mutter/cogl/driver/gl/gl/cogl-driver-gl.c
Robert Bragg 73e8a6d7ce Allow lazy texture storage allocation
Consistent with how we lazily allocate framebuffers this patch allows us
to instantiate textures but still specify constraints and requirements
before allocating storage so that we can be sure to allocate the most
appropriate/efficient storage.

This adds a cogl_texture_allocate() function that is analogous to
cogl_framebuffer_allocate() which can optionally be called to explicitly
allocate storage and catch any errors. If this function isn't used
explicitly then Cogl will implicitly ensure textures are allocated
before the storage is needed.

It is generally recommended to rely on lazy storage allocation or at
least perform explicit allocation as late as possible so Cogl can be
fully informed about the best way to allocate storage.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 1fa7c0f10a8a03043e3c75cb079a49625df098b7)

Note: This reverts the cogl_texture_rectangle_new_with_size API change
that dropped the CoglError argument and keeps the semantics of
allocating the texture immediately. This is because Mutter currently
uses this API so we will probably look at updating this later once
we have a corresponding Mutter patch prepared. The other API changes
were kept since they only affected experimental api.
2013-01-22 17:48:17 +00:00

659 lines
21 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 <string.h>
#include "cogl-private.h"
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-feature-private.h"
#include "cogl-renderer-private.h"
#include "cogl-error-private.h"
#include "cogl-framebuffer-gl-private.h"
#include "cogl-texture-2d-gl-private.h"
#include "cogl-attribute-gl-private.h"
#include "cogl-clip-stack-gl-private.h"
#include "cogl-buffer-gl-private.h"
static CoglBool
_cogl_driver_pixel_format_from_gl_internal (CoglContext *context,
GLenum gl_int_format,
CoglPixelFormat *out_format)
{
/* It doesn't really matter we convert to exact same
format (some have no cogl match anyway) since format
is re-matched against cogl when getting or setting
texture image data.
*/
switch (gl_int_format)
{
case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8:
case GL_ALPHA12: case GL_ALPHA16:
/* Cogl only supports one single-component texture so if we have
* ended up with a red texture then it is probably being used as
* a component-alpha texture */
case GL_RED:
*out_format = COGL_PIXEL_FORMAT_A_8;
return TRUE;
case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8:
case GL_LUMINANCE12: case GL_LUMINANCE16:
*out_format = COGL_PIXEL_FORMAT_G_8;
return TRUE;
case GL_RGB: case GL_RGB4: case GL_RGB5: case GL_RGB8:
case GL_RGB10: case GL_RGB12: case GL_RGB16: case GL_R3_G3_B2:
*out_format = COGL_PIXEL_FORMAT_RGB_888;
return TRUE;
case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1:
case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16:
*out_format = COGL_PIXEL_FORMAT_RGBA_8888;
return TRUE;
}
return FALSE;
}
static CoglPixelFormat
_cogl_driver_pixel_format_to_gl (CoglContext *context,
CoglPixelFormat format,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
CoglPixelFormat required_format;
GLenum glintformat;
GLenum glformat = 0;
GLenum gltype;
required_format = format;
/* Find GL equivalents */
switch (format)
{
case COGL_PIXEL_FORMAT_A_8:
/* If the driver doesn't natively support alpha textures then we
* will use a red component texture with a swizzle to implement
* the texture */
if ((context->private_feature_flags &
COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) == 0)
{
glintformat = GL_RED;
glformat = GL_RED;
}
else
{
glintformat = GL_ALPHA;
glformat = GL_ALPHA;
}
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_G_8:
glintformat = GL_LUMINANCE;
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGB_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_BGR;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGBA_8888:
case COGL_PIXEL_FORMAT_RGBA_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGRA_8888:
case COGL_PIXEL_FORMAT_BGRA_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_BYTE;
break;
/* The following two types of channel ordering
* have no GL equivalent unless defined using
* system word byte ordering */
case COGL_PIXEL_FORMAT_ARGB_8888:
case COGL_PIXEL_FORMAT_ARGB_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_ABGR_8888:
case COGL_PIXEL_FORMAT_ABGR_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_RGBA_1010102:
case COGL_PIXEL_FORMAT_RGBA_1010102_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_INT_10_10_10_2;
break;
case COGL_PIXEL_FORMAT_BGRA_1010102:
