mutter/cogl/cogl-context.c
Robert Bragg 9b0fd92527 cogl: rename CoglVertexAttribute CoglAttribute
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to reduce the verbosity
of using the API. Another reason is that CoglVertexArray is going to be
renamed CoglAttributeBuffer and we want to help emphasize the
relationship between CoglAttributes and CoglAttributeBuffers.
2011-01-21 16:24:14 +00:00

428 lines
14 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-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
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 void
_cogl_init_feature_overrides (CoglContext *ctx)
{
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS))
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_PBOS))
ctx->feature_flags &= ~COGL_FEATURE_PBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_ARBFP))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_GLSL))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
if (G_UNLIKELY (cogl_debug_flags & 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);
}
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->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_init_feature_overrides (_context);
_cogl_create_context_winsys (_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;
_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-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->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 ();
_context->current_clip_stack_valid = FALSE;
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 = 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;
#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 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->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->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);
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;
}