4c3dadd35e
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>
537 lines
17 KiB
C
537 lines
17 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-object.h"
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#include "cogl-internal.h"
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#include "cogl-private.h"
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#include "cogl-winsys-private.h"
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#include "winsys/cogl-winsys-stub-private.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context-private.h"
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#include "cogl-display-private.h"
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#include "cogl-renderer-private.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 "cogl2-path.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#include "cogl-pipeline-fragend-arbfp-private.h"
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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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#ifdef HAVE_COGL_GL
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extern const CoglTextureDriver _cogl_texture_driver_gl;
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#endif
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#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
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extern const CoglTextureDriver _cogl_texture_driver_gles;
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#endif
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static void _cogl_context_free (CoglContext *context);
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COGL_OBJECT_DEFINE (Context, context);
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extern void
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_cogl_create_context_driver (CoglContext *context);
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static CoglContext *_context = NULL;
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static void
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_cogl_init_feature_overrides (CoglContext *ctx)
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{
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_PBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
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ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
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COGL_FEATURE_TEXTURE_NPOT_BASIC |
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COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
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COGL_FEATURE_TEXTURE_NPOT_REPEAT);
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}
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context)
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{
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return context->display->renderer->winsys_vtable;
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}
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/* For reference: There was some deliberation over whether to have a
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* constructor that could throw an exception but looking at standard
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* practices with several high level OO languages including python, C++,
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* C# Java and Ruby they all support exceptions in constructors and the
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* general consensus appears to be that throwing an exception is neater
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* than successfully constructing with an internal error status that
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* would then have to be explicitly checked via some form of ::is_ok()
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* method.
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*/
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CoglContext *
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cogl_context_new (CoglDisplay *display,
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GError **error)
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{
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CoglContext *context;
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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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const CoglWinsysVtable *winsys;
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int i;
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_cogl_init ();
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#ifdef COGL_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 = g_malloc (sizeof (CoglContext));
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/* XXX: Gross hack!
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* Currently everything in Cogl just assumes there is a default
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* context which it can access via _COGL_GET_CONTEXT() including
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* code used to construct a CoglContext. Until all of that code
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* has been updated to take an explicit context argument we have
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* to immediately make our pointer the default context.
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*/
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_context = context;
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/* Init default values */
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context->feature_flags = 0;
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context->private_feature_flags = 0;
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context->texture_types = NULL;
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context->buffer_types = NULL;
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context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
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memset (context->winsys_features, 0, sizeof (context->winsys_features));
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if (!display)
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display = cogl_display_new (NULL, NULL);
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else
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cogl_object_ref (display);
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if (!cogl_display_setup (display, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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context->display = display;
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/* This is duplicated data, but it's much more convenient to have
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the driver attached to the context and the value is accessed a
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lot throughout Cogl */
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context->driver = display->renderer->driver;
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winsys = _cogl_context_get_winsys (context);
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if (!winsys->context_init (context, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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switch (context->driver)
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{
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#ifdef HAVE_COGL_GL
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case COGL_DRIVER_GL:
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context->texture_driver = &_cogl_texture_driver_gl;
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break;
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#endif
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#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
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case COGL_DRIVER_GLES1:
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case COGL_DRIVER_GLES2:
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context->texture_driver = &_cogl_texture_driver_gles;
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break;
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#endif
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default:
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g_assert_not_reached ();
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}
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/* Initialise the driver specific state */
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_cogl_init_feature_overrides (context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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_cogl_pipeline_init_state_hash_functions ();
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_cogl_pipeline_init_layer_state_hash_functions ();
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context->enable_flags = 0;
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context->current_clip_stack_valid = FALSE;
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context->current_clip_stack = NULL;
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context->legacy_backface_culling_enabled = FALSE;
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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 (context, glActiveTexture (GL_TEXTURE1));
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context->legacy_fog_state.enabled = FALSE;
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context->opaque_color_pipeline = cogl_pipeline_new ();
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context->blended_color_pipeline = cogl_pipeline_new ();
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context->texture_pipeline = cogl_pipeline_new ();
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context->codegen_header_buffer = g_string_new ("");
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context->codegen_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 = NULL;
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context->default_gl_texture_rect_tex = NULL;
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context->framebuffers = NULL;
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context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
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context->journal_clip_bounds = NULL;
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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->arrays_enabled);
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_cogl_bitmask_init (&context->temp_bitmask);
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_cogl_bitmask_init (&context->arrays_to_change);
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context->max_texture_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_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_gl_program = 0;
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context->current_gl_dither_enabled = TRUE;
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context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
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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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context->pipeline_cache = cogl_pipeline_cache_new ();
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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->window_buffer = NULL;
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context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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/* XXX: In this case the Clutter backend is still responsible for
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* the OpenGL binding API and for creating onscreen framebuffers and
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* so we have to add a dummy framebuffer to represent the backend
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* owned window... */
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if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
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{
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CoglOnscreen *window = _cogl_onscreen_new ();
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cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
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cogl_object_unref (COGL_FRAMEBUFFER (window));
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}
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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 = cogl2_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->blit_texture_pipeline = COGL_INVALID_HANDLE;
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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if (context->driver != COGL_DRIVER_GLES2)
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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. Under GLES2 the alpha test is
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* implemented in the fragment shader so there is no enable for it
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*/
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GE (context, glEnable (GL_ALPHA_TEST));
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#endif
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#ifdef HAVE_COGL_GLES2
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_context->flushed_modelview_stack = NULL;
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_context->flushed_projection_stack = NULL;
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#endif
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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->opaque_color_pipeline);
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_cogl_pipeline_flush_gl_state (context->opaque_color_pipeline, FALSE, 0);
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_cogl_enable (enable_flags);
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context->atlases = NULL;
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g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
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_context->buffer_map_fallback_array = g_byte_array_new ();
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_context->buffer_map_fallback_in_use = FALSE;
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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. We don't need to do this for GLES2 because point
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sprites are handled using a builtin varying in the shader. */
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if (_context->driver != COGL_DRIVER_GLES2 &&
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cogl_features_available (COGL_FEATURE_POINT_SPRITE))
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GE (context, glEnable (GL_POINT_SPRITE));
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return _cogl_context_object_new (context);
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}
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static void
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_cogl_context_free (CoglContext *context)
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{
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const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
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winsys->context_deinit (context);
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_cogl_destroy_texture_units ();
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if (context->window_buffer)
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{
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cogl_object_unref (context->window_buffer);
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context->window_buffer = NULL;
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}
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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_object_unref (context->default_gl_texture_2d_tex);
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if (context->default_gl_texture_rect_tex)
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cogl_object_unref (context->default_gl_texture_rect_tex);
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if (context->opaque_color_pipeline)
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cogl_handle_unref (context->opaque_color_pipeline);
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if (context->blended_color_pipeline)
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cogl_handle_unref (context->blended_color_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->blit_texture_pipeline)
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cogl_handle_unref (context->blit_texture_pipeline);
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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->journal_clip_bounds)
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g_array_free (context->journal_clip_bounds, 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);
|
|
|
|
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 ();
|
|
}
|