case COGL_PIXEL_FORMAT_BGRA_1010102_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_INT_10_10_10_2;
break;
case COGL_PIXEL_FORMAT_ABGR_2101010:
case COGL_PIXEL_FORMAT_ABGR_2101010_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case COGL_PIXEL_FORMAT_ARGB_2101010:
case COGL_PIXEL_FORMAT_ARGB_2101010_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
/* The following three types of channel ordering
* are always defined using system word byte
* ordering (even according to GLES spec) */
case COGL_PIXEL_FORMAT_RGB_565:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
break;
case COGL_PIXEL_FORMAT_RGBA_4444:
case COGL_PIXEL_FORMAT_RGBA_4444_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case COGL_PIXEL_FORMAT_RGBA_5551:
case COGL_PIXEL_FORMAT_RGBA_5551_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case COGL_PIXEL_FORMAT_DEPTH_16:
glintformat = GL_DEPTH_COMPONENT16;
glformat = GL_DEPTH_COMPONENT;
gltype = GL_UNSIGNED_SHORT;
break;
case COGL_PIXEL_FORMAT_DEPTH_32:
glintformat = GL_DEPTH_COMPONENT32;
glformat = GL_DEPTH_COMPONENT;
gltype = GL_UNSIGNED_INT;
break;
case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
glintformat = GL_DEPTH_STENCIL;
glformat = GL_DEPTH_STENCIL;
gltype = GL_UNSIGNED_INT_24_8;
break;
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
break;
}
/* All of the pixel formats are handled above so if this hits then
we've been given an invalid pixel format */
g_assert (glformat != 0);
if (out_glintformat != NULL)
*out_glintformat = glintformat;
if (out_glformat != NULL)
*out_glformat = glformat;
if (out_gltype != NULL)
*out_gltype = gltype;
return required_format;
}
static CoglBool
parse_gl_version (const char *version_string,
int *major_out,
int *minor_out)
{
const char *major_end, *minor_end;
int major = 0, minor = 0;
/* Extract the major number */
for (major_end = version_string; *major_end >= '0'
&& *major_end <= '9'; major_end++)
major = (major * 10) + *major_end - '0';
/* If there were no digits or the major number isn't followed by a
dot then it is invalid */
if (major_end == version_string || *major_end != '.')
return FALSE;
/* Extract the minor number */
for (minor_end = major_end + 1; *minor_end >= '0'
&& *minor_end <= '9'; minor_end++)
minor = (minor * 10) + *minor_end - '0';
/* If there were no digits or there is an unexpected character then
it is invalid */
if (minor_end == major_end + 1
|| (*minor_end && *minor_end != ' ' && *minor_end != '.'))
return FALSE;
*major_out = major;
*minor_out = minor;
return TRUE;
}
static CoglBool
_cogl_get_gl_version (CoglContext *ctx,
int *major_out,
int *minor_out)
{
const char *version_string;
/* Get the OpenGL version number */
if ((version_string = _cogl_context_get_gl_version (ctx)) == NULL)
return FALSE;
return parse_gl_version (version_string, major_out, minor_out);
}
static CoglBool
check_gl_version (CoglContext *ctx,
char **gl_extensions,
CoglError **error)
{
int major, minor;
if (!_cogl_get_gl_version (ctx, &major, &minor))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_UNKNOWN_VERSION,
"The OpenGL version could not be determined");
return FALSE;
}
/* GL 1.3 supports all of the required functionality in core */
if (COGL_CHECK_GL_VERSION (major, minor, 1, 3))
return TRUE;
/* OpenGL 1.2 is only supported if we have the multitexturing
extension */
if (!_cogl_check_extension ("GL_ARB_multitexture", gl_extensions))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_INVALID_VERSION,
"The OpenGL driver is missing "
"the GL_ARB_multitexture extension");
return FALSE;
}
/* OpenGL 1.2 is required */
if (!COGL_CHECK_GL_VERSION (major, minor, 1, 2))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_INVALID_VERSION,
"The OpenGL version of your driver (%i.%i) "
"is not compatible with Cogl",
major, minor);
return FALSE;
}
return TRUE;
}
static CoglBool
_cogl_driver_update_features (CoglContext *ctx,
CoglError **error)
{
CoglPrivateFeatureFlags private_flags = 0;
CoglFeatureFlags flags = 0;
char **gl_extensions;
int max_clip_planes = 0;
int num_stencil_bits = 0;
int gl_major = 0, gl_minor = 0;
/* We have to special case getting the pointer to the glGetString*
functions because we need to use them to determine what functions
we can expect */
ctx->glGetString =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetString",
TRUE);
ctx->glGetStringi =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetStringi",
TRUE);
ctx->glGetIntegerv =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetIntegerv",
TRUE);
gl_extensions = _cogl_context_get_gl_extensions (ctx);
if (!check_gl_version (ctx, gl_extensions, error))
