d40cdfa3e1
This migrates all the GLX window system code down from the Clutter backend code into a Cogl winsys. Moving OpenGL window system binding code down from Clutter into Cogl is the biggest blocker to having Cogl become a standalone 3D graphics library, so this is an important step in that direction.
151 lines
4.8 KiB
C
151 lines
4.8 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 <string.h>
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-feature-private.h"
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gboolean
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_cogl_gl_check_version (GError **error)
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{
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/* The GLES backend doesn't have any particular version requirements */
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return TRUE;
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}
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/* Define a set of arrays containing the functions required from GL
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for each feature */
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#define COGL_FEATURE_BEGIN(name, min_gl_major, min_gl_minor, \
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namespaces, extension_names, \
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feature_flags, feature_flags_private) \
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static const CoglFeatureFunction cogl_feature_ ## name ## _funcs[] = {
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#define COGL_FEATURE_FUNCTION(ret, name, args) \
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{ G_STRINGIFY (name), G_STRUCT_OFFSET (CoglContext, drv.pf_ ## name) },
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#define COGL_FEATURE_END() \
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{ NULL, 0 }, \
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};
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#include "cogl-feature-functions-gles.h"
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/* Define an array of features */
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#undef COGL_FEATURE_BEGIN
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#define COGL_FEATURE_BEGIN(name, min_gl_major, min_gl_minor, \
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namespaces, extension_names, \
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feature_flags, feature_flags_private) \
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{ min_gl_major, min_gl_minor, namespaces, \
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extension_names, feature_flags, feature_flags_private, 0, \
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cogl_feature_ ## name ## _funcs },
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#undef COGL_FEATURE_FUNCTION
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#define COGL_FEATURE_FUNCTION(ret, name, args)
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#undef COGL_FEATURE_END
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#define COGL_FEATURE_END()
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static const CoglFeatureData cogl_feature_data[] =
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{
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#include "cogl-feature-functions-gles.h"
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};
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#undef COGL_FEATURE_BEGIN
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#define COGL_FEATURE_BEGIN(a, b, c, d, e, f, g)
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#undef COGL_FEATURE_FUNCTION
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#define COGL_FEATURE_FUNCTION(ret, name, args) \
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context->drv.pf_ ## name = NULL;
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#undef COGL_FEATURE_END
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#define COGL_FEATURE_END()
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static void
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initialize_function_table (CoglContext *context)
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{
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#include "cogl-feature-functions-gles.h"
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}
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/* Query the GL extensions and lookup the corresponding function
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* pointers. Theoretically the list of extensions can change for
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* different GL contexts so it is the winsys backend's responsiblity
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* to know when to re-query the GL extensions. */
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void
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_cogl_gl_update_features (CoglContext *context)
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{
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CoglFeatureFlags flags = 0;
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const char *gl_extensions;
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#ifndef HAVE_COGL_GLES2
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int max_clip_planes = 0;
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#endif
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int num_stencil_bits = 0;
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int i;
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COGL_NOTE (WINSYS,
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"Checking features\n"
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" GL_VENDOR: %s\n"
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" GL_RENDERER: %s\n"
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" GL_VERSION: %s\n"
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" GL_EXTENSIONS: %s",
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glGetString (GL_VENDOR),
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glGetString (GL_RENDERER),
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glGetString (GL_VERSION),
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glGetString (GL_EXTENSIONS));
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gl_extensions = (const char*) glGetString (GL_EXTENSIONS);
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GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
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/* We need at least three stencil bits to combine clips */
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if (num_stencil_bits > 2)
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flags |= COGL_FEATURE_STENCIL_BUFFER;
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#ifndef HAVE_COGL_GLES2
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GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
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if (max_clip_planes >= 4)
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flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
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#endif
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#ifdef HAVE_COGL_GLES2
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flags |= COGL_FEATURE_SHADERS_GLSL | COGL_FEATURE_OFFSCREEN;
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/* Note GLES 2 core doesn't support mipmaps for npot textures or
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* repeat modes other than CLAMP_TO_EDGE. */
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flags |= COGL_FEATURE_TEXTURE_NPOT_BASIC;
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#endif
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flags |= COGL_FEATURE_VBOS;
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/* Both GLES 1.1 and GLES 2.0 support point sprites in core */
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flags |= COGL_FEATURE_POINT_SPRITE;
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initialize_function_table (context);
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for (i = 0; i < G_N_ELEMENTS (cogl_feature_data); i++)
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if (_cogl_feature_check ("GL", cogl_feature_data + i,
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0, 0,
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gl_extensions,
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context))
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flags |= cogl_feature_data[i].feature_flags;
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/* Cache features */
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context->feature_flags |= flags;
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}
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