mutter/cogl/cogl-context.c
Robert Bragg dc7383b714 Add a vtable of indirection to the winsys code
So that we can dynamically select what winsys backend to use at runtime
we need to have some indirection to how code accesses the winsys instead
of simply calling _cogl_winsys* functions that would collide if we
wanted to compile more than one backend into Cogl.
2011-05-05 14:46:01 +01:00

500 lines
16 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-object.h"
#include "cogl-internal.h"
#include "cogl-private.h"
#include "cogl-winsys-private.h"
#include "cogl-profile.h"
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-display-private.h"
#include "cogl-renderer-private.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl2-path.h"
#include <string.h>
#ifdef HAVE_COGL_GL
#include "cogl-pipeline-fragend-arbfp-private.h"
#define glActiveTexture _context->drv.pf_glActiveTexture
#endif
/* This isn't defined in the GLES headers */
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
#endif
static void _cogl_context_free (CoglContext *context);
COGL_OBJECT_DEFINE (Context, context);
extern void
_cogl_create_context_driver (CoglContext *context);
static CoglContext *_context = NULL;
static void
_cogl_init_feature_overrides (CoglContext *ctx)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
ctx->feature_flags &= ~COGL_FEATURE_PBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
COGL_FEATURE_TEXTURE_NPOT_BASIC |
COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
COGL_FEATURE_TEXTURE_NPOT_REPEAT);
}
const CoglWinsysVtable *
_cogl_context_get_winsys (CoglContext *context)
{
return context->display->renderer->winsys_vtable;
}
/* For reference: There was some deliberation over whether to have a
* constructor that could throw an exception but looking at standard
* practices with several high level OO languages including python, C++,
* C# Java and Ruby they all support exceptions in constructors and the
* general consensus appears to be that throwing an exception is neater
* than successfully constructing with an internal error status that
* would then have to be explicitly checked via some form of ::is_ok()
* method.
*/
CoglContext *
cogl_context_new (CoglDisplay *display,
GError **error)
{
CoglContext *context;
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
unsigned long enable_flags = 0;
const CoglWinsysVtable *winsys;
int i;
#ifdef CLUTTER_ENABLE_PROFILE
/* We need to be absolutely sure that uprof has been initialized
* before calling _cogl_uprof_init. uprof_init (NULL, NULL)
* will be a NOP if it has been initialized but it will also
* mean subsequent parsing of the UProf GOptionGroup will have no
* affect.
*
* Sadly GOptionGroup based library initialization is extremely
* fragile by design because GOptionGroups have no notion of
* dependencies and so the order things are initialized isn't
* currently under tight control.
*/
uprof_init (NULL, NULL);
_cogl_uprof_init ();
#endif
/* Allocate context memory */
context = g_malloc (sizeof (CoglContext));
/* XXX: Gross hack!
* Currently everything in Cogl just assumes there is a default
* context which it can access via _COGL_GET_CONTEXT() including
* code used to construct a CoglContext. Until all of that code
* has been updated to take an explicit context argument we have
* to immediately make our pointer the default context.
*/
_context = context;
/* Init default values */
context->feature_flags = 0;
context->texture_types = NULL;
context->buffer_types = NULL;
context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
memset (context->winsys_features, 0, sizeof (context->winsys_features));
if (!display)
display = cogl_display_new (NULL, NULL);
else
cogl_object_ref (display);
if (!cogl_display_setup (display, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
context->display = display;
#ifdef COGL_HAS_FULL_WINSYS
context->stub_winsys = FALSE;
winsys = _cogl_context_get_winsys (context);
if (!winsys->context_init (context, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
#else
/* In this case Clutter is still responsible for creating a GL
* context. */
context->stub_winsys = TRUE;
if (!_cogl_gl_check_version (error))
{
g_free (context);
return NULL;
}
_cogl_gl_update_features (context);
#ifdef COGL_HAS_XLIB_SUPPORT
_cogl_xlib_query_damage_extension ();
#endif
#endif
/* Initialise the driver specific state */
_cogl_init_feature_overrides (context);
_cogl_pipeline_init_default_pipeline ();
_cogl_pipeline_init_default_layers ();
_cogl_pipeline_init_state_hash_functions ();
_cogl_pipeline_init_layer_state_hash_functions ();
context->enable_flags = 0;
context->enable_backface_culling = FALSE;
context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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-pipeline.c for more details about why we leave texture unit 1
* active by default... */
context->active_texture_unit = 1;
GE (glActiveTexture (GL_TEXTURE1));
context->legacy_fog_state.enabled = FALSE;
context->opaque_color_pipeline = cogl_pipeline_new ();
context->blended_color_pipeline = cogl_pipeline_new ();
context->texture_pipeline = cogl_pipeline_new ();
context->codegen_header_buffer = g_string_new ("");
context->codegen_source_buffer = g_string_new ("");
context->source_stack = NULL;
context->legacy_state_set = 0;
context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
context->framebuffers = NULL;
context->journal_flush_attributes_array =
g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
context->journal_clip_bounds = NULL;
context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
context->current_pipeline = NULL;
context->current_pipeline_changes_since_flush = 0;