return FALSE;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WINSYS)))
{
char *all_extensions = g_strjoinv (" ", gl_extensions);
COGL_NOTE (WINSYS,
"Checking features\n"
" GL_VENDOR: %s\n"
" GL_RENDERER: %s\n"
" GL_VERSION: %s\n"
" GL_EXTENSIONS: %s",
ctx->glGetString (GL_VENDOR),
ctx->glGetString (GL_RENDERER),
_cogl_context_get_gl_version (ctx),
all_extensions);
g_free (all_extensions);
}
_cogl_get_gl_version (ctx, &gl_major, &gl_minor);
_cogl_gpu_info_init (ctx, &ctx->gpu);
ctx->glsl_major = 1;
ctx->glsl_minor = 1;
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0))
{
const char *glsl_version =
(char *)ctx->glGetString (GL_SHADING_LANGUAGE_VERSION);
parse_gl_version (glsl_version, &ctx->glsl_major, &ctx->glsl_minor);
}
flags = (COGL_FEATURE_TEXTURE_READ_PIXELS
| COGL_FEATURE_UNSIGNED_INT_INDICES
| COGL_FEATURE_DEPTH_RANGE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_UNSIGNED_INT_INDICES, TRUE);
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_RANGE, TRUE);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4))
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_MIRRORED_REPEAT, TRUE);
_cogl_feature_check_ext_functions (ctx,
gl_major,
gl_minor,
gl_extensions);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_NPOT
| COGL_FEATURE_TEXTURE_NPOT_BASIC
| COGL_FEATURE_TEXTURE_NPOT_MIPMAP
| COGL_FEATURE_TEXTURE_NPOT_REPEAT;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, TRUE);
}
if (_cogl_check_extension ("GL_MESA_pack_invert", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_MESA_PACK_INVERT;
GE( ctx, glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
/* We need at least three stencil bits to combine clips */
if (num_stencil_bits > 2)
private_flags |= COGL_PRIVATE_FEATURE_STENCIL_BUFFER;
GE( ctx, glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
if (max_clip_planes >= 4)
private_flags |= COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES;
if (ctx->glGenRenderbuffers)
{
flags |= COGL_FEATURE_OFFSCREEN;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_OFFSCREEN, TRUE);
private_flags |= COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS;
}
if (ctx->glBlitFramebuffer)
private_flags |= COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT;
if (ctx->glRenderbufferStorageMultisampleIMG)
{
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE, TRUE);
}
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 0) ||
_cogl_check_extension ("GL_ARB_depth_texture", gl_extensions))
{
flags |= COGL_FEATURE_DEPTH_TEXTURE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_TEXTURE, TRUE);
}
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 1) ||
_cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_PBOS;
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4) ||
_cogl_check_extension ("GL_EXT_blend_color", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_BLEND_CONSTANT;
if (ctx->glGenPrograms)
{
flags |= COGL_FEATURE_SHADERS_ARBFP;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, TRUE);
}
if (ctx->glCreateProgram)
{
flags |= COGL_FEATURE_SHADERS_GLSL;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
}
else
{
/* If all of the old GLSL extensions are available then we can fake
* the GL 2.0 GLSL support by diverting to the old function names */
if (ctx->glCreateProgramObject && /* GL_ARB_shader_objects */
ctx->glVertexAttribPointer && /* GL_ARB_vertex_shader */
_cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
ctx->glCreateShader = ctx->glCreateShaderObject;
ctx->glCreateProgram = ctx->glCreateProgramObject;
ctx->glDeleteShader = ctx->glDeleteObject;
ctx->glDeleteProgram = ctx->glDeleteObject;
ctx->glAttachShader = ctx->glAttachObject;
ctx->glUseProgram = ctx->glUseProgramObject;
ctx->glGetProgramInfoLog = ctx->glGetInfoLog;
ctx->glGetShaderInfoLog = ctx->glGetInfoLog;
ctx->glGetShaderiv = ctx->glGetObjectParameteriv;
ctx->glGetProgramiv = ctx->glGetObjectParameteriv;
ctx->glDetachShader = ctx->glDetachObject;
ctx->glGetAttachedShaders = ctx->glGetAttachedObjects;
/* FIXME: there doesn't seem to be an equivalent for glIsShader
* and glIsProgram. This doesn't matter for now because Cogl
* doesn't use these but if we add support for simulating a
* GLES2 context on top of regular GL then we'll need to do
* something here */
flags |= COGL_FEATURE_SHADERS_GLSL;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
}
}
if ((COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_point_sprite", gl_extensions)) &&
/* If GLSL is supported then we only enable point sprite support
* too if we have glsl >= 1.2 otherwise we don't have the
* gl_PointCoord builtin which we depend on in the glsl backend.
