mutter/cogl/winsys/cogl-winsys-glx-feature-functions.h

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*/
/* This can be included multiple times with different definitions for
* the COGL_WINSYS_FEATURE_* functions.
*/
/* Macro prototypes:
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
* COGL_WINSYS_FEATURE_BEGIN (major_glx_version, minor_glx_version,
* name, namespaces, extension_names,
* implied_public_feature_flags,
* implied_winsys_feature)
* COGL_WINSYS_FEATURE_FUNCTION (return_type, function_name,
* (arguments))
* ...
* COGL_WINSYS_FEATURE_END ()
*
* Note: You can list multiple namespace and extension names if the
* corresponding _FEATURE_FUNCTIONS have the same semantics accross
* the different extension variants.
*
* XXX: NB: Don't add a trailing semicolon when using these macros
*/
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
/* Base functions that we assume are always available */
COGL_WINSYS_FEATURE_BEGIN (0, 0, /* always available */
base_glx_functions,
"\0",
"\0",
0, /* no implied public feature */
0 /* no winsys feature */)
COGL_WINSYS_FEATURE_FUNCTION (void, glXDestroyContext,
(Display *dpy, GLXContext ctx))
COGL_WINSYS_FEATURE_FUNCTION (void, glXSwapBuffers,
(Display *dpy, GLXDrawable drawable))
COGL_WINSYS_FEATURE_FUNCTION (Bool, glXIsDirect,
(Display *dpy, GLXContext ctx))
COGL_WINSYS_FEATURE_FUNCTION (int, glXGetFBConfigAttrib,
(Display *dpy, GLXFBConfig config,
int attribute, int *value))
COGL_WINSYS_FEATURE_FUNCTION (GLXWindow, glXCreateWindow,
(Display *dpy, GLXFBConfig config,
Window win, const int *attribList))
COGL_WINSYS_FEATURE_FUNCTION (void, glXDestroyWindow,
(Display *dpy, GLXWindow window))
COGL_WINSYS_FEATURE_FUNCTION (GLXPixmap, glXCreatePixmap,
(Display *dpy, GLXFBConfig config,
Pixmap pixmap, const int *attribList))
COGL_WINSYS_FEATURE_FUNCTION (void, glXDestroyPixmap,
(Display *dpy, GLXPixmap pixmap))
COGL_WINSYS_FEATURE_FUNCTION (GLXContext, glXCreateNewContext,
(Display *dpy, GLXFBConfig config,
int renderType, GLXContext shareList,
Bool direct))
COGL_WINSYS_FEATURE_FUNCTION (Bool, glXMakeContextCurrent,
(Display *dpy, GLXDrawable draw,
GLXDrawable read, GLXContext ctx))
COGL_WINSYS_FEATURE_FUNCTION (void, glXSelectEvent,
(Display *dpy, GLXDrawable drawable,
unsigned long mask))
COGL_WINSYS_FEATURE_FUNCTION (GLXFBConfig *, glXGetFBConfigs,
(Display *dpy, int screen, int *nelements))
COGL_WINSYS_FEATURE_FUNCTION (GLXFBConfig *, glXChooseFBConfig,
(Display *dpy, int screen,
const int *attrib_list, int *nelements))
COGL_WINSYS_FEATURE_FUNCTION (XVisualInfo *, glXGetVisualFromFBConfig,
(Display *dpy, GLXFBConfig config))
COGL_WINSYS_FEATURE_END ()
COGL_WINSYS_FEATURE_BEGIN (255, 255,
texture_from_pixmap,
"EXT\0",
"texture_from_pixmap\0",
0,
COGL_WINSYS_FEATURE_TEXTURE_FROM_PIXMAP)
COGL_WINSYS_FEATURE_FUNCTION (void, glXBindTexImage,
(Display *display,
GLXDrawable drawable,
int buffer,
int *attribList))
COGL_WINSYS_FEATURE_FUNCTION (void, glXReleaseTexImage,
(Display *display,
GLXDrawable drawable,
int buffer))
COGL_WINSYS_FEATURE_END ()
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
COGL_WINSYS_FEATURE_BEGIN (255, 255,
video_sync,
"SGI\0",
"video_sync\0",
0,
COGL_WINSYS_FEATURE_VBLANK_COUNTER)
COGL_WINSYS_FEATURE_FUNCTION (int, glXGetVideoSync,
(unsigned int *count))
COGL_WINSYS_FEATURE_FUNCTION (int, glXWaitVideoSync,
(int divisor,
int remainder,
unsigned int *count))
COGL_WINSYS_FEATURE_END ()
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
COGL_WINSYS_FEATURE_BEGIN (255, 255,
swap_control,
"SGI\0",
"swap_control\0",
0,
COGL_WINSYS_FEATURE_SWAP_THROTTLE)
COGL_WINSYS_FEATURE_FUNCTION (int, glXSwapInterval,
(int interval))
COGL_WINSYS_FEATURE_END ()
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
COGL_WINSYS_FEATURE_BEGIN (255, 255,
copy_sub_buffer,
"MESA\0",
"copy_sub_buffer\0",
0,
/* We initially assumed that copy_sub_buffer is synchronized on
* which is only the case for a subset of GPUs for example it is not
* synchronized on INTEL gen6 and gen7, so we remove this assumption
* for now
*/
#if 0
COGL_WINSYS_FEATURE_SWAP_REGION_SYNCHRONIZED)
#endif
0)
COGL_WINSYS_FEATURE_FUNCTION (void, glXCopySubBuffer,
(Display *dpy,
GLXDrawable drawable,
int x, int y, int width, int height))
COGL_WINSYS_FEATURE_END ()
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
COGL_WINSYS_FEATURE_BEGIN (255, 255,
swap_event,
"INTEL\0",
"swap_event\0",
0,
COGL_WINSYS_FEATURE_SWAP_BUFFERS_EVENT)
COGL_WINSYS_FEATURE_END ()
Add a GL 3 driver This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
2012-09-26 15:32:36 -04:00
Query glX* functions before getting the context to fix GL3 driver The GL3 context is created using the glXCreateContextAttribs function which is part of the GLX_ARB_create_context extension. However previously the function pointers from GLX extensions were only retrieved once the GL context is created. That meant that the GL3 context creation function would always assume that the extension is not supported so it would always fail. This patch changes it to query the functions when the renderer is set up instead. The base winsys feature flags that are determined while querying the functions are stored in a member of CoglGLXRenderer. These are then copied to the CoglContext when it is initialised. The spec for glXGetProcAddress says that the functions returned are context-independent. That implies that it is safe to call it without binding a context although that is not explicitly stated as far as I can tell. A big of googling finds this DRI documentation which says it can be used without a context: http://dri.freedesktop.org/wiki/glXGetProcAddressNeverReturnsNULL And also this code sample: http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_%28GLX%29 One point that makes me concerned that this might not always work in practice is that the code in SDL2 to create a GL3 context first creates a dummy GL2 context in order to have something bound before it calls glXGetProcAddress. I think this may just be a misunderstanding based on how wglGetProcAddress works however. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 04a7aca9a98e84e43ac5559305a1358112902e30)
2012-12-12 14:58:35 -05:00
COGL_WINSYS_FEATURE_BEGIN (255, 255,
create_context,
Add a GL 3 driver This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
2012-09-26 15:32:36 -04:00
"ARB\0",
"create_context",
0,
0)
COGL_WINSYS_FEATURE_FUNCTION (GLXContext, glXCreateContextAttribs,
(Display *dpy,
GLXFBConfig config,
GLXContext share_context,
Bool direct,
const int *attrib_list))
COGL_WINSYS_FEATURE_END ()