0c8eb904c0
Previously we tracked whether the clip stack needs flushing as part of the CoglClipState which is part of the CoglFramebuffer state. This is a bit odd because most of the clipping state (such as the clip planes and the scissor) are part of the GL context's state rather than the framebuffer. We were marking the clip state on the framebuffer dirty every time we change the framebuffer anyway so it seems to make more sense to have the dirtiness be part of the global context. Instead of a just a single boolean to record whether the state needs flushing, the CoglContext now holds a reference to the clip stack that was flushed. That way we can flush arbitrary stack states and if it happens to be the same as the state already flushed then Cogl will do nothing. This will be useful if we log the clip stack in the journal because then we will need to flush unrelated clip stack states for each batch.
369 lines
12 KiB
C
369 lines
12 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-internal.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context.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 "cogl-path-private.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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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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extern void
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_cogl_create_context_driver (CoglContext *context);
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extern void
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_cogl_create_context_winsys (CoglContext *context);
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extern void
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_cogl_destroy_context_winsys (CoglContext *context);
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static CoglContext *_context = NULL;
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static gboolean gl_is_indirect = FALSE;
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static gboolean
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cogl_create_context (void)
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{
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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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CoglHandle window_buffer;
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int i;
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if (_context != NULL)
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return FALSE;
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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 = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->feature_flags_private = 0;
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_context->features_cached = FALSE;
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_context->texture_types = NULL;
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_context->buffer_types = NULL;
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/* Initialise the driver specific state */
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/* TODO: combine these two into one function */
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_cogl_create_context_driver (_context);
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_cogl_features_init ();
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_cogl_create_context_winsys (_context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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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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_context->indirect = gl_is_indirect;
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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->simple_pipeline = cogl_pipeline_new ();
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_context->texture_pipeline = cogl_pipeline_new ();
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_context->arbfp_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->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
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_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
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_context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
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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->texcoord_arrays_enabled);
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_cogl_bitmask_init (&_context->temp_bitmask);
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_cogl_bitmask_init (&_context->texcoord_arrays_to_disable);
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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_use_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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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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window_buffer = _cogl_onscreen_new ();
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cogl_set_framebuffer (window_buffer);
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/* XXX: the deprecated _cogl_set_draw_buffer API expects to
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* find the window buffer here... */
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_context->window_buffer = window_buffer;
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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 = _cogl_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->current_clip_stack_valid = FALSE;
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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. */
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GE (glEnable (GL_ALPHA_TEST));
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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->simple_pipeline);
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_cogl_pipeline_flush_gl_state (_context->simple_pipeline, FALSE);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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_context->atlas = NULL;
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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 */
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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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return TRUE;
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}
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void
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_cogl_destroy_context (void)
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{
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if (_context == NULL)
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return;
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_cogl_destroy_context_winsys (_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->simple_pipeline)
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cogl_handle_unref (_context->simple_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->journal)
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g_array_free (_context->journal, TRUE);
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if (_context->logged_vertices)
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g_array_free (_context->logged_vertices, TRUE);
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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->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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if (_context->atlas)
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_cogl_atlas_free (_context->atlas);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_destroy (&_context->temp_bitmask);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
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g_slist_free (_context->texture_types);
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g_slist_free (_context->buffer_types);
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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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/* Create if doesn't exist yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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/**
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* _cogl_set_indirect_context:
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* @indirect: TRUE if GL context is indirect
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*
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* Advises COGL that the GL context is indirect (commands are sent
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* over a socket). COGL uses this information to try to avoid
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* round-trips in its use of GL, for example.
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*
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* This function cannot be called "on the fly," only before COGL
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* initializes.
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*/
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void
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_cogl_set_indirect_context (gboolean indirect)
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{
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/* we get called multiple times if someone creates
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* more than the default stage
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*/
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if (_context != NULL)
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{
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if (indirect != _context->indirect)
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g_warning ("Right now all stages will be treated as "
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"either direct or indirect, ignoring attempt "
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"to change to indirect=%d", indirect);
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return;
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}
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gl_is_indirect = indirect;
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}
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