mutter/clutter/egl/clutter-backend-eglnative.c
Emmanuele Bassi a09bbffd92 Implement multi-backend support
The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.

This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
2011-11-03 13:45:19 +00:00

278 lines
7.3 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010,2011 Intel Corporation.
* 2011 Giovanni Campagna <scampa.giovanni@gmail.com>
*
* 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 <http://www.gnu.org/licenses/>.
* Authors:
* Matthew Allum
* Emmanuele Bassi
* Robert Bragg
* Neil Roberts
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#include <errno.h>
#include "clutter-backend-eglnative.h"
/* This is a Cogl based backend */
#include "cogl/clutter-stage-cogl.h"
#ifdef HAVE_EVDEV
#include "clutter-device-manager-evdev.h"
#endif
#include "clutter-debug.h"
#include "clutter-private.h"
#include "clutter-main.h"
#include "clutter-stage-private.h"
#ifdef COGL_HAS_EGL_SUPPORT
#include "clutter-egl.h"
#endif
#ifdef CLUTTER_EGL_BACKEND_CEX100
#include "clutter-cex100.h"
#endif
#ifdef CLUTTER_EGL_BACKEND_CEX100
static gdl_plane_id_t gdl_plane = GDL_PLANE_ID_UPP_C;
static guint gdl_n_buffers = CLUTTER_CEX100_TRIPLE_BUFFERING;
#endif
static gboolean gdl_plane_set = FALSE;
static gboolean gdl_n_buffers_set = FALSE;
G_DEFINE_TYPE (ClutterBackendEglNative, _clutter_backend_egl_native, CLUTTER_TYPE_BACKEND_COGL);
static ClutterDeviceManager *
clutter_backend_egl_native_get_device_manager (ClutterBackend *backend)
{
ClutterBackendEglNative *backend_egl_native = CLUTTER_BACKEND_EGL_NATIVE (backend);
if (G_UNLIKELY (backend_egl_native->device_manager == NULL))
{
#ifdef HAVE_EVDEV
backend_egl_native->device_manager =
g_object_new (CLUTTER_TYPE_DEVICE_MANAGER_EVDEV,
"backend", backend_egl_native,
NULL);
#endif
}
return backend_egl_native->device_manager;
}
static void
clutter_backend_egl_native_init_events (ClutterBackend *backend)
{
#ifdef HAVE_TSLIB
_clutter_events_tslib_init (CLUTTER_BACKEND_EGL (backend));
#endif
#ifdef HAVE_EVDEV
_clutter_events_evdev_init (CLUTTER_BACKEND (backend));
#endif
}
static void
clutter_backend_cogl_dispose (GObject *gobject)
{
#ifdef HAVE_TSLIB
ClutterBackendEglNative *backend_egl_native = CLUTTER_BACKEND_EGL_NATIVE (gobject);
_clutter_events_tslib_uninit (backend_egl_native);
if (backend_egl_native->event_timer != NULL)
{
g_timer_destroy (backend_egl_native->event_timer);
backend_egl_native->event_timer = NULL;
}
#endif
G_OBJECT_CLASS (_clutter_backend_cogl_parent_class)->dispose (gobject);
}
static ClutterStageWindow *
clutter_backend_egl_native_create_stage (ClutterBackend *backend,
ClutterStage *wrapper,
GError **error)
{
ClutterBackendEglNative *backend_egl_native = CLUTTER_BACKEND_EGL_NATIVE (backend);
ClutterStageWindow *stage;
ClutterStageCogl *stage_cogl;
if (G_UNLIKELY (backend_egl_native->stage != NULL))
{
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_BACKEND,
"The EglNative backend does not support multiple "
"onscreen windows");
return backend_egl_native->stage;
}
stage = g_object_new (CLUTTER_TYPE_STAGE_COGL,
"backend", backend,
"wrapper", wrapper,
NULL);
backend_egl_native->stage = stage;
return stage;
}
static gboolean
clutter_backend_egl_native_create_context (ClutterBackend *backend,
GError **error)
{
CoglSwapChain *swap_chain = NULL;
CoglOnscreenTemplate *onscreen_template = NULL;
if (backend->cogl_context != NULL)
return TRUE;
backend->cogl_renderer = cogl_renderer_new ();
if (!cogl_renderer_connect (backend->cogl_renderer, error))
goto error;
swap_chain = cogl_swap_chain_new ();
if (gdl_n_buffers_set)
cogl_swap_chain_set_length (swap_chain, gdl_n_buffers);
onscreen_template = cogl_onscreen_template_new (swap_chain);
cogl_object_unref (swap_chain);
/* XXX: I have some doubts that this is a good design.
