4087e848c4
This factors out all of the OpenGL specific code in cogl-texture-2d.c into cogl-texture-2d-gl.c and where necessary adds indirection through the CoglDriver vtable so that we can eventually start to experiment with non-OpenGL backends for Cogl. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ec57588671696bbe7ce714bdfe7324236146c9c0)
1952 lines
60 KiB
C
1952 lines
60 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) 2011 Collabora Ltd.
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* Copyright (C) 2012 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
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Tomeu Vizoso <tomeu.vizoso@collabora.com>
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* Robert Bragg <robert@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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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-gles2.h"
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#include "cogl-gles2-context-private.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-framebuffer-private.h"
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#include "cogl-framebuffer-gl-private.h"
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#include "cogl-onscreen-template-private.h"
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#include "cogl-renderer-private.h"
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#include "cogl-swap-chain-private.h"
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#include "cogl-texture-2d-gl.h"
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#include "cogl-texture-2d-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-error-private.h"
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static void _cogl_gles2_context_free (CoglGLES2Context *gles2_context);
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COGL_OBJECT_DEFINE (GLES2Context, gles2_context);
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static CoglGLES2Context *current_gles2_context;
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static CoglUserDataKey offscreen_wrapper_key;
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/* The application's main function is renamed to this so that we can
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* provide an alternative main function */
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#define MAIN_WRAPPER_REPLACEMENT_NAME "_c31"
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/* This uniform is used to flip the rendering or not depending on
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* whether we are rendering to an offscreen buffer or not */
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#define MAIN_WRAPPER_FLIP_UNIFORM "_cogl_flip_vector"
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/* These comments are used to delimit the added wrapper snippet so
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* that we can remove it again when the shader source is requested via
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* glGetShaderSource */
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#define MAIN_WRAPPER_BEGIN "/*_COGL_WRAPPER_BEGIN*/"
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#define MAIN_WRAPPER_END "/*_COGL_WRAPPER_END*/"
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/* This wrapper function around 'main' is appended to every vertex shader
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* so that we can add some extra code to flip the rendering when
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* rendering to an offscreen buffer */
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static const char
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main_wrapper_function[] =
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MAIN_WRAPPER_BEGIN "\n"
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"uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" " MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
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" gl_Position *= " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
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"}\n"
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MAIN_WRAPPER_END;
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enum {
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RESTORE_FB_NONE,
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RESTORE_FB_FROM_OFFSCREEN,
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RESTORE_FB_FROM_ONSCREEN,
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};
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uint32_t
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_cogl_gles2_context_error_quark (void)
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{
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return g_quark_from_static_string ("cogl-gles2-context-error-quark");
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}
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static void
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shader_data_unref (CoglGLES2Context *context,
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CoglGLES2ShaderData *shader_data)
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{
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if (--shader_data->ref_count < 1)
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/* Removing the hash table entry should also destroy the data */
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g_hash_table_remove (context->shader_map,
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GINT_TO_POINTER (shader_data->object_id));
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}
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static void
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program_data_unref (CoglGLES2ProgramData *program_data)
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{
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if (--program_data->ref_count < 1)
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/* Removing the hash table entry should also destroy the data */
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g_hash_table_remove (program_data->context->program_map,
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GINT_TO_POINTER (program_data->object_id));
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}
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static void
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detach_shader (CoglGLES2ProgramData *program_data,
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CoglGLES2ShaderData *shader_data)
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{
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GList *l;
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for (l = program_data->attached_shaders; l; l = l->next)
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{
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if (l->data == shader_data)
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{
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shader_data_unref (program_data->context, shader_data);
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program_data->attached_shaders =
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g_list_delete_link (program_data->attached_shaders, l);
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break;
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}
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}
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}
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static CoglBool
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is_symbol_character (char ch)
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{
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return g_ascii_isalnum (ch) || ch == '_';
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}
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static void
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replace_token (char *string,
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const char *token,
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const char *replacement,
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int length)
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{
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char *token_pos;
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char *last_pos = string;
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char *end = string + length;
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int token_length = strlen (token);
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/* NOTE: this assumes token and replacement are the same length */
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while ((token_pos = _cogl_util_memmem (last_pos,
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end - last_pos,
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token,
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token_length)))
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{
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/* Make sure this isn't in the middle of some longer token */
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if ((token_pos <= string ||
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!is_symbol_character (token_pos[-1])) &&
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(token_pos + token_length == end ||
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!is_symbol_character (token_pos[token_length])))
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memcpy (token_pos, replacement, token_length);
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last_pos = token_pos + token_length;
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}
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}
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static void
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update_current_flip_state (CoglGLES2Context *gles2_ctx)
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{
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CoglGLES2FlipState new_flip_state;
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if (gles2_ctx->current_fbo_handle == 0 &&
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cogl_is_offscreen (gles2_ctx->write_buffer))
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new_flip_state = COGL_GLES2_FLIP_STATE_FLIPPED;
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else
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new_flip_state = COGL_GLES2_FLIP_STATE_NORMAL;
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/* If the flip state has changed then we need to reflush all of the
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* dependent state */
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if (new_flip_state != gles2_ctx->current_flip_state)
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{
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gles2_ctx->viewport_dirty = TRUE;
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gles2_ctx->scissor_dirty = TRUE;
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gles2_ctx->front_face_dirty = TRUE;
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gles2_ctx->current_flip_state = new_flip_state;
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}
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}
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static GLuint
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get_current_texture_2d_object (CoglGLES2Context *gles2_ctx)
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{
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return g_array_index (gles2_ctx->texture_units,
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CoglGLES2TextureUnitData,
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gles2_ctx->current_texture_unit).current_texture_2d;
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}
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static void
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set_texture_object_data (CoglGLES2Context *gles2_ctx,
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GLenum target,
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GLint level,
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GLenum internal_format,
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GLsizei width,
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GLsizei height)
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{
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GLuint texture_id = get_current_texture_2d_object (gles2_ctx);
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CoglGLES2TextureObjectData *texture_object;
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/* We want to keep track of all texture objects where the data is
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* created by this context so that we can delete them later */
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texture_object = g_hash_table_lookup (gles2_ctx->texture_object_map,
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GUINT_TO_POINTER (texture_id));
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if (texture_object == NULL)
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{
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texture_object = g_slice_new0 (CoglGLES2TextureObjectData);
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texture_object->object_id = texture_id;
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g_hash_table_insert (gles2_ctx->texture_object_map,
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GUINT_TO_POINTER (texture_id),
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texture_object);
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}
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switch (target)
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{
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case GL_TEXTURE_2D:
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texture_object->target = GL_TEXTURE_2D;
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/* We want to keep track of the dimensions of any texture object
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* setting the GL_TEXTURE_2D target */
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if (level == 0)
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{
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texture_object->width = width;
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texture_object->height = height;
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texture_object->format = internal_format;
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}
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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texture_object->target = GL_TEXTURE_CUBE_MAP;
