle_unref (_context->default_material); if (_context->dummy_layer_dependant) cogl_handle_unref (_context->dummy_layer_dependant); if (_context->default_layer_n) cogl_handle_unref (_context->default_layer_n); if (_context->default_layer_0) cogl_handle_unref (_context->default_layer_0); if (_context->atlas) _cogl_atlas_free (_context->atlas); if (_context->atlas_texture) cogl_handle_unref (_context->atlas_texture); _cogl_bitmask_destroy (&_context->texcoord_arrays_enabled); _cogl_bitmask_destroy (&_context->temp_bitmask); _cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable); g_slist_free (_context->texture_types); g_slist_free (_context->buffer_types); g_free (_context); } CoglContext * _cogl_context_get_default (void) { /* Create if doesn't exist yet */ if (_context == NULL) cogl_create_context (); return _context; } /** * _cogl_set_indirect_context: * @indirect: TRUE if GL context is indirect * * Advises COGL that the GL context is indirect (commands are sent * over a socket). COGL uses this information to try to avoid * round-trips in its use of GL, for example. * * This function cannot be called "on the fly," only before COGL * initializes. */ void _cogl_set_indirect_context (gboolean indirect) { /* we get called multiple times if someone creates * more than the default stage */ if (_context != NULL) { if (indirect != _context->indirect) g_warning ("Right now all stages will be treated as " "either direct or indirect, ignoring attempt " "to change to indirect=%d", indirect); return; } gl_is_indirect = indirect; }