mutter/cogl/driver/gl/cogl-context-driver.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context.h"
void
_cogl_create_context_driver (CoglContext *_context)
{
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 13:34:34 +00:00
_context->drv.pf_glGenRenderbuffers = NULL;
_context->drv.pf_glBindRenderbuffer = NULL;
_context->drv.pf_glRenderbufferStorage = NULL;
_context->drv.pf_glGenFramebuffers = NULL;
_context->drv.pf_glBindFramebuffer = NULL;
_context->drv.pf_glFramebufferTexture2D = NULL;
_context->drv.pf_glFramebufferRenderbuffer = NULL;
_context->drv.pf_glCheckFramebufferStatus = NULL;
_context->drv.pf_glDeleteFramebuffers = NULL;
_context->drv.pf_glBlitFramebufferEXT = NULL;
_context->drv.pf_glRenderbufferStorageMultisampleEXT = NULL;
_context->drv.pf_glCreateProgramObjectARB = NULL;
_context->drv.pf_glCreateShaderObjectARB = NULL;
_context->drv.pf_glShaderSourceARB = NULL;
_context->drv.pf_glCompileShaderARB = NULL;
_context->drv.pf_glAttachObjectARB = NULL;
_context->drv.pf_glLinkProgramARB = NULL;
_context->drv.pf_glUseProgramObjectARB = NULL;
_context->drv.pf_glGetUniformLocationARB = NULL;
_context->drv.pf_glDeleteObjectARB = NULL;
_context->drv.pf_glGetInfoLogARB = NULL;
_context->drv.pf_glGetObjectParameterivARB = NULL;
_context->drv.pf_glUniform1fARB = NULL;
_context->drv.pf_glUniform2fARB = NULL;
_context->drv.pf_glUniform3fARB = NULL;
_context->drv.pf_glUniform4fARB = NULL;
_context->drv.pf_glUniform1fvARB = NULL;
_context->drv.pf_glUniform2fvARB = NULL;
_context->drv.pf_glUniform3fvARB = NULL;
_context->drv.pf_glUniform4fvARB = NULL;
_context->drv.pf_glUniform1iARB = NULL;
_context->drv.pf_glUniform2iARB = NULL;
_context->drv.pf_glUniform3iARB = NULL;
_context->drv.pf_glUniform4iARB = NULL;
_context->drv.pf_glUniform1ivARB = NULL;
_context->drv.pf_glUniform2ivARB = NULL;
_context->drv.pf_glUniform3ivARB = NULL;
_context->drv.pf_glUniform4ivARB = NULL;
_context->drv.pf_glUniformMatrix2fvARB = NULL;
_context->drv.pf_glUniformMatrix3fvARB = NULL;
_context->drv.pf_glUniformMatrix4fvARB = NULL;
_context->drv.pf_glDrawRangeElements = NULL;
_context->drv.pf_glActiveTexture = NULL;
_context->drv.pf_glClientActiveTexture = NULL;
_context->drv.pf_glBlendFuncSeparate = NULL;
_context->drv.pf_glBlendEquationSeparate = NULL;
}