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break;
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}
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}
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static void
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copy_flipped_texture (CoglGLES2Context *gles2_ctx,
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int level,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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int width,
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int height)
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{
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GLuint tex_id = get_current_texture_2d_object (gles2_ctx);
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CoglGLES2TextureObjectData *tex_object_data;
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CoglContext *ctx;
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const CoglWinsysVtable *winsys;
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CoglTexture2D *dst_texture;
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CoglPixelFormat internal_format;
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tex_object_data = g_hash_table_lookup (gles2_ctx->texture_object_map,
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GUINT_TO_POINTER (tex_id));
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/* We can't do anything if the application hasn't set a level 0
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* image on this texture object */
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if (tex_object_data == NULL ||
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tex_object_data->target != GL_TEXTURE_2D ||
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tex_object_data->width <= 0 ||
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tex_object_data->height <= 0)
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return;
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switch (tex_object_data->format)
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{
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case GL_RGB:
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internal_format = COGL_PIXEL_FORMAT_RGB_888;
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break;
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case GL_RGBA:
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internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
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break;
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case GL_ALPHA:
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internal_format = COGL_PIXEL_FORMAT_A_8;
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break;
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case GL_LUMINANCE:
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internal_format = COGL_PIXEL_FORMAT_G_8;
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break;
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default:
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/* We can't handle this format so just give up */
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return;
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}
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ctx = gles2_ctx->context;
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winsys = ctx->display->renderer->winsys_vtable;
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/* We need to make sure the rendering on the GLES2 context is
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* complete before the blit will be ready in the GLES2 context */
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ctx->glFinish ();
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/* We need to force Cogl to rebind the texture because according to
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* the GL spec a shared texture isn't guaranteed to be updated until
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* is rebound */
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_cogl_get_texture_unit (0)->dirty_gl_texture = TRUE;
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/* Temporarily switch back to the Cogl context */
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winsys->restore_context (ctx);
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dst_texture =
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cogl_gles2_texture_2d_new_from_handle (gles2_ctx->context,
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gles2_ctx,
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tex_id,
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tex_object_data->width,
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tex_object_data->height,
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internal_format,
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NULL /* error */);
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if (dst_texture)
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{
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CoglTexture *src_texture =
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COGL_OFFSCREEN (gles2_ctx->read_buffer)->texture;
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CoglPipeline *pipeline = cogl_pipeline_new (ctx);
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const CoglOffscreenFlags flags = COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL;
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CoglOffscreen *offscreen =
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_cogl_offscreen_new_to_texture_full (COGL_TEXTURE (dst_texture),
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flags, level);
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int src_width = cogl_texture_get_width (src_texture);
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int src_height = cogl_texture_get_height (src_texture);
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/* The framebuffer size might be different from the texture size
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* if a level > 0 is used */
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int dst_width =
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cogl_framebuffer_get_width (COGL_FRAMEBUFFER (offscreen));
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int dst_height =
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cogl_framebuffer_get_height (COGL_FRAMEBUFFER (offscreen));
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float x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2;
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cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
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cogl_pipeline_set_blend (pipeline,
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"RGBA = ADD(SRC_COLOR, 0)",
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NULL);
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cogl_pipeline_set_layer_filters (pipeline,
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0, /* layer_num */
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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x_1 = dst_x * 2.0f / dst_width - 1.0f;
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y_1 = dst_y * 2.0f / dst_height - 1.0f;
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x_2 = x_1 + width * 2.0f / dst_width;
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y_2 = y_1 + height * 2.0f / dst_height;
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s_1 = src_x / (float) src_width;
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t_1 = 1.0f - src_y / (float) src_height;
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s_2 = (src_x + width) / (float) src_width;
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t_2 = 1.0f - (src_y + height) / (float) src_height;
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cogl_framebuffer_draw_textured_rectangle (COGL_FRAMEBUFFER (offscreen),
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pipeline,
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x_1, y_1,
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x_2, y_2,
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s_1, t_1,
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s_2, t_2);
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_cogl_framebuffer_flush_journal (COGL_FRAMEBUFFER (offscreen));
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/* We need to make sure the rendering is complete before the
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* blit will be ready in the GLES2 context */
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ctx->glFinish ();
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cogl_object_unref (pipeline);
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cogl_object_unref (dst_texture);
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cogl_object_unref (offscreen);
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}
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winsys->set_gles2_context (gles2_ctx, NULL);
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/* From what I understand of the GL spec, changes to a shared object
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* are not guaranteed to be propagated to another context until that
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* object is rebound in that context so we can just rebind it
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* here */
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gles2_ctx->vtable->glBindTexture (GL_TEXTURE_2D, tex_id);
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}
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/* We wrap glBindFramebuffer so that when framebuffer 0 is bound
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* we can instead bind the write_framebuffer passed to
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* cogl_push_gles2_context().
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*/
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static void
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gl_bind_framebuffer_wrapper (GLenum target, GLuint framebuffer)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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gles2_ctx->current_fbo_handle = framebuffer;
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if (framebuffer == 0 && cogl_is_offscreen (gles2_ctx->write_buffer))
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{
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CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
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framebuffer = write->gl_framebuffer.fbo_handle;
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}
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gles2_ctx->context->glBindFramebuffer (target, framebuffer);
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update_current_flip_state (gles2_ctx);
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}
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static int
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transient_bind_read_buffer (CoglGLES2Context *gles2_ctx)
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{
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if (gles2_ctx->current_fbo_handle == 0)
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{
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if (cogl_is_offscreen (gles2_ctx->read_buffer))
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{
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CoglGLES2Offscreen *read = gles2_ctx->gles2_read_buffer;
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GLuint read_fbo_handle = read->gl_framebuffer.fbo_handle;
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gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER,
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read_fbo_handle);
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return RESTORE_FB_FROM_OFFSCREEN;
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}
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else
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{
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_cogl_framebuffer_gl_bind (gles2_ctx->read_buffer,
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0 /* target ignored */);
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return RESTORE_FB_FROM_ONSCREEN;
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}
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}
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else
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return RESTORE_FB_NONE;
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}
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static void
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restore_write_buffer (CoglGLES2Context *gles2_ctx,
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int restore_mode)
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{
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switch (restore_mode)
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{
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case RESTORE_FB_FROM_OFFSCREEN:
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gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
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break;
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case RESTORE_FB_FROM_ONSCREEN:
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/* Note: we can't restore the original write buffer using
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* _cogl_framebuffer_gl_bind() if it's an offscreen
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* framebuffer because _cogl_framebuffer_gl_bind() doesn't
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* know about the fbo handle owned by the gles2 context.
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*/
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if (cogl_is_offscreen (gles2_ctx->write_buffer))
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gl_bind_framebuffer_wrapper (GL_FRAMEBUFFER, 0);
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else
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_cogl_framebuffer_gl_bind (gles2_ctx->write_buffer, GL_FRAMEBUFFER);
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break;
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case RESTORE_FB_NONE:
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break;
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}
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}
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/* We wrap glReadPixels so when framebuffer 0 is bound then we can
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* read from the read_framebuffer passed to cogl_push_gles2_context().
