f80cb197a9
This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
364 lines
12 KiB
C
364 lines
12 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-internal.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context.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 "cogl-path-private.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#define glActiveTexture _context->drv.pf_glActiveTexture
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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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extern void
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_cogl_create_context_driver (CoglContext *context);
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extern void
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_cogl_create_context_winsys (CoglContext *context);
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extern void
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_cogl_destroy_context_winsys (CoglContext *context);
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static CoglContext *_context = NULL;
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static gboolean gl_is_indirect = FALSE;
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static gboolean
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cogl_create_context (void)
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{
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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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CoglHandle window_buffer;
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int i;
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if (_context != NULL)
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return FALSE;
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#ifdef CLUTTER_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 = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->feature_flags_private = 0;
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_context->features_cached = FALSE;
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_context->texture_types = NULL;
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_context->buffer_types = NULL;
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/* Initialise the driver specific state */
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/* TODO: combine these two into one function */
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_cogl_create_context_driver (_context);
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_cogl_features_init ();
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_cogl_create_context_winsys (_context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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_context->enable_flags = 0;
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_context->enable_backface_culling = FALSE;
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_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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_context->indirect = gl_is_indirect;
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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 (glActiveTexture (GL_TEXTURE1));
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_context->legacy_fog_state.enabled = FALSE;
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_context->simple_pipeline = cogl_pipeline_new ();
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_context->texture_pipeline = cogl_pipeline_new ();
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_context->arbfp_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 = COGL_INVALID_HANDLE;
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_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
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_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
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_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
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_context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
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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->texcoord_arrays_enabled);
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_cogl_bitmask_init (&_context->temp_bitmask);
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_cogl_bitmask_init (&_context->texcoord_arrays_to_disable);
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_context->max_texture_units = -1;
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_context->max_texture_image_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_use_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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_context->current_gl_program = 0;
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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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for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
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_context->current_buffer[i] = NULL;
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_context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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window_buffer = _cogl_onscreen_new ();
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cogl_set_framebuffer (window_buffer);
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/* XXX: the deprecated _cogl_set_draw_buffer API expects to
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* find the window buffer here... */
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_context->window_buffer = window_buffer;
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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 = _cogl_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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/* 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. */
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GE (glEnable (GL_ALPHA_TEST));
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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->simple_pipeline);
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_cogl_pipeline_flush_gl_state (_context->simple_pipeline, FALSE);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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_context->atlas = NULL;
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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 */
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if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
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GE (glEnable (GL_POINT_SPRITE));
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return TRUE;
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}
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void
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_cogl_destroy_context (void)
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{
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if (_context == NULL)
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return;
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_cogl_destroy_context_winsys (_context);
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_cogl_destroy_texture_units ();
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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_handle_unref (_context->default_gl_texture_2d_tex);
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if (_context->default_gl_texture_rect_tex)
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cogl_handle_unref (_context->default_gl_texture_rect_tex);
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if (_context->simple_pipeline)
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cogl_handle_unref (_context->simple_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->journal)
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g_array_free (_context->journal, TRUE);
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if (_context->logged_vertices)
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g_array_free (_context->logged_vertices, TRUE);
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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->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);
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if (_context->default_pipeline)
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cogl_handle_unref (_context->default_pipeline);
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if (_context->dummy_layer_dependant)
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cogl_handle_unref (_context->dummy_layer_dependant);
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if (_context->default_layer_n)
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cogl_handle_unref (_context->default_layer_n);
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if (_context->default_layer_0)
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cogl_handle_unref (_context->default_layer_0);
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if (_context->atlas)
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_cogl_atlas_free (_context->atlas);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_destroy (&_context->temp_bitmask);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
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g_slist_free (_context->texture_types);
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g_slist_free (_context->buffer_types);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default (void)
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{
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/* Create if doesn't exist yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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/**
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* _cogl_set_indirect_context:
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* @indirect: TRUE if GL context is indirect
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*
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* Advises COGL that the GL context is indirect (commands are sent
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* over a socket). COGL uses this information to try to avoid
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* round-trips in its use of GL, for example.
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*
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* This function cannot be called "on the fly," only before COGL
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* initializes.
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*/
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void
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_cogl_set_indirect_context (gboolean indirect)
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{
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/* we get called multiple times if someone creates
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* more than the default stage
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*/
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if (_context != NULL)
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{
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if (indirect != _context->indirect)
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g_warning ("Right now all stages will be treated as "
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"either direct or indirect, ignoring attempt "
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"to change to indirect=%d", indirect);
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return;
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}
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gl_is_indirect = indirect;
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}
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