*/
(!COGL_FLAGS_GET (ctx->features, COGL_FEATURE_ID_GLSL) ||
COGL_CHECK_GL_VERSION (ctx->glsl_major, ctx->glsl_minor, 1, 2)))
{
flags |= COGL_FEATURE_POINT_SPRITE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_POINT_SPRITE, TRUE);
}
if (ctx->glGenBuffers)
{
private_flags |= COGL_PRIVATE_FEATURE_VBOS;
flags |= (COGL_FEATURE_MAP_BUFFER_FOR_READ |
COGL_FEATURE_MAP_BUFFER_FOR_WRITE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_MAP_BUFFER_FOR_READ, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE, TRUE);
}
if (_cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_RECTANGLE;
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_RECTANGLE, TRUE);
}
if (ctx->glTexImage3D)
{
flags |= COGL_FEATURE_TEXTURE_3D;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_3D, TRUE);
}
if (ctx->glEGLImageTargetTexture2D)
private_flags |= COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE;
if (_cogl_check_extension ("GL_EXT_packed_depth_stencil", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL;
if (ctx->glGenSamplers)
private_flags |= COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS;
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 3) ||
_cogl_check_extension ("GL_ARB_texture_swizzle", gl_extensions) ||
_cogl_check_extension ("GL_EXT_texture_swizzle", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE;
if (ctx->driver == COGL_DRIVER_GL)
/* Features which are not available in GL 3 */
private_flags |= (COGL_PRIVATE_FEATURE_FIXED_FUNCTION |
COGL_PRIVATE_FEATURE_ALPHA_TEST |
COGL_PRIVATE_FEATURE_QUADS |
COGL_PRIVATE_FEATURE_ALPHA_TEXTURES);
private_flags |= (COGL_PRIVATE_FEATURE_READ_PIXELS_ANY_FORMAT |
COGL_PRIVATE_FEATURE_ANY_GL |
COGL_PRIVATE_FEATURE_FORMAT_CONVERSION |
COGL_PRIVATE_FEATURE_BLEND_CONSTANT |
COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM |
COGL_PRIVATE_FEATURE_QUERY_TEXTURE_PARAMETERS);
/* Cache features */
ctx->private_feature_flags |= private_flags;
ctx->feature_flags |= flags;
g_strfreev (gl_extensions);
if ((private_flags & (COGL_PRIVATE_FEATURE_ALPHA_TEXTURES |
COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE)) == 0)
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_NO_SUITABLE_DRIVER_FOUND,
"The GL_ARB_texture_swizzle extension is required "
"to use the GL3 driver");
return FALSE;
}
return TRUE;
}
const CoglDriverVtable
_cogl_driver_gl =
{
_cogl_driver_pixel_format_from_gl_internal,
_cogl_driver_pixel_format_to_gl,
_cogl_driver_update_features,
_cogl_offscreen_gl_allocate,
_cogl_offscreen_gl_free,
_cogl_framebuffer_gl_flush_state,
_cogl_framebuffer_gl_clear,
_cogl_framebuffer_gl_query_bits,
_cogl_framebuffer_gl_finish,
_cogl_framebuffer_gl_discard_buffers,
_cogl_framebuffer_gl_draw_attributes,
_cogl_framebuffer_gl_draw_indexed_attributes,
_cogl_framebuffer_gl_read_pixels_into_bitmap,
_cogl_texture_2d_gl_free,
_cogl_texture_2d_gl_can_create,
_cogl_texture_2d_gl_init,
_cogl_texture_2d_gl_allocate,
_cogl_texture_2d_gl_new_from_bitmap,
#if defined (COGL_HAS_EGL_SUPPORT) && defined (EGL_KHR_image_base)
_cogl_egl_texture_2d_gl_new_from_image,
#endif
_cogl_texture_2d_gl_copy_from_framebuffer,
_cogl_texture_2d_gl_get_gl_handle,
_cogl_texture_2d_gl_generate_mipmap,
_cogl_texture_2d_gl_copy_from_bitmap,
_cogl_texture_2d_gl_get_data,
_cogl_gl_flush_attributes_state,
_cogl_clip_stack_gl_flush,
_cogl_buffer_gl_create,
_cogl_buffer_gl_destroy,
_cogl_buffer_gl_map_range,
_cogl_buffer_gl_unmap,
_cogl_buffer_gl_set_data,
};