239614a375
This adds cogl_atlas_texture_* functions to register a callback that will get invoked whenever any of the CoglAtlas's the textures use get reorganized. The callback is global and is not tied to any particular atlas texture.
502 lines
16 KiB
C
502 lines
16 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-object.h"
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#include "cogl-internal.h"
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#include "cogl-private.h"
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#include "cogl-winsys-private.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context-private.h"
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#include "cogl-display-private.h"
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#include "cogl-renderer-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl2-path.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#include "cogl-pipeline-fragend-arbfp-private.h"
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#define glActiveTexture _context->drv.pf_glActiveTexture
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#endif
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/* This isn't defined in the GLES headers */
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#ifndef GL_POINT_SPRITE
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#define GL_POINT_SPRITE 0x8861
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#endif
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static void _cogl_context_free (CoglContext *context);
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COGL_OBJECT_DEFINE (Context, context);
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extern void
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_cogl_create_context_driver (CoglContext *context);
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static CoglContext *_context = NULL;
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static void
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_cogl_init_feature_overrides (CoglContext *ctx)
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{
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_PBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
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ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
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COGL_FEATURE_TEXTURE_NPOT_BASIC |
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COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
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COGL_FEATURE_TEXTURE_NPOT_REPEAT);
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}
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context)
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{
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return context->display->renderer->winsys_vtable;
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}
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/* For reference: There was some deliberation over whether to have a
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* constructor that could throw an exception but looking at standard
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* practices with several high level OO languages including python, C++,
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* C# Java and Ruby they all support exceptions in constructors and the
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* general consensus appears to be that throwing an exception is neater
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* than successfully constructing with an internal error status that
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* would then have to be explicitly checked via some form of ::is_ok()
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* method.
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*/
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CoglContext *
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cogl_context_new (CoglDisplay *display,
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GError **error)
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{
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CoglContext *context;
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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unsigned long enable_flags = 0;
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const CoglWinsysVtable *winsys;
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int i;
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#ifdef CLUTTER_ENABLE_PROFILE
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/* We need to be absolutely sure that uprof has been initialized
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* before calling _cogl_uprof_init. uprof_init (NULL, NULL)
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* will be a NOP if it has been initialized but it will also
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* mean subsequent parsing of the UProf GOptionGroup will have no
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* affect.
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*
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* Sadly GOptionGroup based library initialization is extremely
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* fragile by design because GOptionGroups have no notion of
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* dependencies and so the order things are initialized isn't
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* currently under tight control.
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*/
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uprof_init (NULL, NULL);
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_cogl_uprof_init ();
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#endif
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/* Allocate context memory */
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context = g_malloc (sizeof (CoglContext));
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/* XXX: Gross hack!
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* Currently everything in Cogl just assumes there is a default
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* context which it can access via _COGL_GET_CONTEXT() including
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* code used to construct a CoglContext. Until all of that code
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* has been updated to take an explicit context argument we have
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* to immediately make our pointer the default context.
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*/
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_context = context;
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/* Init default values */
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context->feature_flags = 0;
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context->texture_types = NULL;
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context->buffer_types = NULL;
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context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
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memset (context->winsys_features, 0, sizeof (context->winsys_features));
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if (!display)
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display = cogl_display_new (NULL, NULL);
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else
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cogl_object_ref (display);
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if (!cogl_display_setup (display, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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context->display = display;
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#ifdef COGL_HAS_FULL_WINSYS
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context->stub_winsys = FALSE;
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winsys = _cogl_context_get_winsys (context);
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if (!winsys->context_init (context, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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#else
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/* In this case Clutter is still responsible for creating a GL
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* context. */
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context->stub_winsys = TRUE;
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if (!_cogl_gl_check_version (error))
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{
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g_free (context);
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return NULL;
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}
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_cogl_gl_update_features (context);
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#ifdef COGL_HAS_XLIB_SUPPORT
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_cogl_xlib_query_damage_extension ();
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#endif
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#endif
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/* Initialise the driver specific state */
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_cogl_init_feature_overrides (context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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_cogl_pipeline_init_state_hash_functions ();