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*/
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static void
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gl_read_pixels_wrapper (GLint x,
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GLint y,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type,
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GLvoid *pixels)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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int restore_mode = transient_bind_read_buffer (gles2_ctx);
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gles2_ctx->context->glReadPixels (x, y, width, height, format, type, pixels);
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restore_write_buffer (gles2_ctx, restore_mode);
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/* If the read buffer is a CoglOffscreen then the data will be
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|
* upside down compared to what GL expects so we need to flip it */
|
|
if (gles2_ctx->current_fbo_handle == 0 &&
|
|
cogl_is_offscreen (gles2_ctx->read_buffer))
|
|
{
|
|
int bpp, bytes_per_row, stride, y;
|
|
uint8_t *bytes = pixels;
|
|
uint8_t *temprow;
|
|
|
|
/* Try to determine the bytes per pixel for the given
|
|
* format/type combination. If there's a format which doesn't
|
|
* make sense then we'll just give up because GL will probably
|
|
* have just thrown an error */
|
|
switch (format)
|
|
{
|
|
case GL_RGB:
|
|
switch (type)
|
|
{
|
|
case GL_UNSIGNED_BYTE:
|
|
bpp = 3;
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
bpp = 2;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case GL_RGBA:
|
|
switch (type)
|
|
{
|
|
case GL_UNSIGNED_BYTE:
|
|
bpp = 4;
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
bpp = 2;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case GL_ALPHA:
|
|
switch (type)
|
|
{
|
|
case GL_UNSIGNED_BYTE:
|
|
bpp = 1;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
bytes_per_row = bpp * width;
|
|
stride = ((bytes_per_row + gles2_ctx->pack_alignment - 1) &
|
|
~(gles2_ctx->pack_alignment - 1));
|
|
temprow = g_alloca (bytes_per_row);
|
|
|
|
/* vertically flip the buffer in-place */
|
|
for (y = 0; y < height / 2; y++)
|
|
{
|
|
if (y != height - y - 1) /* skip center row */
|
|
{
|
|
memcpy (temprow,
|
|
bytes + y * stride,
|
|
bytes_per_row);
|
|
memcpy (bytes + y * stride,
|
|
bytes + (height - y - 1) * stride,
|
|
bytes_per_row);
|
|
memcpy (bytes + (height - y - 1) * stride,
|
|
temprow,
|
|
bytes_per_row);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_copy_tex_image_2d_wrapper (GLenum target,
|
|
GLint level,
|
|
GLenum internal_format,
|
|
GLint x,
|
|
GLint y,
|
|
GLsizei width,
|
|
GLsizei height,
|
|
GLint border)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* If we are reading from a CoglOffscreen buffer then the image will
|
|
* be upside down with respect to what GL expects so we can't use
|
|
* glCopyTexImage2D. Instead we we'll try to use the Cogl API to
|
|
* flip it */
|
|
if (gles2_ctx->current_fbo_handle == 0 &&
|
|
cogl_is_offscreen (gles2_ctx->read_buffer))
|
|
{
|
|
/* This will only work with the GL_TEXTURE_2D target. FIXME:
|
|
* GLES2 also supports setting cube map textures with
|
|
* glTexImage2D so we need to handle that too */
|
|
if (target != GL_TEXTURE_2D)
|
|
return;
|
|
|
|
/* Create an empty texture to hold the data */
|
|
gles2_ctx->vtable->glTexImage2D (target,
|
|
level,
|
|
internal_format,
|
|
width, height,
|
|
border,
|
|
internal_format, /* format */
|
|
GL_UNSIGNED_BYTE, /* type */
|
|
NULL /* data */);
|
|
|
|
copy_flipped_texture (gles2_ctx,
|
|
level,
|
|
x, y, /* src_x/src_y */
|
|
0, 0, /* dst_x/dst_y */
|
|
width, height);
|
|
}
|
|
else
|
|
{
|
|
int restore_mode = transient_bind_read_buffer (gles2_ctx);
|
|
|
|
gles2_ctx->context->glCopyTexImage2D (target, level, internal_format,
|
|
x, y, width, height, border);
|
|
|
|
restore_write_buffer (gles2_ctx, restore_mode);
|
|
|
|
set_texture_object_data (gles2_ctx,
|
|
target,
|
|
level,
|
|
internal_format,
|
|
width, height);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_copy_tex_sub_image_2d_wrapper (GLenum target,
|
|
GLint level,
|
|
GLint xoffset,
|
|
GLint yoffset,
|
|
GLint x,
|
|
GLint y,
|
|
GLsizei width,
|
|
GLsizei height)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* If we are reading from a CoglOffscreen buffer then the image will
|
|
* be upside down with respect to what GL expects so we can't use
|
|
* glCopyTexSubImage2D. Instead we we'll try to use the Cogl API to
|
|
* flip it */
|
|
if (gles2_ctx->current_fbo_handle == 0 &&
|
|
cogl_is_offscreen (gles2_ctx->read_buffer))
|
|
{
|
|
/* This will only work with the GL_TEXTURE_2D target. FIXME:
|
|
* GLES2 also supports setting cube map textures with
|
|
* glTexImage2D so we need to handle that too */
|
|
if (target != GL_TEXTURE_2D)
|
|
return;
|
|
|
|
copy_flipped_texture (gles2_ctx,
|
|
level,
|
|
x, y, /* src_x/src_y */
|
|
xoffset, yoffset, /* dst_x/dst_y */
|
|
width, height);
|
|
}
|
|
else
|
|
{
|
|
int restore_mode = transient_bind_read_buffer (gles2_ctx);
|
|
|
|
gles2_ctx->context->glCopyTexSubImage2D (target, level,
|
|
xoffset, yoffset,
|
|
x, y, width, height);
|
|
|
|
restore_write_buffer (gles2_ctx, restore_mode);
|
|
}
|
|
}
|
|
|
|
static GLuint
|
|
gl_create_shader_wrapper (GLenum type)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
GLuint id;
|
|
|
|
id = gles2_ctx->context->glCreateShader (type);
|
|
|
|
if (id != 0)
|
|
{
|
|
CoglGLES2ShaderData *data = g_slice_new (CoglGLES2ShaderData);
|
|
|
|
data->object_id = id;
|
|
data->type = type;
|
|
data->ref_count = 1;
|
|
data->deleted = FALSE;
|
|
|
|
g_hash_table_insert (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (id),
|
|
data);
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
static void
|
|
gl_delete_shader_wrapper (GLuint shader)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ShaderData *shader_data;
|
|
|
|
if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (shader))) &&
|
|
!shader_data->deleted)
|
|
{
|
|
shader_data->deleted = TRUE;
|
|
shader_data_unref (gles2_ctx, shader_data);
|
|
}
|
|
|
|
gles2_ctx->context->glDeleteShader (shader);
|
|
}
|
|
|
|
static GLuint
|
|
gl_create_program_wrapper (void)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
GLuint id;
|
|
|
|
id = gles2_ctx->context->glCreateProgram ();
|
|
|
|
if (id != 0)
|
|
{
|
|
CoglGLES2ProgramData *data = g_slice_new (CoglGLES2ProgramData);
|
|
|
|
data->object_id = id;
|
|
data->attached_shaders = NULL;
|
|
data->ref_count = 1;
|
|
data->deleted = FALSE;
|
|
data->context = gles2_ctx;
|
|
data->flip_vector_location = 0;
|
|
data->flip_vector_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
|
|
|
|
g_hash_table_insert (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (id),
|
|
data);
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
static void
|
|
gl_delete_program_wrapper (GLuint program)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ProgramData *program_data;
|
|
|
|
if ((program_data = g_hash_table_lookup (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (program))) &&
|
|
!program_data->deleted)
|
|
{
|
|
program_data->deleted = TRUE;
|
|
program_data_unref (program_data);
