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Neil Roberts df77e8565e Don't use eglGetProcAddress to retrieve core functions
According to the EGL spec, eglGetProcAddress should only be used to
retrieve extension functions. It also says that returning non-NULL
does not mean the extension is available so you could interpret this
as saying that the function is allowed to return garbage for core
functions. This seems to happen at least for the Android
implementation of EGL.

To workaround this the winsys's are now passed down a flag to say
whether the function is from the core API. This information is already
in the gl-prototypes headers as the minimum core GL version and as a
pair of flags to specify whether it is available in core GLES1 and
GLES2. If the function is in core the EGL winsys will now avoid using
eglGetProcAddress and always fallback to querying the library directly
with the GModule API.

The GLX winsys is left alone because glXGetProcAddress apparently
supports querying core API and extension functions.

The WGL winsys could ideally be changed because wglGetProcAddress
should also only be used for extension functions but the situation is
slightly different because WGL considers anything from GL > 1.1 to be
an extension so it would need a bit more information to determine
whether to query the function directly from the library.

The SDL winsys is also left alone because it's not as easy to portably
determine which GL library SDL has chosen to load in order to resolve
the symbols directly.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit 72089730ad06ccdd38a344279a893965ae68cec1)

  Since we aren't able to break API on the 1.12 branch
  cogl_get_proc_address is still supported but isn't easily able to
  determine whether the given name corresponds to a core symbol or
  not.  For now we just assume the symbol being queried isn't part
  of the core GL api and update the documentation accordingly.
2012-08-06 14:27:45 +01:00
build Mass rename CLUTTER_COMPILATION to COGL_COMPILATION 2012-08-06 14:27:45 +01:00
cogl Don't use eglGetProcAddress to retrieve core functions 2012-08-06 14:27:45 +01:00
cogl-gles2 cogl-gles2: Add glTexParameterf to wrapper library 2012-08-06 14:27:44 +01:00
cogl-pango Mass rename CLUTTER_COMPILATION to COGL_COMPILATION 2012-08-06 14:27:45 +01:00
doc Fix the inclusion of the SDL integration documentation 2012-08-06 14:27:45 +01:00
examples Add an SDL2 winsys 2012-08-06 14:27:44 +01:00
po Updated Telugu Translation 2012-08-06 14:27:44 +01:00
tests Mass rename CLUTTER_COMPILATION to COGL_COMPILATION 2012-08-06 14:27:45 +01:00
.gitignore Update .gitignore 2012-08-06 14:27:44 +01:00
.vimrc
autogen.sh build: avoid touching .po files during 'make' 2012-02-01 18:30:15 -05:00
ChangeLog
cogl.doap
config-custom.h
config.h.win32.in VS 2008/2010 project files to build Cogl 2011-11-25 13:12:45 +00:00
configure.ac Add an SDL2 winsys 2012-08-06 14:27:44 +01:00
COPYING
Makefile.am Adds libcogl-gles2 frontend GLES2 api 2012-08-06 14:27:42 +01:00
NEWS Updates NEWS for the 1.10.0 release 2012-03-20 17:13:16 +00:00
README.in README: s/draw pretty pictures/render/ 2011-09-19 17:44:38 +01:00

README for Cogl @COGL_1_VERSION@
===============================================================================

Note: This file is delimited with -- markers so it is possible to split
sections out for other purposes, such as for release notes.

--
DESCRIPTION
-------------------------------------------------------------------------------

Cogl is a small open source library for using 3D graphics hardware for
rendering. The API departs from the flat state machine style of OpenGL and is
designed to make it easy to write orthogonal components that can render without
stepping on each others toes.

As well as aiming for a nice API, we think having a single library as opposed
to an API specification like OpenGL has a few advantages too; like being
able to paper over the inconsistencies/bugs of different OpenGL
implementations in a centralized place, not to mention the myriad of OpenGL
extensions. It also means we are in a better position to provide utility
APIs that help software developers since they only need to be implemented
once and there is no risk of inconsistency between implementations.

