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cogl: add new UNSTABLE_TEXTURES feature
The proprietary nvidia driver garbles texture memory on suspend. Before we can address that, we need to be able to detect it. This commit adds a new UNSTABLE_TEXTURES feature that gets set if the proprietary nvidia driver is in use.
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@ -263,6 +263,7 @@ typedef enum _CoglFeatureID
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COGL_FEATURE_ID_TEXTURE_RG,
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COGL_FEATURE_ID_BUFFER_AGE,
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COGL_FEATURE_ID_TEXTURE_EGL_IMAGE_EXTERNAL,
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COGL_FEATURE_ID_UNSTABLE_TEXTURES,
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/*< private >*/
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_COGL_N_FEATURE_IDS /*< skip >*/
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@ -398,6 +398,8 @@ typedef enum { /*< prefix=COGL_PIXEL_FORMAT >*/
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* supported with CoglBufferAccess including write support.
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* @COGL_FEATURE_DEPTH_TEXTURE: Whether #CoglFramebuffer support rendering the
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* depth buffer to a texture.
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* @COGL_FEATURE_UNSTABLE_TEXTURES: Whether textures require redrawing on
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* resume or not.
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*
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* Flags for the supported features.
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*
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@ -428,7 +430,8 @@ typedef enum
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COGL_FEATURE_MAP_BUFFER_FOR_READ = (1 << 21),
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COGL_FEATURE_MAP_BUFFER_FOR_WRITE = (1 << 22),
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COGL_FEATURE_ONSCREEN_MULTIPLE = (1 << 23),
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COGL_FEATURE_DEPTH_TEXTURE = (1 << 24)
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COGL_FEATURE_DEPTH_TEXTURE = (1 << 24),
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COGL_FEATURE_UNSTABLE_TEXTURES = (1 << 25)
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} CoglFeatureFlags;
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/**
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@ -502,6 +502,7 @@ _cogl_winsys_context_init (CoglContext *context, CoglError **error)
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CoglRenderer *renderer = context->display->renderer;
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CoglDisplayEGL *egl_display = context->display->winsys;
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CoglRendererEGL *egl_renderer = renderer->winsys;
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CoglGpuInfo *info;
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context->winsys = g_new0 (CoglContextEGL, 1);
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@ -514,6 +515,16 @@ _cogl_winsys_context_init (CoglContext *context, CoglError **error)
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if (!_cogl_context_update_features (context, error))
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return FALSE;
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info = &context->gpu;
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if (info->vendor == COGL_GPU_INFO_VENDOR_NVIDIA)
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{
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context->feature_flags |= COGL_FEATURE_UNSTABLE_TEXTURES;
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COGL_FLAGS_SET (context->features,
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COGL_FEATURE_ID_UNSTABLE_TEXTURES,
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TRUE);
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}
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if (egl_renderer->private_features & COGL_EGL_WINSYS_FEATURE_SWAP_REGION)
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{
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COGL_FLAGS_SET (context->winsys_features,
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@ -832,12 +832,15 @@ update_winsys_features (CoglContext *context, CoglError **error)
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{
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CoglGLXDisplay *glx_display = context->display->winsys;
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CoglGLXRenderer *glx_renderer = context->display->renderer->winsys;
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CoglGpuInfo *info;
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_COGL_RETURN_VAL_IF_FAIL (glx_display->glx_context, FALSE);
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if (!_cogl_context_update_features (context, error))
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return FALSE;
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info = &context->gpu;
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memcpy (context->winsys_features,
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glx_renderer->base_winsys_features,
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sizeof (context->winsys_features));
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@ -850,7 +853,6 @@ update_winsys_features (CoglContext *context, CoglError **error)
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if (glx_renderer->glXCopySubBuffer || context->glBlitFramebuffer)
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{
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CoglGpuInfo *info = &context->gpu;
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CoglGpuInfoArchitecture arch = info->architecture;
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COGL_FLAGS_SET (context->winsys_features, COGL_WINSYS_FEATURE_SWAP_REGION, TRUE);
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@ -899,7 +901,6 @@ update_winsys_features (CoglContext *context, CoglError **error)
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}
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else
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{
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CoglGpuInfo *info = &context->gpu;
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if (glx_display->have_vblank_counter &&
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context->display->renderer->xlib_enable_threaded_swap_wait &&
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info->vendor == COGL_GPU_INFO_VENDOR_NVIDIA)
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@ -921,6 +922,14 @@ update_winsys_features (CoglContext *context, CoglError **error)
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}
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}
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if (info->vendor == COGL_GPU_INFO_VENDOR_NVIDIA)
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{
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context->feature_flags |= COGL_FEATURE_UNSTABLE_TEXTURES;
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COGL_FLAGS_SET (context->features,
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COGL_FEATURE_ID_UNSTABLE_TEXTURES,
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TRUE);
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}
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/* We'll manually handle queueing dirty events in response to
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* Expose events from X */
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COGL_FLAGS_SET (context->private_features,
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