|
|
}
|
|
|
|
gles2_ctx->context->glDeleteProgram (program);
|
|
}
|
|
|
|
static void
|
|
gl_use_program_wrapper (GLuint program)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ProgramData *program_data;
|
|
|
|
program_data = g_hash_table_lookup (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (program));
|
|
|
|
if (program_data)
|
|
program_data->ref_count++;
|
|
if (gles2_ctx->current_program)
|
|
program_data_unref (gles2_ctx->current_program);
|
|
|
|
gles2_ctx->current_program = program_data;
|
|
|
|
gles2_ctx->context->glUseProgram (program);
|
|
}
|
|
|
|
static void
|
|
gl_attach_shader_wrapper (GLuint program,
|
|
GLuint shader)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ProgramData *program_data;
|
|
CoglGLES2ShaderData *shader_data;
|
|
|
|
if ((program_data = g_hash_table_lookup (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (program))) &&
|
|
(shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (shader))) &&
|
|
/* Ignore attempts to attach a shader that is already attached */
|
|
g_list_find (program_data->attached_shaders, shader_data) == NULL)
|
|
{
|
|
shader_data->ref_count++;
|
|
program_data->attached_shaders =
|
|
g_list_prepend (program_data->attached_shaders, shader_data);
|
|
}
|
|
|
|
gles2_ctx->context->glAttachShader (program, shader);
|
|
}
|
|
|
|
static void
|
|
gl_detach_shader_wrapper (GLuint program,
|
|
GLuint shader)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ProgramData *program_data;
|
|
CoglGLES2ShaderData *shader_data;
|
|
|
|
if ((program_data = g_hash_table_lookup (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (program))) &&
|
|
(shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (shader))))
|
|
detach_shader (program_data, shader_data);
|
|
|
|
gles2_ctx->context->glDetachShader (program, shader);
|
|
}
|
|
|
|
static void
|
|
gl_shader_source_wrapper (GLuint shader,
|
|
GLsizei count,
|
|
const char *const *string,
|
|
const GLint *length)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ShaderData *shader_data;
|
|
|
|
if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (shader))) &&
|
|
shader_data->type == GL_VERTEX_SHADER)
|
|
{
|
|
char **string_copy = g_alloca ((count + 1) * sizeof (char *));
|
|
int *length_copy = g_alloca ((count + 1) * sizeof (int));
|
|
int i;
|
|
|
|
/* Replace any occurences of the symbol 'main' with a different
|
|
* symbol so that we can provide our own wrapper main
|
|
* function */
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
int string_length;
|
|
|
|
if (length == NULL || length[i] < 0)
|
|
string_length = strlen (string[i]);
|
|
else
|
|
string_length = length[i];
|
|
|
|
string_copy[i] = g_memdup (string[i], string_length);
|
|
|
|
replace_token (string_copy[i],
|
|
"main",
|
|
MAIN_WRAPPER_REPLACEMENT_NAME,
|
|
string_length);
|
|
|
|
length_copy[i] = string_length;
|
|
}
|
|
|
|
string_copy[count] = (char *) main_wrapper_function;
|
|
length_copy[count] = sizeof (main_wrapper_function) - 1;
|
|
|
|
gles2_ctx->context->glShaderSource (shader,
|
|
count + 1,
|
|
(const char *const *) string_copy,
|
|
length_copy);
|
|
|
|
/* Note: we don't need to free the last entry in string_copy[]
|
|
* because it is our static wrapper string... */
|
|
for (i = 0; i < count; i++)
|
|
g_free (string_copy[i]);
|
|
}
|
|
else
|
|
gles2_ctx->context->glShaderSource (shader, count, string, length);
|
|
}
|
|
|
|
static void
|
|
gl_get_shader_source_wrapper (GLuint shader,
|
|
GLsizei buf_size,
|
|
GLsizei *length_out,
|
|
GLchar *source)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ShaderData *shader_data;
|
|
GLsizei length;
|
|
|
|
gles2_ctx->context->glGetShaderSource (shader,
|
|
buf_size,
|
|
&length,
|
|
source);
|
|
|
|
if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
|
|
GINT_TO_POINTER (shader))) &&
|
|
shader_data->type == GL_VERTEX_SHADER)
|
|
{
|
|
GLsizei copy_length = MIN (length, buf_size - 1);
|
|
static const char wrapper_marker[] = MAIN_WRAPPER_BEGIN;
|
|
char *wrapper_start;
|
|
|
|
/* Strip out the wrapper snippet we added when the source was
|
|
* specified */
|
|
wrapper_start = _cogl_util_memmem (source,
|
|
copy_length,
|
|
wrapper_marker,
|
|
sizeof (wrapper_marker) - 1);
|
|
if (wrapper_start)
|
|
{
|
|
length = wrapper_start - source;
|
|
copy_length = length;
|
|
*wrapper_start = '\0';
|
|
}
|
|
|
|
/* Correct the name of the main function back to its original */
|
|
replace_token (source,
|
|
MAIN_WRAPPER_REPLACEMENT_NAME,
|
|
"main",
|
|
copy_length);
|
|
}
|
|
|
|
if (length_out)
|
|
*length_out = length;
|
|
}
|
|
|
|
static void
|
|
gl_link_program_wrapper (GLuint program)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
CoglGLES2ProgramData *program_data;
|
|
|
|
gles2_ctx->context->glLinkProgram (program);
|
|
|
|
program_data = g_hash_table_lookup (gles2_ctx->program_map,
|
|
GINT_TO_POINTER (program));
|
|
|
|
if (program_data)
|
|
{
|
|
GLint status;
|
|
|
|
gles2_ctx->context->glGetProgramiv (program, GL_LINK_STATUS, &status);
|
|
|
|
if (status)
|
|
program_data->flip_vector_location =
|
|
gles2_ctx->context->glGetUniformLocation (program,
|
|
MAIN_WRAPPER_FLIP_UNIFORM);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_get_program_iv_wrapper (GLuint program,
|
|
GLenum pname,
|
|
GLint *params)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
gles2_ctx->context->glGetProgramiv (program, pname, params);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_ATTACHED_SHADERS:
|
|
/* Decrease the number of shaders to try and hide the shader
|
|
* wrapper we added */
|
|
if (*params > 1)
|
|
(*params)--;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
flush_viewport_state (CoglGLES2Context *gles2_ctx)
|
|
{
|
|
if (gles2_ctx->viewport_dirty)
|
|
{
|
|
int y;
|
|
|
|
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
|
|
{
|
|
/* We need to know the height of the current framebuffer in
|
|
* order to flip the viewport. Fortunately we don't need to
|
|
* track the height of the FBOs created within the GLES2
|
|
* context because we would never be flipping if they are
|
|
* bound so we can just assume Cogl's framebuffer is bound
|
|
* when we are flipping */
|
|
int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
|
|
y = fb_height - (gles2_ctx->viewport[1] + gles2_ctx->viewport[3]);
|
|
}
|
|
else
|
|
y = gles2_ctx->viewport[1];
|
|
|
|
gles2_ctx->context->glViewport (gles2_ctx->viewport[0],
|
|
y,
|
|
gles2_ctx->viewport[2],
|
|
gles2_ctx->viewport[3]);
|
|
|
|
gles2_ctx->viewport_dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
flush_scissor_state (CoglGLES2Context *gles2_ctx)
|
|
{
|
|
if (gles2_ctx->scissor_dirty)
|
|
{
|
|
int y;
|
|
|
|
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
|
|
{
|
|
/* See comment above about the viewport flipping */
|
|
int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
|
|
y = fb_height - (gles2_ctx->scissor[1] + gles2_ctx->scissor[3]);
|
|
}
|
|
else
|
|
y = gles2_ctx->scissor[1];
|
|
|
|
gles2_ctx->context->glScissor (gles2_ctx->scissor[0],
|
|
y,
|
|
gles2_ctx->scissor[2],
|
|
gles2_ctx->scissor[3]);
|
|
|
|
gles2_ctx->scissor_dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
flush_front_face_state (CoglGLES2Context *gles2_ctx)
|
|
{
|
|
if (gles2_ctx->front_face_dirty)
|
|
{
|
|