context->current_pipeline_skip_gl_color = FALSE;
context->pipeline0_nodes =
g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
context->pipeline1_nodes =
g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
_cogl_bitmask_init (&context->arrays_enabled);
_cogl_bitmask_init (&context->temp_bitmask);
_cogl_bitmask_init (&context->arrays_to_change);
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_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
context->current_vertex_program_type = COGL_PIPELINE_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->point_size_cache = 1.0f;
context->legacy_depth_test_enabled = FALSE;
#ifdef HAVE_COGL_GL
_context->arbfp_cache = g_hash_table_new (_cogl_pipeline_fragend_arbfp_hash,
_cogl_pipeline_fragend_arbfp_equal);
#endif
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
context->current_buffer[i] = NULL;
context->framebuffer_stack = _cogl_create_framebuffer_stack ();
/* XXX: In this case the Clutter backend is still responsible for
* the OpenGL binding API and for creating onscreen framebuffers and
* so we have to add a dummy framebuffer to represent the backend
* owned window... */
if (context->stub_winsys)
{
CoglOnscreen *window = _cogl_onscreen_new ();
cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
cogl_object_unref (COGL_FRAMEBUFFER (window));
}
_context->current_clip_stack_valid = FALSE;
context->dirty_bound_framebuffer = TRUE;
context->dirty_gl_viewport = TRUE;
context->current_path = cogl2_path_new ();
context->stencil_pipeline = cogl_pipeline_new ();
context->in_begin_gl_block = FALSE;
context->quad_buffer_indices_byte = COGL_INVALID_HANDLE;
context->quad_buffer_indices = COGL_INVALID_HANDLE;
context->quad_buffer_indices_len = 0;
context->rectangle_byte_indices = NULL;
context->rectangle_short_indices = NULL;
context->rectangle_short_indices_len = 0;
context->texture_download_pipeline = COGL_INVALID_HANDLE;
context->blit_texture_pipeline = COGL_INVALID_HANDLE;
#ifndef HAVE_COGL_GLES2
/* 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. Under GLES2 the alpha test is
* implemented in the fragment shader so there is no enable for it
*/
GE (glEnable (GL_ALPHA_TEST));
#endif
#ifdef HAVE_COGL_GLES2
_context->flushed_modelview_stack = NULL;
_context->flushed_projection_stack = NULL;
#endif
/* 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_push_source (context->opaque_color_pipeline);
_cogl_pipeline_flush_gl_state (context->opaque_color_pipeline, FALSE, 0);
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
context->atlases = NULL;
_context->buffer_map_fallback_array = g_byte_array_new ();
_context->buffer_map_fallback_in_use = FALSE;
/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
unless GL_COORD_REPLACE is enabled for an individual
layer. Therefore it seems like it should be ok to just leave it
enabled all the time instead of having to have a set property on
each pipeline to track whether any layers have point sprite
coords enabled. We don't need to do this for GLES2 because point
sprites are handled using a builtin varying in the shader. */
#ifndef HAVE_COGL_GLES2
if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
GE (glEnable (GL_POINT_SPRITE));
#endif
return _cogl_context_object_new (context);
}
static void
_cogl_context_free (CoglContext *context)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
winsys->context_deinit (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->opaque_color_pipeline)
cogl_handle_unref (context->opaque_color_pipeline);
if (context->blended_color_pipeline)
cogl_handle_unref (context->blended_color_pipeline);
if (context->texture_pipeline)
cogl_handle_unref (context->texture_pipeline);
if (context->blit_texture_pipeline)
cogl_handle_unref (context->blit_texture_pipeline);
if (context->journal_flush_attributes_array)
g_array_free (context->journal_flush_attributes_array, TRUE);
if (context->journal_clip_bounds)
g_array_free (context->journal_clip_bounds, TRUE);
if (context->polygon_vertices)
g_array_free (context->polygon_vertices, TRUE);
if (context->quad_buffer_indices_byte)
cogl_handle_unref (context->quad_buffer_indices_byte);
if (context->quad_buffer_indices)
cogl_handle_unref (context->quad_buffer_indices);
if (context->rectangle_byte_indices)
cogl_object_unref (context->rectangle_byte_indices);
if (context->rectangle_short_indices)
cogl_object_unref (context->rectangle_short_indices);
if (context->default_pipeline)
cogl_handle_unref (context->default_pipeline);
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->current_clip_stack_valid)
_cogl_clip_stack_unref (context->current_clip_stack);
g_slist_free (context->atlases);
_cogl_bitmask_destroy (&context->arrays_enabled);
_cogl_bitmask_destroy (&context->temp_bitmask);
_cogl_bitmask_destroy (&context->arrays_to_change);
g_slist_free (context->texture_types);
g_slist_free (context->buffer_types);
#ifdef HAVE_COGL_GLES2
if (_context->flushed_modelview_stack)
cogl_object_unref (_context->flushed_modelview_stack);
if (_context->flushed_projection_stack)
cogl_object_unref (_context->flushed_projection_stack);
#endif
#ifdef HAVE_COGL_GL
g_hash_table_unref (context->arbfp_cache);
#endif
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
cogl_object_unref (context->display);
g_free (context);
}
CoglContext *
_cogl_context_get_default (void)
{
GError *error = NULL;
/* Create if doesn't exist yet */
if (_context == NULL)
{
_context = cogl_context_new (NULL, &error);
if (!_context)
{
g_warning ("Failed to create default context: %s",
error->message);
g_error_free (error);
}
}
return _context;
}
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