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_cogl_pipeline_init_layer_state_hash_functions ();
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context->enable_flags = 0;
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context->enable_backface_culling = FALSE;
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context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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cogl_matrix_init_identity (&context->identity_matrix);
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cogl_matrix_init_identity (&context->y_flip_matrix);
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cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);
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context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
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context->texture_units =
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g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
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/* See cogl-pipeline.c for more details about why we leave texture unit 1
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* active by default... */
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context->active_texture_unit = 1;
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GE (glActiveTexture (GL_TEXTURE1));
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context->legacy_fog_state.enabled = FALSE;
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context->opaque_color_pipeline = cogl_pipeline_new ();
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context->blended_color_pipeline = cogl_pipeline_new ();
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context->texture_pipeline = cogl_pipeline_new ();
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context->codegen_header_buffer = g_string_new ("");
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context->codegen_source_buffer = g_string_new ("");
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context->source_stack = NULL;
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context->legacy_state_set = 0;
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context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
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context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
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context->framebuffers = NULL;
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context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
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context->journal_clip_bounds = NULL;
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context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
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context->current_pipeline = NULL;
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context->current_pipeline_changes_since_flush = 0;
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context->current_pipeline_skip_gl_color = FALSE;
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context->pipeline0_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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context->pipeline1_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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_cogl_bitmask_init (&context->arrays_enabled);
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_cogl_bitmask_init (&context->temp_bitmask);
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_cogl_bitmask_init (&context->arrays_to_change);
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context->max_texture_units = -1;
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context->max_texture_image_units = -1;
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context->max_activateable_texture_units = -1;
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context->current_program = COGL_INVALID_HANDLE;
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context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_gl_program = 0;
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context->gl_blend_enable_cache = FALSE;
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context->depth_test_enabled_cache = FALSE;
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context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
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context->depth_writing_enabled_cache = TRUE;
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context->depth_range_near_cache = 0;
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context->depth_range_far_cache = 1;
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context->point_size_cache = 1.0f;
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context->legacy_depth_test_enabled = FALSE;
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#ifdef HAVE_COGL_GL
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_context->arbfp_cache = g_hash_table_new (_cogl_pipeline_fragend_arbfp_hash,
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_cogl_pipeline_fragend_arbfp_equal);
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#endif
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for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
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context->current_buffer[i] = NULL;
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context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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/* XXX: In this case the Clutter backend is still responsible for
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* the OpenGL binding API and for creating onscreen framebuffers and
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* so we have to add a dummy framebuffer to represent the backend
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* owned window... */
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if (context->stub_winsys)
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{
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CoglOnscreen *window = _cogl_onscreen_new ();
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cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
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cogl_object_unref (COGL_FRAMEBUFFER (window));
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}
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_context->current_clip_stack_valid = FALSE;
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context->dirty_bound_framebuffer = TRUE;
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context->dirty_gl_viewport = TRUE;
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context->current_path = cogl2_path_new ();
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context->stencil_pipeline = cogl_pipeline_new ();
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context->in_begin_gl_block = FALSE;
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context->quad_buffer_indices_byte = COGL_INVALID_HANDLE;
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context->quad_buffer_indices = COGL_INVALID_HANDLE;
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context->quad_buffer_indices_len = 0;
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context->rectangle_byte_indices = NULL;
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context->rectangle_short_indices = NULL;
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context->rectangle_short_indices_len = 0;
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context->texture_download_pipeline = COGL_INVALID_HANDLE;
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context->blit_texture_pipeline = COGL_INVALID_HANDLE;
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#ifndef HAVE_COGL_GLES2
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/* The default for GL_ALPHA_TEST is to always pass which is equivalent to
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* the test being disabled therefore we assume that for all drivers there
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* will be no performance impact if we always leave the test enabled which
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* makes things a bit simpler for us. Under GLES2 the alpha test is
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* implemented in the fragment shader so there is no enable for it
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*/
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GE (glEnable (GL_ALPHA_TEST));
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#endif
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#ifdef HAVE_COGL_GLES2
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_context->flushed_modelview_stack = NULL;
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_context->flushed_projection_stack = NULL;
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#endif
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/* Create default textures used for fall backs */
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context->default_gl_texture_2d_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* auto calc row stride */
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default_texture_data);
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context->default_gl_texture_rect_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* auto calc row stride */