GLenum front_face;
|
|
|
|
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
|
|
{
|
|
if (gles2_ctx->front_face == GL_CW)
|
|
front_face = GL_CCW;
|
|
else
|
|
front_face = GL_CW;
|
|
}
|
|
else
|
|
front_face = gles2_ctx->front_face;
|
|
|
|
gles2_ctx->context->glFrontFace (front_face);
|
|
|
|
gles2_ctx->front_face_dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
pre_draw_wrapper (CoglGLES2Context *gles2_ctx)
|
|
{
|
|
/* If there's no current program then we'll just let GL report an
|
|
* error */
|
|
if (gles2_ctx->current_program == NULL)
|
|
return;
|
|
|
|
flush_viewport_state (gles2_ctx);
|
|
flush_scissor_state (gles2_ctx);
|
|
flush_front_face_state (gles2_ctx);
|
|
|
|
/* We want to flip rendering when the application is rendering to a
|
|
* Cogl offscreen buffer in order to maintain the flipped texture
|
|
* coordinate origin */
|
|
if (gles2_ctx->current_flip_state !=
|
|
gles2_ctx->current_program->flip_vector_state)
|
|
{
|
|
GLuint location =
|
|
gles2_ctx->current_program->flip_vector_location;
|
|
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
|
|
if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
|
|
value[1] = -1.0f;
|
|
|
|
gles2_ctx->context->glUniform4fv (location, 1, value);
|
|
|
|
gles2_ctx->current_program->flip_vector_state =
|
|
gles2_ctx->current_flip_state;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_clear_wrapper (GLbitfield mask)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* Clearing is affected by the scissor state so we need to ensure
|
|
* that's flushed */
|
|
flush_scissor_state (gles2_ctx);
|
|
|
|
gles2_ctx->context->glClear (mask);
|
|
}
|
|
|
|
static void
|
|
gl_draw_elements_wrapper (GLenum mode,
|
|
GLsizei count,
|
|
GLenum type,
|
|
const GLvoid *indices)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
pre_draw_wrapper (gles2_ctx);
|
|
|
|
gles2_ctx->context->glDrawElements (mode, count, type, indices);
|
|
}
|
|
|
|
static void
|
|
gl_draw_arrays_wrapper (GLenum mode,
|
|
GLint first,
|
|
GLsizei count)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
pre_draw_wrapper (gles2_ctx);
|
|
|
|
gles2_ctx->context->glDrawArrays (mode, first, count);
|
|
}
|
|
|
|
static void
|
|
gl_get_program_info_log_wrapper (GLuint program,
|
|
GLsizei buf_size,
|
|
GLsizei *length_out,
|
|
GLchar *info_log)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
GLsizei length;
|
|
|
|
gles2_ctx->context->glGetProgramInfoLog (program,
|
|
buf_size,
|
|
&length,
|
|
info_log);
|
|
|
|
replace_token (info_log,
|
|
MAIN_WRAPPER_REPLACEMENT_NAME,
|
|
"main",
|
|
MIN (length, buf_size));
|
|
|
|
if (length_out)
|
|
*length_out = length;
|
|
}
|
|
|
|
static void
|
|
gl_get_shader_info_log_wrapper (GLuint shader,
|
|
GLsizei buf_size,
|
|
GLsizei *length_out,
|
|
GLchar *info_log)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
GLsizei length;
|
|
|
|
gles2_ctx->context->glGetShaderInfoLog (shader,
|
|
buf_size,
|
|
&length,
|
|
info_log);
|
|
|
|
replace_token (info_log,
|
|
MAIN_WRAPPER_REPLACEMENT_NAME,
|
|
"main",
|
|
MIN (length, buf_size));
|
|
|
|
if (length_out)
|
|
*length_out = length;
|
|
}
|
|
|
|
static void
|
|
gl_front_face_wrapper (GLenum mode)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* If the mode doesn't make any sense then we'll just let the
|
|
* context deal with it directly so that it will throw an error */
|
|
if (mode != GL_CW && mode != GL_CCW)
|
|
gles2_ctx->context->glFrontFace (mode);
|
|
else
|
|
{
|
|
gles2_ctx->front_face = mode;
|
|
gles2_ctx->front_face_dirty = TRUE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_viewport_wrapper (GLint x,
|
|
GLint y,
|
|
GLsizei width,
|
|
GLsizei height)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* If the viewport is invalid then we'll just let the context deal
|
|
* with it directly so that it will throw an error */
|
|
if (width < 0 || height < 0)
|
|
gles2_ctx->context->glViewport (x, y, width, height);
|
|
else
|
|
{
|
|
gles2_ctx->viewport[0] = x;
|
|
gles2_ctx->viewport[1] = y;
|
|
gles2_ctx->viewport[2] = width;
|
|
gles2_ctx->viewport[3] = height;
|
|
gles2_ctx->viewport_dirty = TRUE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_scissor_wrapper (GLint x,
|
|
GLint y,
|
|
GLsizei width,
|
|
GLsizei height)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
/* If the scissor is invalid then we'll just let the context deal
|
|
* with it directly so that it will throw an error */
|
|
if (width < 0 || height < 0)
|
|
gles2_ctx->context->glScissor (x, y, width, height);
|
|
else
|
|
{
|
|
gles2_ctx->scissor[0] = x;
|
|
gles2_ctx->scissor[1] = y;
|
|
gles2_ctx->scissor[2] = width;
|
|
gles2_ctx->scissor[3] = height;
|
|
gles2_ctx->scissor_dirty = TRUE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_get_boolean_v_wrapper (GLenum pname,
|
|
GLboolean *params)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_VIEWPORT:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = !!gles2_ctx->viewport[i];
|
|
}
|
|
break;
|
|
|
|
case GL_SCISSOR_BOX:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = !!gles2_ctx->scissor[i];
|
|
}
|
|
break;
|
|
|
|
default:
|
|
gles2_ctx->context->glGetBooleanv (pname, params);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_get_integer_v_wrapper (GLenum pname,
|
|
GLint *params)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_VIEWPORT:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = gles2_ctx->viewport[i];
|
|
}
|
|
break;
|
|
|
|
case GL_SCISSOR_BOX:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = gles2_ctx->scissor[i];
|
|
}
|
|
break;
|
|
|
|
case GL_FRONT_FACE:
|
|
params[0] = gles2_ctx->front_face;
|
|
break;
|
|
|
|
default:
|
|
gles2_ctx->context->glGetIntegerv (pname, params);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_get_float_v_wrapper (GLenum pname,
|
|
GLfloat *params)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_VIEWPORT:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = gles2_ctx->viewport[i];
|
|
}
|
|
break;
|
|
|
|
case GL_SCISSOR_BOX:
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
params[i] = gles2_ctx->scissor[i];
|
|
}
|
|
break;
|
|
|
|
case GL_FRONT_FACE:
|
|
params[0] = gles2_ctx->front_face;
|
|
break;
|
|
|
|
default:
|
|
gles2_ctx->context->glGetFloatv (pname, params);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_pixel_store_i_wrapper (GLenum pname, GLint param)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
gles2_ctx->context->glPixelStorei (pname, param);
|
|
|
|
if (pname == GL_PACK_ALIGNMENT &&
|
|
(param == 1 || param == 2 || param == 4 || param == 8))
|
|
gles2_ctx->pack_alignment = param;
|
|
}
|
|
|
|
static void
|
|
gl_active_texture_wrapper (GLenum texture)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
int texture_unit;
|
|
|
|
gles2_ctx->context->glActiveTexture (texture);
|
|
|
|
texture_unit = texture - GL_TEXTURE0;
|
|
|
|
/* If the application is binding some odd looking texture unit
|
|
* numbers then we'll just ignore it and hope that GL has generated
|
|
* an error */
|
|
if (texture_unit >= 0 && texture_unit < 512)
|
|
{
|
|
gles2_ctx->current_texture_unit = texture_unit;
|
|
g_array_set_size (gles2_ctx->texture_units,
|
|
MAX (texture_unit, gles2_ctx->texture_units->len));
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_delete_textures_wrapper (GLsizei n,