* Conceptually should we be able to check an onscreen_template
* without more details about the CoglDisplay configuration?
*/
if (!cogl_renderer_check_onscreen_template (backend->cogl_renderer,
onscreen_template,
error))
goto error;
backend->cogl_display = cogl_display_new (backend->cogl_renderer,
onscreen_template);
#ifdef CLUTTER_EGL_BACKEND_CEX100
if (gdl_plane_set)
cogl_gdl_display_set_plane (backend->cogl_display, gdl_plane);
#endif /* CLUTTER_EGL_BACKEND_CEX100 */
cogl_object_unref (backend->cogl_renderer);
cogl_object_unref (onscreen_template);
if (!cogl_display_setup (backend->cogl_display, error))
goto error;
backend->cogl_context = cogl_context_new (backend->cogl_display, error);
if (backend->cogl_context == NULL)
goto error;
return TRUE;
error:
if (backend->cogl_display != NULL)
{
cogl_object_unref (backend->cogl_display);
backend->cogl_display = NULL;
}
if (onscreen_template != NULL)
cogl_object_unref (onscreen_template);
if (swap_chain != NULL)
cogl_object_unref (swap_chain);
if (backend->cogl_renderer != NULL)
{
cogl_object_unref (backend->cogl_renderer);
backend->cogl_renderer = NULL;
}
return FALSE;
}
static void
_clutter_backend_egl_native_class_init (ClutterBackendEglNativeClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterBackendClass *backend_class = CLUTTER_BACKEND_CLASS (klass);
gobject_class->dispose = clutter_backend_egl_native_dispose;
gobject_class->finalize = clutter_backend_egl_native_finalize;
backend_class->get_device_manager = clutter_backend_egl_native_get_device_manager;
backend_class->init_events = clutter_backend_egl_native_init_events;
backend_class->create_stage = clutter_backend_egl_native_create_stage;
backend_class->create_context = clutter_backend_egl_native_create_context;
}
static void
_clutter_backend_egl_native_init (ClutterBackendEglNative *backend_egl_native)
{
#ifdef HAVE_TSLIB
backend_egl_native->event_timer = g_timer_new ();
#endif
}
/**
* clutter_cex100_set_plane:
* @plane: FIXME
*
* FIXME
*
* Since:
*/
void
clutter_cex100_set_plane (gdl_plane_id_t plane)
{
#ifdef CLUTTER_EGL_BACKEND_CEX100
g_return_if_fail (plane >= GDL_PLANE_ID_UPP_A && plane <= GDL_PLANE_ID_UPP_E);
gdl_plane = plane;
gdl_plane_set = TRUE;
#endif
}
/**
* clutter_cex100_set_plane:
* @mode: FIXME
*
* FIXME
*
* Since:
*/
void
clutter_cex100_set_buffering_mode (ClutterCex100BufferingMode mode)
{
#ifdef CLUTTER_EGL_BACKEND_CEX100
g_return_if_fail (mode == CLUTTER_CEX100_DOUBLE_BUFFERING ||
mode == CLUTTER_CEX100_TRIPLE_BUFFERING);
gdl_n_buffers = mode;
gdl_n_buffers_set = TRUE;
#endif
}