Having other backends, besides OpenGL, such as drm, Gallium or D3D are
options we are interested in for the future.

--
REQUIREMENTS
-------------------------------------------------------------------------------

Cogl currently only requires:

  • GLib ≥ @GLIB_REQ_VERSION@
  • OpenGL ≥ 1.3 (or 1.2 + multitexturing), or OpenGL ES 2.0 (or 1.1)
  • GLX, AGL, WGL or an EGL implementation

Cogl also has optional dependencies:

  • GDK-Pixbuf ≥ @GDK_PIXBUF_REQ_VERSION@
     - for image loading
  • Cairo ≥ @CAIRO_REQ_VERSION@
     - for debugging texture atlasing (debug builds only)

The optional Cogl Pango library requires:
  • Cairo ≥ @CAIRO_REQ_VERSION@
  • PangoCairo ≥ @PANGOCAIRO_REQ_VERSION@

On X11, Cogl depends on the following extensions

  • XComposite ≥ @XCOMPOSITE_REQ_VERSION@
  • XDamage
  • XExt
  • XFixes ≥ @XFIXES_REQ_VERSION@

When running with OpenGL, Cogl requires at least version 1.3
or 1.2 with the multitexturing extension. However to build Cogl
you will need the latest GL headers which can be obtained from:

  http://www.khronos.org

If you are building the API reference you will also need:

  • GTK-Doc ≥ @GTK_DOC_REQ_VERSION@

If you are building the additional documentation you will also need:

  • xsltproc
  • jw (optional, for generating PDFs)

If you are building the Introspection data you will also need:

  • GObject-Introspection ≥ @GI_REQ_VERSION@

GObject-Introspection is available from:

  git://git.gnome.org/gobject-introspection

If you want support for profiling Cogl you will also need:

  • UProf ≥ @UPROF_REQ_VERSION@

UProf is available from:

  git://github.com/rib/UProf.git

--
DOCUMENTATION
-------------------------------------------------------------------------------

The API references for the latest stable release are available at:

   http://docs.clutter-project.org/docs/cogl/stable/

The experimental 2.0 API can be found here:

   http://docs.clutter-project.org/docs/cogl-2.0-experimental/stable/

   Note: The confusing "stable" at the end refers to the overall Cogl release
   status, not the documentation specifically.

--
LICENSE
-------------------------------------------------------------------------------

Most of Cogl is licensed under the terms of the GNU Lesser General Public
License, version 2.1 or (at your option) later. Some files are licensed under
more permissive licenses MIT or BSD style licenses though so please see
individual files for details.

--
BUILDING AND INSTALLATION
-------------------------------------------------------------------------------

Please refer to the INSTALL document.

--
BUGS
-------------------------------------------------------------------------------

Please report bugs here:

  http://bugzilla.gnome.org/enter_bug.cgi?product=cogl

You will need a Bugzilla account.

Please include the following in bug reports:

  • what system you're running Cogl on;
  • which version of Cogl you are using;
  • which version of GLib and OpenGL (or OpenGL ES) you are using;
  • which video card and which drivers you are using, including output of
    glxinfo and xdpyinfo (if applicable);
  • how to reproduce the bug.

If you cannot reproduce the bug with one of the tests that come with
Cogl's source code, it can help a lot to include a small test case
displaying the bad behaviour.

If the bug exposes a crash, the exact text printed out and a stack trace
obtained using gdb are greatly appreciated.

--
CONTRIBUTING
-------------------------------------------------------------------------------

The CODING_STYLE file describes the coding style we use throughout Cogl,
please try your best to conform to this style because the consistency
really helps keep the code maintainable.

We can accept contributions in several ways:
  • Either as patches attached to bugs on bugzilla
      - For this you may be interested in using git-bz.

        See http://git.fishsoup.net/man/git-bz.html for details
  • You can email us patches
      - For this we recommend using git-send-email

  • You can create a remote branch and ask us to pull from that for more
    substantial changes.
      - For this we recommend using github.

Ideally standalone patches should be created using git format-patch since
that makes it easiest to import the patch with a commit message into a
git repository.