|
|
const GLuint *textures)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
int texture_index;
|
|
int texture_unit;
|
|
|
|
gles2_ctx->context->glDeleteTextures (n, textures);
|
|
|
|
for (texture_index = 0; texture_index < n; texture_index++)
|
|
{
|
|
/* Reset any texture units that have any of these textures bound */
|
|
for (texture_unit = 0;
|
|
texture_unit < gles2_ctx->texture_units->len;
|
|
texture_unit++)
|
|
{
|
|
CoglGLES2TextureUnitData *unit =
|
|
&g_array_index (gles2_ctx->texture_units,
|
|
CoglGLES2TextureUnitData,
|
|
texture_unit);
|
|
|
|
if (unit->current_texture_2d == textures[texture_index])
|
|
unit->current_texture_2d = 0;
|
|
}
|
|
|
|
/* Remove the binding. We can do this immediately because unlike
|
|
* shader objects the deletion isn't delayed until the object is
|
|
* unbound */
|
|
g_hash_table_remove (gles2_ctx->texture_object_map,
|
|
GUINT_TO_POINTER (textures[texture_index]));
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_bind_texture_wrapper (GLenum target,
|
|
GLuint texture)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
gles2_ctx->context->glBindTexture (target, texture);
|
|
|
|
if (target == GL_TEXTURE_2D)
|
|
{
|
|
CoglGLES2TextureUnitData *unit =
|
|
&g_array_index (gles2_ctx->texture_units,
|
|
CoglGLES2TextureUnitData,
|
|
gles2_ctx->current_texture_unit);
|
|
unit->current_texture_2d = texture;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_tex_image_2d_wrapper (GLenum target,
|
|
GLint level,
|
|
GLint internal_format,
|
|
GLsizei width,
|
|
GLsizei height,
|
|
GLint border,
|
|
GLenum format,
|
|
GLenum type,
|
|
const GLvoid *pixels)
|
|
{
|
|
CoglGLES2Context *gles2_ctx = current_gles2_context;
|
|
|
|
gles2_ctx->context->glTexImage2D (target,
|
|
level,
|
|
internal_format,
|
|
width, height,
|
|
border,
|
|
format,
|
|
type,
|
|
pixels);
|
|
|
|
set_texture_object_data (gles2_ctx,
|
|
target,
|
|
level,
|
|
internal_format,
|
|
width, height);
|
|
}
|
|
|
|
static void
|
|
_cogl_gles2_offscreen_free (CoglGLES2Offscreen *gles2_offscreen)
|
|
{
|
|
COGL_LIST_REMOVE (gles2_offscreen, list_node);
|
|
g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
|
|
}
|
|
|
|
static void
|
|
force_delete_program_object (CoglGLES2Context *context,
|
|
CoglGLES2ProgramData *program_data)
|
|
{
|
|
if (!program_data->deleted)
|
|
{
|
|
context->context->glDeleteProgram (program_data->object_id);
|
|
program_data->deleted = TRUE;
|
|
program_data_unref (program_data);
|
|
}
|
|
}
|
|
|
|
static void
|
|
force_delete_shader_object (CoglGLES2Context *context,
|
|
CoglGLES2ShaderData *shader_data)
|
|
{
|
|
if (!shader_data->deleted)
|
|
{
|
|
context->context->glDeleteShader (shader_data->object_id);
|
|
shader_data->deleted = TRUE;
|
|
shader_data_unref (context, shader_data);
|
|
}
|
|
}
|
|
|
|
static void
|
|
force_delete_texture_object (CoglGLES2Context *context,
|
|
CoglGLES2TextureObjectData *texture_data)
|
|
{
|
|
context->context->glDeleteTextures (1, &texture_data->object_id);
|
|
}
|
|
|
|
static void
|
|
_cogl_gles2_context_free (CoglGLES2Context *gles2_context)
|
|
{
|
|
CoglContext *ctx = gles2_context->context;
|
|
const CoglWinsysVtable *winsys;
|
|
GList *objects, *l;
|
|
|
|
if (gles2_context->current_program)
|
|
program_data_unref (gles2_context->current_program);
|
|
|
|
/* Try to forcibly delete any shaders, programs and textures so that
|
|
* they won't get leaked. Because all GLES2 contexts are in the same
|
|
* share list as Cogl's context these won't get deleted by default.
|
|
* FIXME: we should do this for all of the other resources too, like
|
|
* textures */
|
|
objects = g_hash_table_get_values (gles2_context->program_map);
|
|
for (l = objects; l; l = l->next)
|
|
force_delete_program_object (gles2_context, l->data);
|
|
g_list_free (objects);
|
|
objects = g_hash_table_get_values (gles2_context->shader_map);
|
|
for (l = objects; l; l = l->next)
|
|
force_delete_shader_object (gles2_context, l->data);
|
|
g_list_free (objects);
|
|
objects = g_hash_table_get_values (gles2_context->texture_object_map);
|
|
for (l = objects; l; l = l->next)
|
|
force_delete_texture_object (gles2_context, l->data);
|
|
g_list_free (objects);
|
|
|
|
/* All of the program and shader objects should now be destroyed */
|
|
if (g_hash_table_size (gles2_context->program_map) > 0)
|
|
g_warning ("Program objects have been leaked from a CoglGLES2Context");
|
|
if (g_hash_table_size (gles2_context->shader_map) > 0)
|
|
g_warning ("Shader objects have been leaked from a CoglGLES2Context");
|
|
|
|
g_hash_table_destroy (gles2_context->program_map);
|
|
g_hash_table_destroy (gles2_context->shader_map);
|
|
|
|
g_hash_table_destroy (gles2_context->texture_object_map);
|
|
g_array_free (gles2_context->texture_units, TRUE);
|
|
|
|
winsys = ctx->display->renderer->winsys_vtable;
|
|
winsys->destroy_gles2_context (gles2_context);
|
|
|
|
while (gles2_context->foreign_offscreens.lh_first)
|
|
{
|
|
CoglGLES2Offscreen *gles2_offscreen =
|
|
gles2_context->foreign_offscreens.lh_first;
|
|
|
|
/* Note: this will also indirectly free the gles2_offscreen by
|
|
* calling the destroy notify for the _user_data */
|
|
cogl_object_set_user_data (COGL_OBJECT (gles2_offscreen->original_offscreen),
|
|
&offscreen_wrapper_key,
|
|
NULL,
|
|
NULL);
|
|
}
|
|
|
|
g_free (gles2_context->vtable);
|
|
|
|
g_free (gles2_context);
|
|
}
|
|
|
|
static void
|
|
free_shader_data (CoglGLES2ShaderData *data)
|
|
{
|
|
g_slice_free (CoglGLES2ShaderData, data);
|
|
}
|
|
|
|
static void
|
|
free_program_data (CoglGLES2ProgramData *data)
|
|
{
|
|
while (data->attached_shaders)
|
|
detach_shader (data,
|
|
data->attached_shaders->data);
|
|
|
|
g_slice_free (CoglGLES2ProgramData, data);
|
|
}
|
|
|
|
static void
|
|
free_texture_object_data (CoglGLES2TextureObjectData *data)
|
|
{
|
|
g_slice_free (CoglGLES2TextureObjectData, data);
|
|
}
|
|
|
|
CoglGLES2Context *
|
|
cogl_gles2_context_new (CoglContext *ctx, CoglError **error)
|
|
{
|
|
CoglGLES2Context *gles2_ctx;
|
|
const CoglWinsysVtable *winsys;
|
|
|
|
if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLES2_CONTEXT))
|
|
{
|
|
_cogl_set_error (error, COGL_GLES2_CONTEXT_ERROR,
|
|
COGL_GLES2_CONTEXT_ERROR_UNSUPPORTED,
|
|
"Backend doesn't support creating GLES2 contexts");
|
|
|
|
return NULL;
|
|
}
|
|
|
|
gles2_ctx = g_malloc0 (sizeof (CoglGLES2Context));
|
|
|
|
gles2_ctx->context = ctx;
|
|
|
|
COGL_LIST_INIT (&gles2_ctx->foreign_offscreens);
|
|
|
|
winsys = ctx->display->renderer->winsys_vtable;
|
|
gles2_ctx->winsys = winsys->context_create_gles2_context (ctx, error);
|
|
if (gles2_ctx->winsys == NULL)
|
|
{
|
|
g_free (gles2_ctx);
|
|
return NULL;
|
|
}
|
|
|
|
gles2_ctx->current_flip_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
|
|
gles2_ctx->viewport_dirty = TRUE;
|
|
gles2_ctx->scissor_dirty = TRUE;
|
|
gles2_ctx->front_face_dirty = TRUE;
|
|
gles2_ctx->front_face = GL_CCW;
|
|
gles2_ctx->pack_alignment = 4;
|
|
|
|
gles2_ctx->vtable = g_malloc0 (sizeof (CoglGLES2Vtable));
|
|
#define COGL_EXT_BEGIN(name, \
|
|
min_gl_major, min_gl_minor, \
|
|
gles_availability, \
|
|
extension_suffixes, extension_names)
|
|
|
|
#define COGL_EXT_FUNCTION(ret, name, args) \
|
|
gles2_ctx->vtable->name = (void *) ctx->name;
