mutter/clutter/eglx/clutter-stage-egl.c
Neil Roberts 70dbc03734 GLES 2 backend
* clutter/eglx/clutter-stage-egl.h:
	* clutter/eglx/clutter-egl-headers.h:
	* clutter/eglx/clutter-backend-egl.h:
	* clutter/eglx/Makefile.am: Include the GLES and EGL headers via
	clutter-egl-headers.h so that the right version can be used
	depending on whether the GLES 2 wrapper is being used.

	* configure.ac: Added an automake conditional for whether the GLES
	2 wrapper should be used.

	* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
	Remove the call to glGetIntegerv to get the max texture size. It
	was being called before the GL context was bound so it didn't work
	anyway and it was causing trouble for the GLES 2 simulator.

	* clutter/cogl/gles/stringify.sh: Shell script to convert the
	shaders into a C string.

	* clutter/cogl/gles/cogl-gles2-wrapper.h:
	* clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the
	missing GL functions in GLES 2.

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl:
	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for
	GLES 2

	* clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@
	macro instead of always using the GLES 1 header.

	* clutter/cogl/gles/cogl-context.h (CoglContext): Include a field
	for the state of the GLES 2 wrapper.

	* clutter/cogl/gles/cogl-texture.c:
	* clutter/cogl/gles/cogl-primitives.c:
	* clutter/cogl/gles/cogl.c: Use wrapped versions of the GL
	functions where neccessary.

	* clutter/cogl/gles/Makefile.am: Add sources for the GLES 2
	wrapper and an extra build step to put the GLSL files into a C
	string whenever the files change.
2008-05-27 17:42:50 +00:00

272 lines
7.5 KiB
C

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-egl.h"
#include "clutter-stage-egl.h"
#include "clutter-eglx.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-container.h"
#include "../clutter-stage.h"
#include "../clutter-stage-window.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL,
clutter_stage_egl,
CLUTTER_TYPE_STAGE_X11,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_egl_unrealize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
gboolean was_offscreen;
CLUTTER_MARK();
g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL);
CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor);
clutter_x11_trap_x_errors ();
if (G_UNLIKELY (was_offscreen))
{
/* No support as yet for this */
}
else
{
if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
{
XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
stage_x11->xwin = None;
}
else
stage_x11->xwin = None;
}
if (stage_egl->egl_surface)
{
eglDestroySurface (clutter_eglx_display (), stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
XSync (stage_x11->xdpy, False);
clutter_x11_untrap_x_errors ();
CLUTTER_MARK ();
}
static void
clutter_stage_egl_realize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
ClutterBackendEGL *backend_egl;
EGLConfig configs[2];
EGLint config_count;
EGLBoolean status;
gboolean is_offscreen = FALSE;
CLUTTER_NOTE (BACKEND, "Realizing main stage");
g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());
if (G_LIKELY (!is_offscreen))
{
int c;
int num_configs;
EGLConfig *all_configs;
EGLint cfg_attribs[] = {
EGL_BUFFER_SIZE, EGL_DONT_CARE,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_NONE
};
status = eglGetConfigs (backend_egl->edpy,
configs,
2,
&config_count);
eglGetConfigs (clutter_eglx_display (), NULL, 0, &num_configs);
all_configs = g_malloc (num_configs * sizeof (EGLConfig));
eglGetConfigs (clutter_eglx_display (),
all_configs,
num_configs,
&num_configs);
for (c = 0; c < num_configs; ++c)
{
EGLint red = -1, green = -1, blue = -1, alpha = -1, stencil = -1;
eglGetConfigAttrib (clutter_eglx_display (),
all_configs[c],
EGL_RED_SIZE, &red);
eglGetConfigAttrib (clutter_eglx_display (),
all_configs[c],
EGL_GREEN_SIZE, &green);
eglGetConfigAttrib (clutter_eglx_display (),
all_configs[c],
EGL_BLUE_SIZE, &blue);
eglGetConfigAttrib (clutter_eglx_display (),
all_configs[c],
EGL_ALPHA_SIZE, &alpha);
eglGetConfigAttrib (clutter_eglx_display (),
all_configs[c],
EGL_STENCIL_SIZE, &stencil);
CLUTTER_NOTE (BACKEND, "EGLConfig == R:%d G:%d B:%d A:%d S:%d \n",
red, green, blue, alpha, stencil);
}
g_free (all_configs);
if (status != EGL_TRUE)
{
g_critical ("eglGetConfigs failed");
goto fail;
}
status = eglChooseConfig (backend_egl->edpy,
cfg_attribs,
configs,
G_N_ELEMENTS (configs),
&config_count);
if (status != EGL_TRUE)
{
g_critical ("eglChooseConfig failed");
goto fail;
}
if (stage_x11->xwin == None)
stage_x11->xwin =
XCreateSimpleWindow (stage_x11->xdpy,
stage_x11->xwin_root,
0, 0,
stage_x11->xwin_width,
stage_x11->xwin_height,
0, 0,
WhitePixel (stage_x11->xdpy,
stage_x11->xscreen));
XSelectInput (stage_x11->xdpy, stage_x11->xwin,
StructureNotifyMask
| ExposureMask
/* FIXME: we may want to eplicity enable MotionMask */
| PointerMotionMask
| KeyPressMask
| KeyReleaseMask
| ButtonPressMask
| ButtonReleaseMask
| PropertyChangeMask);
/* FIXME, do these in a clutterstage_x11_realise? */
clutter_stage_x11_fix_window_size (stage_x11);
clutter_stage_x11_set_wm_protocols (stage_x11);
if (stage_egl->egl_surface != EGL_NO_SURFACE)
{
eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
stage_egl->egl_surface =
eglCreateWindowSurface (backend_egl->edpy,
configs[0],
(NativeWindowType) stage_x11->xwin,
NULL);
if (stage_egl->egl_surface == EGL_NO_SURFACE)
{
g_critical ("Unable to create an EGL surface");
goto fail;
}
if (G_UNLIKELY (backend_egl->egl_context == None))
{
CLUTTER_NOTE (GL, "Creating EGL Context");
backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
configs[0],
EGL_NO_CONTEXT,
NULL);
if (backend_egl->egl_context == EGL_NO_CONTEXT)
{
g_critical ("Unable to create a suitable EGL context");
goto fail;
}
}
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
else
{
g_critical ("EGLX Backend does not support offscreen rendering");
goto fail;
}
/* we need to chain up to the X11 stage implementation in order to
* set the window state in case we set it before realizing the stage
*/
CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->realize (actor);
return;
fail:
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_egl_dispose (GObject *gobject)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject);
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
if (stage_x11->xwin)
clutter_actor_unrealize (CLUTTER_ACTOR (stage_egl));
G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
/* the rest is inherited from ClutterStageX11 */
}
static void
clutter_stage_egl_class_init (ClutterStageEGLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->dispose = clutter_stage_egl_dispose;
actor_class->realize = clutter_stage_egl_realize;
actor_class->unrealize = clutter_stage_egl_unrealize;
}
static void
clutter_stage_egl_init (ClutterStageEGL *stage)
{
}