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default_texture_data);
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cogl_push_source (context->opaque_color_pipeline);
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_cogl_pipeline_flush_gl_state (context->opaque_color_pipeline, FALSE, 0);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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context->atlases = NULL;
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g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
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_context->buffer_map_fallback_array = g_byte_array_new ();
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_context->buffer_map_fallback_in_use = FALSE;
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/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
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unless GL_COORD_REPLACE is enabled for an individual
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layer. Therefore it seems like it should be ok to just leave it
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enabled all the time instead of having to have a set property on
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each pipeline to track whether any layers have point sprite
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coords enabled. We don't need to do this for GLES2 because point
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sprites are handled using a builtin varying in the shader. */
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#ifndef HAVE_COGL_GLES2
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if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
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GE (glEnable (GL_POINT_SPRITE));
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#endif
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return _cogl_context_object_new (context);
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}
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static void
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_cogl_context_free (CoglContext *context)
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{
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const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
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winsys->context_deinit (context);
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_cogl_destroy_texture_units ();
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_cogl_free_framebuffer_stack (context->framebuffer_stack);
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if (context->current_path)
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cogl_handle_unref (context->current_path);
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if (context->default_gl_texture_2d_tex)
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cogl_handle_unref (context->default_gl_texture_2d_tex);
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if (context->default_gl_texture_rect_tex)
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cogl_handle_unref (context->default_gl_texture_rect_tex);
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if (context->opaque_color_pipeline)
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cogl_handle_unref (context->opaque_color_pipeline);
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if (context->blended_color_pipeline)
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cogl_handle_unref (context->blended_color_pipeline);
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if (context->texture_pipeline)
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cogl_handle_unref (context->texture_pipeline);
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if (context->blit_texture_pipeline)
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cogl_handle_unref (context->blit_texture_pipeline);
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if (context->journal_flush_attributes_array)
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g_array_free (context->journal_flush_attributes_array, TRUE);
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if (context->journal_clip_bounds)
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g_array_free (context->journal_clip_bounds, TRUE);
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if (context->polygon_vertices)
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g_array_free (context->polygon_vertices, TRUE);
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if (context->quad_buffer_indices_byte)
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cogl_handle_unref (context->quad_buffer_indices_byte);
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if (context->quad_buffer_indices)
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cogl_handle_unref (context->quad_buffer_indices);
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if (context->rectangle_byte_indices)
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cogl_object_unref (context->rectangle_byte_indices);
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if (context->rectangle_short_indices)
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cogl_object_unref (context->rectangle_short_indices);
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if (context->default_pipeline)
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cogl_handle_unref (context->default_pipeline);
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if (context->dummy_layer_dependant)
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cogl_handle_unref (context->dummy_layer_dependant);
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if (context->default_layer_n)
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cogl_handle_unref (context->default_layer_n);
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if (context->default_layer_0)
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cogl_handle_unref (context->default_layer_0);
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if (context->current_clip_stack_valid)
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_cogl_clip_stack_unref (context->current_clip_stack);
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g_slist_free (context->atlases);
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g_hook_list_clear (&context->atlas_reorganize_callbacks);
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_cogl_bitmask_destroy (&context->arrays_enabled);
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_cogl_bitmask_destroy (&context->temp_bitmask);
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_cogl_bitmask_destroy (&context->arrays_to_change);
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g_slist_free (context->texture_types);
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g_slist_free (context->buffer_types);
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#ifdef HAVE_COGL_GLES2
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if (_context->flushed_modelview_stack)
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cogl_object_unref (_context->flushed_modelview_stack);
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if (_context->flushed_projection_stack)
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cogl_object_unref (_context->flushed_projection_stack);
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#endif
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#ifdef HAVE_COGL_GL
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g_hash_table_unref (context->arbfp_cache);
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#endif
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g_byte_array_free (context->buffer_map_fallback_array, TRUE);
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cogl_object_unref (context->display);
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g_free (context);
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}
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CoglContext *
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_cogl_context_get_default (void)
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{
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GError *error = NULL;
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/* Create if doesn't exist yet */
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if (_context == NULL)
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{
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_context = cogl_context_new (NULL, &error);
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if (!_context)
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{
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g_warning ("Failed to create default context: %s",
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error->message);
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g_error_free (error);
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}
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}
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return _context;
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|
}
|
|
|
|
void
|
|
cogl_set_default_context (CoglContext *context)
|
|
{
|
|
cogl_object_ref (context);
|
|
|
|
if (_context)
|
|
cogl_object_unref (_context);
|
|
_context = context;
|
|
}
|
|
|
|
#ifdef COGL_HAS_EGL_SUPPORT
|
|
EGLDisplay
|
|
cogl_context_egl_get_egl_display (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
return winsys->context_egl_get_egl_display (context);
|
|
}
|
|
#endif
|
|
|