|
|
|
|
#define COGL_EXT_END()
|
|
|
|
#include "gl-prototypes/cogl-gles2-functions.h"
|
|
|
|
#undef COGL_EXT_BEGIN
|
|
#undef COGL_EXT_FUNCTION
|
|
#undef COGL_EXT_END
|
|
|
|
gles2_ctx->vtable->glBindFramebuffer =
|
|
(void *) gl_bind_framebuffer_wrapper;
|
|
gles2_ctx->vtable->glReadPixels =
|
|
(void *) gl_read_pixels_wrapper;
|
|
gles2_ctx->vtable->glCopyTexImage2D =
|
|
(void *) gl_copy_tex_image_2d_wrapper;
|
|
gles2_ctx->vtable->glCopyTexSubImage2D =
|
|
(void *) gl_copy_tex_sub_image_2d_wrapper;
|
|
|
|
gles2_ctx->vtable->glCreateShader = gl_create_shader_wrapper;
|
|
gles2_ctx->vtable->glDeleteShader = gl_delete_shader_wrapper;
|
|
gles2_ctx->vtable->glCreateProgram = gl_create_program_wrapper;
|
|
gles2_ctx->vtable->glDeleteProgram = gl_delete_program_wrapper;
|
|
gles2_ctx->vtable->glUseProgram = gl_use_program_wrapper;
|
|
gles2_ctx->vtable->glAttachShader = gl_attach_shader_wrapper;
|
|
gles2_ctx->vtable->glDetachShader = gl_detach_shader_wrapper;
|
|
gles2_ctx->vtable->glShaderSource = gl_shader_source_wrapper;
|
|
gles2_ctx->vtable->glGetShaderSource = gl_get_shader_source_wrapper;
|
|
gles2_ctx->vtable->glLinkProgram = gl_link_program_wrapper;
|
|
gles2_ctx->vtable->glGetProgramiv = gl_get_program_iv_wrapper;
|
|
gles2_ctx->vtable->glGetProgramInfoLog = gl_get_program_info_log_wrapper;
|
|
gles2_ctx->vtable->glGetShaderInfoLog = gl_get_shader_info_log_wrapper;
|
|
gles2_ctx->vtable->glClear = gl_clear_wrapper;
|
|
gles2_ctx->vtable->glDrawElements = gl_draw_elements_wrapper;
|
|
gles2_ctx->vtable->glDrawArrays = gl_draw_arrays_wrapper;
|
|
gles2_ctx->vtable->glFrontFace = gl_front_face_wrapper;
|
|
gles2_ctx->vtable->glViewport = gl_viewport_wrapper;
|
|
gles2_ctx->vtable->glScissor = gl_scissor_wrapper;
|
|
gles2_ctx->vtable->glGetBooleanv = gl_get_boolean_v_wrapper;
|
|
gles2_ctx->vtable->glGetIntegerv = gl_get_integer_v_wrapper;
|
|
gles2_ctx->vtable->glGetFloatv = gl_get_float_v_wrapper;
|
|
gles2_ctx->vtable->glPixelStorei = gl_pixel_store_i_wrapper;
|
|
gles2_ctx->vtable->glActiveTexture = gl_active_texture_wrapper;
|
|
gles2_ctx->vtable->glDeleteTextures = gl_delete_textures_wrapper;
|
|
gles2_ctx->vtable->glBindTexture = gl_bind_texture_wrapper;
|
|
gles2_ctx->vtable->glTexImage2D = gl_tex_image_2d_wrapper;
|
|
|
|
gles2_ctx->shader_map =
|
|
g_hash_table_new_full (g_direct_hash,
|
|
g_direct_equal,
|
|
NULL, /* key_destroy */
|
|
(GDestroyNotify) free_shader_data);
|
|
gles2_ctx->program_map =
|
|
g_hash_table_new_full (g_direct_hash,
|
|
g_direct_equal,
|
|
NULL, /* key_destroy */
|
|
(GDestroyNotify) free_program_data);
|
|
|
|
gles2_ctx->texture_object_map =
|
|
g_hash_table_new_full (g_direct_hash,
|
|
g_direct_equal,
|
|
NULL, /* key_destroy */
|
|
(GDestroyNotify) free_texture_object_data);
|
|
|
|
gles2_ctx->texture_units = g_array_new (FALSE, /* not zero terminated */
|
|
TRUE, /* clear */
|
|
sizeof (CoglGLES2TextureUnitData));
|
|
gles2_ctx->current_texture_unit = 0;
|
|
g_array_set_size (gles2_ctx->texture_units, 1);
|
|
|
|
return _cogl_gles2_context_object_new (gles2_ctx);
|
|
}
|
|
|
|
const CoglGLES2Vtable *
|
|
cogl_gles2_context_get_vtable (CoglGLES2Context *gles2_ctx)
|
|
{
|
|
return gles2_ctx->vtable;
|
|
}
|
|
|
|
/* When drawing to a CoglFramebuffer from a separate context we have
|
|
* to be able to allocate ancillary buffers for that context...
|
|
*/
|
|
static CoglGLES2Offscreen *
|
|
_cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
|
|
CoglGLES2Context *gles2_context,
|
|
CoglError **error)
|
|
{
|
|
CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (offscreen);
|
|
const CoglWinsysVtable *winsys;
|
|
CoglError *internal_error = NULL;
|
|
CoglGLES2Offscreen *gles2_offscreen;
|
|
|
|
if (!framebuffer->allocated &&
|
|
!cogl_framebuffer_allocate (framebuffer, error))
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
for (gles2_offscreen = gles2_context->foreign_offscreens.lh_first;
|
|
gles2_offscreen;
|
|
gles2_offscreen = gles2_offscreen->list_node.le_next)
|
|
{
|
|
if (gles2_offscreen->original_offscreen == offscreen)
|
|
return gles2_offscreen;
|
|
}
|
|
|
|
winsys = _cogl_framebuffer_get_winsys (framebuffer);
|
|
winsys->save_context (framebuffer->context);
|
|
if (!winsys->set_gles2_context (gles2_context, &internal_error))
|
|
{
|
|
winsys->restore_context (framebuffer->context);
|
|
|
|
cogl_error_free (internal_error);
|
|
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
|
|
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
|
|
"Failed to bind gles2 context to create framebuffer");
|
|
return NULL;
|
|
}
|
|
|
|
gles2_offscreen = g_slice_new0 (CoglGLES2Offscreen);
|
|
if (!_cogl_framebuffer_try_creating_gl_fbo (gles2_context->context,
|
|
offscreen->texture,
|
|
offscreen->texture_level,
|
|
offscreen->texture_level_width,
|
|
offscreen->texture_level_height,
|
|
offscreen->depth_texture,
|
|
&COGL_FRAMEBUFFER (offscreen)->config,
|
|
offscreen->allocation_flags,
|
|
&gles2_offscreen->gl_framebuffer))
|
|
{
|
|
winsys->restore_context (framebuffer->context);
|
|
|
|
g_slice_free (CoglGLES2Offscreen, gles2_offscreen);
|
|
|
|
_cogl_set_error (error, COGL_FRAMEBUFFER_ERROR,
|
|
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
|
|
"Failed to create an OpenGL framebuffer object");
|
|
return NULL;
|
|
}
|
|
|
|
winsys->restore_context (framebuffer->context);
|
|
|
|
gles2_offscreen->original_offscreen = offscreen;
|
|
|
|
COGL_LIST_INSERT_HEAD (&gles2_context->foreign_offscreens,
|
|
gles2_offscreen,
|
|
list_node);
|
|
|
|
/* So we avoid building up an ever growing collection of ancillary
|
|
* buffers for wrapped framebuffers, we make sure that the wrappers
|
|
* get freed when the original offscreen framebuffer is freed. */
|
|
cogl_object_set_user_data (COGL_OBJECT (framebuffer),
|
|
&offscreen_wrapper_key,
|
|
gles2_offscreen,
|
|
(CoglUserDataDestroyCallback)
|
|
_cogl_gles2_offscreen_free);
|
|
|
|
return gles2_offscreen;
|
|
}
|
|
|
|
CoglBool
|
|
cogl_push_gles2_context (CoglContext *ctx,
|
|
CoglGLES2Context *gles2_ctx,
|
|
CoglFramebuffer *read_buffer,
|
|
CoglFramebuffer *write_buffer,
|
|
CoglError **error)
|
|
{
|
|
const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
|
|
CoglError *internal_error = NULL;
|
|
|
|
_COGL_RETURN_VAL_IF_FAIL (gles2_ctx != NULL, FALSE);
|
|
|
|
/* The read/write buffers are properties of the gles2 context and we
|
|
* don't currently track the read/write buffers as part of the stack
|
|
* entries so we explicitly don't allow the same context to be
|
|
* pushed multiple times. */
|
|
if (g_queue_find (&ctx->gles2_context_stack, gles2_ctx))
|
|
{
|
|
g_critical ("Pushing the same GLES2 context multiple times isn't "
|
|
"supported");
|
|
return FALSE;
|
|
}
|
|
|
|
if (ctx->gles2_context_stack.length == 0)
|
|
{
|
|
_cogl_journal_flush (read_buffer->journal);
|
|
if (write_buffer != read_buffer)
|
|
_cogl_journal_flush (write_buffer->journal);
|
|
winsys->save_context (ctx);
|
|
}
|
|
else
|
|
gles2_ctx->vtable->glFlush ();
|
|
|
|
if (gles2_ctx->read_buffer != read_buffer)
|
|
{
|
|
if (cogl_is_offscreen (read_buffer))
|
|
{
|
|
gles2_ctx->gles2_read_buffer =
|
|
_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (read_buffer),
|
|
gles2_ctx,
|
|
error);
|
|
/* XXX: what consistency guarantees should this api have?
