mutter/cogl/cogl-context.c
Robert Bragg 4c3dadd35e Add a strong CoglTexture type to replace CoglHandle
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.

We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.

The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:

  cogl_texture_get_width
  cogl_texture_get_height
  cogl_texture_can_repeat
  cogl_texture_can_mipmap
  cogl_texture_generate_mipmap;
  cogl_texture_get_format
  cogl_texture_set_region
  cogl_texture_get_region

Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.

We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.

The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface.  These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace.  It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need.  Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-09-21 15:27:03 +01:00

537 lines
17 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-object.h"
#include "cogl-internal.h"
#include "cogl-private.h"
#include "cogl-winsys-private.h"
#include "winsys/cogl-winsys-stub-private.h"
#include "cogl-profile.h"
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-display-private.h"
#include "cogl-renderer-private.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"
#endif
/* This isn't defined in the GLES headers */
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
#endif
#ifdef HAVE_COGL_GL
extern const CoglTextureDriver _cogl_texture_driver_gl;
#endif
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
extern const CoglTextureDriver _cogl_texture_driver_gles;
#endif
static void _cogl_context_free (CoglContext *context);
COGL_OBJECT_DEFINE (Context, context);
extern void
_cogl_create_context_driver (CoglContext *context);
static CoglContext *_context = NULL;
static void
_cogl_init_feature_overrides (CoglContext *ctx)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
ctx->feature_flags &= ~COGL_FEATURE_PBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (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);
}
const CoglWinsysVtable *
_cogl_context_get_winsys (CoglContext *context)
{
return context->display->renderer->winsys_vtable;
}
/* For reference: There was some deliberation over whether to have a
* constructor that could throw an exception but looking at standard
* practices with several high level OO languages including python, C++,
* C# Java and Ruby they all support exceptions in constructors and the
* general consensus appears to be that throwing an exception is neater
* than successfully constructing with an internal error status that
* would then have to be explicitly checked via some form of ::is_ok()
* method.
*/
CoglContext *
cogl_context_new (CoglDisplay *display,
GError **error)
{
CoglContext *context;
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
unsigned long enable_flags = 0;
const CoglWinsysVtable *winsys;
int i;
_cogl_init ();
#ifdef COGL_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 = g_malloc (sizeof (CoglContext));
/* XXX: Gross hack!
* Currently everything in Cogl just assumes there is a default
* context which it can access via _COGL_GET_CONTEXT() including
* code used to construct a CoglContext. Until all of that code
* has been updated to take an explicit context argument we have
* to immediately make our pointer the default context.
*/
_context = context;
/* Init default values */
context->feature_flags = 0;
context->private_feature_flags = 0;
context->texture_types = NULL;
context->buffer_types = NULL;
context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
memset (context->winsys_features, 0, sizeof (context->winsys_features));
if (!display)
display = cogl_display_new (NULL, NULL);
else
cogl_object_ref (display);
if (!cogl_display_setup (display, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
context->display = display;
/* This is duplicated data, but it's much more convenient to have
the driver attached to the context and the value is accessed a
lot throughout Cogl */
context->driver = display->renderer->driver;
winsys = _cogl_context_get_winsys (context);
if (!winsys->context_init (context, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
switch (context->driver)
{
#ifdef HAVE_COGL_GL
case COGL_DRIVER_GL:
context->texture_driver = &_cogl_texture_driver_gl;
break;
#endif
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
case COGL_DRIVER_GLES1:
case COGL_DRIVER_GLES2:
context->texture_driver = &_cogl_texture_driver_gles;
break;
#endif
default:
g_assert_not_reached ();
}
/* Initialise the driver specific state */
_cogl_init_feature_overrides (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->current_clip_stack_valid = FALSE;
context->current_clip_stack = NULL;
context->legacy_backface_culling_enabled = FALSE;
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 (context, 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 = NULL;
context->default_gl_texture_rect_tex = NULL;
context->framebuffers = NULL;
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_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->current_gl_dither_enabled = TRUE;
context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
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;
context->pipeline_cache = cogl_pipeline_cache_new ();
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
context->current_buffer[i] = NULL;
context->window_buffer = NULL;
context->framebuffer_stack = _cogl_create_framebuffer_stack ();
/* XXX: In this case the Clutter backend is still responsible for
* the OpenGL binding API and for creating onscreen framebuffers and
* so we have to add a dummy framebuffer to represent the backend
* owned window... */
if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
{
CoglOnscreen *window = _cogl_onscreen_new ();
cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
cogl_object_unref (COGL_FRAMEBUFFER (window));
}
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;
context->blit_texture_pipeline = COGL_INVALID_HANDLE;
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (context->driver != COGL_DRIVER_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 (context, 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);
context->atlases = NULL;
g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
_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. */
if (_context->driver != COGL_DRIVER_GLES2 &&
cogl_features_available (COGL_FEATURE_POINT_SPRITE))
GE (context, glEnable (GL_POINT_SPRITE));
return _cogl_context_object_new (context);
}
static void
_cogl_context_free (CoglContext *context)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
winsys->context_deinit (context);
_cogl_destroy_texture_units ();
if (context->window_buffer)
{
cogl_object_unref (context->window_buffer);
context->window_buffer = NULL;
}
_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_object_unref (context->default_gl_texture_2d_tex);
if (context->default_gl_texture_rect_tex)
cogl_object_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->blit_texture_pipeline)
cogl_handle_unref (context->blit_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);
g_hook_list_clear (&context->atlas_reorganize_callbacks);
_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
cogl_pipeline_cache_free (context->pipeline_cache);
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
cogl_object_unref (context->display);
g_free (context);
}
CoglContext *
_cogl_context_get_default (void)
{
GError *error = NULL;
/* Create if doesn't exist yet */
if (_context == NULL)
{
_context = cogl_context_new (NULL, &error);
if (!_context)
{
g_warning ("Failed to create default context: %s",
error->message);
g_error_free (error);
}
}
return _context;
}
CoglDisplay *
cogl_context_get_display (CoglContext *context)
{
return context->display;
}
#ifdef COGL_HAS_EGL_SUPPORT
EGLDisplay
cogl_egl_context_get_egl_display (CoglContext *context)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
/* This should only be called for EGL contexts */
g_return_val_if_fail (winsys->context_egl_get_egl_display != NULL, NULL);
return winsys->context_egl_get_egl_display (context);
}
#endif
gboolean
_cogl_context_update_features (CoglContext *context,
GError **error)
{
#ifdef HAVE_COGL_GL
if (context->driver == COGL_DRIVER_GL)
return _cogl_gl_update_features (context, error);
#endif
#if defined(HAVE_COGL_GLES) || defined(HAVE_COGL_GLES2)
return _cogl_gles_update_features (context, error);
#endif
g_assert_not_reached ();
}