mutter/cogl/cogl-context.c
Robert Bragg 44644d0a9e primitives: implements cogl_polygon on vertex_attributes
This updates the implementation of cogl_polygon so it sits on the new
CoglVertexArray and CoglVertexAttribute apis. This lets us minimize the
number of different drawing paths we have to maintain in Cogl.

Since the sliced texture support for cogl_polygon has been broken for a
long time now and no one has complained this patch also greatly
simplifies the code by not doing any special material validation so
cogl_polygon will be restricted in the same way as
cogl_draw_vertex_attributes. (i.e. sliced textures not supported).
2010-11-03 18:09:22 +00:00

364 lines
12 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-internal.h"
#include "cogl-profile.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-material-opengl-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-path-private.h"
#include <string.h>
#ifdef HAVE_COGL_GL
#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
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;
int i;
if (_context != NULL)
return FALSE;
#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 = (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->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->legacy_fog_state.enabled = FALSE;
_context->simple_material = cogl_material_new ();
_context->texture_material = cogl_material_new ();
_context->arbfp_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->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->journal_flush_attributes_array =
g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
_context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
_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->point_size_cache = 1.0f;
_context->legacy_depth_test_enabled = FALSE;
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
_context->current_buffer[i] = NULL;
_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_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_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_push_source (_context->simple_material);
_cogl_material_flush_gl_state (_context->simple_material, FALSE);
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
_context->atlas = NULL;
/* 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 material to track whether any layers have point sprite
coords enabled */
if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
GE (glEnable (GL_POINT_SPRITE));
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->texture_material)
cogl_handle_unref (_context->texture_material);
if (_context->journal)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->journal_flush_attributes_array)
g_array_free (_context->journal_flush_attributes_array, 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_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);
_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;
}