|
|
*
|
|
* It should be safe to return at this point but we provide
|
|
* no guarantee to the caller whether their given buffers
|
|
* may be referenced and old buffers unreferenced even
|
|
* if the _push fails. */
|
|
if (!gles2_ctx->gles2_read_buffer)
|
|
return FALSE;
|
|
}
|
|
else
|
|
gles2_ctx->gles2_read_buffer = NULL;
|
|
if (gles2_ctx->read_buffer)
|
|
cogl_object_unref (gles2_ctx->read_buffer);
|
|
gles2_ctx->read_buffer = cogl_object_ref (read_buffer);
|
|
}
|
|
|
|
if (gles2_ctx->write_buffer != write_buffer)
|
|
{
|
|
if (cogl_is_offscreen (write_buffer))
|
|
{
|
|
gles2_ctx->gles2_write_buffer =
|
|
_cogl_gles2_offscreen_allocate (COGL_OFFSCREEN (write_buffer),
|
|
gles2_ctx,
|
|
error);
|
|
/* XXX: what consistency guarantees should this api have?
|
|
*
|
|
* It should be safe to return at this point but we provide
|
|
* no guarantee to the caller whether their given buffers
|
|
* may be referenced and old buffers unreferenced even
|
|
* if the _push fails. */
|
|
if (!gles2_ctx->gles2_write_buffer)
|
|
return FALSE;
|
|
}
|
|
else
|
|
gles2_ctx->gles2_write_buffer = NULL;
|
|
if (gles2_ctx->write_buffer)
|
|
cogl_object_unref (gles2_ctx->write_buffer);
|
|
gles2_ctx->write_buffer = cogl_object_ref (write_buffer);
|
|
|
|
update_current_flip_state (gles2_ctx);
|
|
}
|
|
|
|
if (!winsys->set_gles2_context (gles2_ctx, &internal_error))
|
|
{
|
|
winsys->restore_context (ctx);
|
|
|
|
cogl_error_free (internal_error);
|
|
_cogl_set_error (error, COGL_GLES2_CONTEXT_ERROR,
|
|
COGL_GLES2_CONTEXT_ERROR_DRIVER,
|
|
"Driver failed to make GLES2 context current");
|
|
return FALSE;
|
|
}
|
|
|
|
g_queue_push_tail (&ctx->gles2_context_stack, gles2_ctx);
|
|
|
|
/* The last time this context was pushed may have been with a
|
|
* different offscreen draw framebuffer and so if GL framebuffer 0
|
|
* is bound for this GLES2 context we may need to bind a new,
|
|
* corresponding, window system framebuffer... */
|
|
if (gles2_ctx->current_fbo_handle == 0)
|
|
{
|
|
if (cogl_is_offscreen (gles2_ctx->write_buffer))
|
|
{
|
|
CoglGLES2Offscreen *write = gles2_ctx->gles2_write_buffer;
|
|
GLuint handle = write->gl_framebuffer.fbo_handle;
|
|
gles2_ctx->context->glBindFramebuffer (GL_FRAMEBUFFER, handle);
|
|
}
|
|
}
|
|
|
|
current_gles2_context = gles2_ctx;
|
|
|
|
/* If this is the first time this gles2 context has been used then
|
|
* we'll force the viewport and scissor to the right size. GL has
|
|
* the semantics that the viewport and scissor default to the size
|
|
* of the first surface the context is used with. If the first
|
|
* CoglFramebuffer that this context is used with is an offscreen,
|
|
* then the surface from GL's point of view will be the 1x1 dummy
|
|
* surface so the viewport will be wrong. Therefore we just override
|
|
* the default viewport and scissor here */
|
|
if (!gles2_ctx->has_been_bound)
|
|
{
|
|
int fb_width = cogl_framebuffer_get_width (write_buffer);
|
|
int fb_height = cogl_framebuffer_get_height (write_buffer);
|
|
|
|
gles2_ctx->vtable->glViewport (0, 0, /* x/y */
|
|
fb_width, fb_height);
|
|
gles2_ctx->vtable->glScissor (0, 0, /* x/y */
|
|
fb_width, fb_height);
|
|
gles2_ctx->has_been_bound = TRUE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
CoglGLES2Vtable *
|
|
cogl_gles2_get_current_vtable (void)
|
|
{
|
|
return current_gles2_context ? current_gles2_context->vtable : NULL;
|
|
}
|
|
|
|
void
|
|
cogl_pop_gles2_context (CoglContext *ctx)
|
|
{
|
|
CoglGLES2Context *gles2_ctx;
|
|
const CoglWinsysVtable *winsys = ctx->display->renderer->winsys_vtable;
|
|
|
|
_COGL_RETURN_IF_FAIL (ctx->gles2_context_stack.length > 0);
|
|
|
|
g_queue_pop_tail (&ctx->gles2_context_stack);
|
|
|
|
gles2_ctx = g_queue_peek_tail (&ctx->gles2_context_stack);
|
|
|
|
if (gles2_ctx)
|
|
{
|
|
winsys->set_gles2_context (gles2_ctx, NULL);
|
|
current_gles2_context = gles2_ctx;
|
|
}
|
|
else
|
|
{
|
|
winsys->restore_context (ctx);
|
|
current_gles2_context = NULL;
|
|
}
|
|
}
|
|
|
|
CoglTexture2D *
|
|
cogl_gles2_texture_2d_new_from_handle (CoglContext *ctx,
|
|
CoglGLES2Context *gles2_ctx,
|
|
unsigned int handle,
|
|
int width,
|
|
int height,
|
|
CoglPixelFormat internal_format,
|
|
CoglError **error)
|
|
{
|
|
return cogl_texture_2d_new_from_foreign (ctx,
|
|
handle,
|
|
width,
|
|
height,
|
|
internal_format,
|
|
error);
|
|
}
|
|
|
|
CoglBool
|
|
cogl_gles2_texture_get_handle (CoglTexture *texture,
|
|
unsigned int *handle,
|
|
unsigned int *target)
|
|
{
|
|
return cogl_texture_get_gl_texture (texture, handle, target);
|
|
}
|