This removes the redundant _cogl_xlib_trap/untrap_errors functions that
simply wrap equivalent functions in the _cogl_renderer_xlib namespace.
These were originally only required while the EGL winsys was being
handled in clutter and so there wasn't a CoglRenderer in all cases.
This exposes a CoglTexture2D typedef and adds the following experimental
API:
cogl_is_texture_2d
cogl_texture_2d_new_with_size
cogl_texture_2d_new_from_data
cogl_texture_2d_new_from_foreign
Since this is experimental API you need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h.
Note: With these new entrypoints we now expect a CoglContext pointer to
be passed in, instead of assuming there is a default context. The aim is
that for Cogl 2.0 we won't have a default context so this is a step in
that direction.
All of the winsys backends didn't handle cleaning up the CoglOnscreen
properly so that they would assert in cogl_onscreen_free because the
winsys pointer is never freed. They also didn't cope if deinit is
called before init (which will be the case if an onscreen is created
and freed without being allocated).
This extends cogl_onscreen_x11_set_foreign_xid to take a callback to a
function that details the event mask the Cogl requires the application
to select on foreign windows. This is required because Cogl, for
example, needs to track size changes of a window and may also in the
future want other notifications such as map/unmap.
Most applications wont need to use the foreign xwindow apis, but those
that do are required to pass a valid callback and update the event mask
of their window according to Cogl's requirements.
This adds Cogl API to show and hide onscreen framebuffers. We don't want
to go too far down the road of abstracting window system APIs with Cogl
since that would be out of its scope but the previous idea that we would
automatically map framebuffers on allocation except for those made from
foreign windows wasn't good enough. The problem is that we don't want to
make Clutter always create stages from foreign windows but with the
automatic map semantics then Clutter doesn't get an opportunity to
select for all the events it requires before mapping. This meant that we
wouldn't be delivered a mouse enter event for windows mapped underneath
the cursor which would break Clutters handling of button press events.
For now we are going for the semantics that when a CoglOnscreen is first
allocated then it will automatically be mapped. This is for convenience
and if you don't want that behaviour then it is possible to instead
create an Onscreen from a foreign X window and in that case it wont be
mapped automatically.
This approach means that Cogl doesn't need onscreen_map/unmap functions
but it's possible we'll decide later that we can't avoid adding such
functions and we'll have to change these semantics.
So that we can dynamically select what winsys backend to use at runtime
we need to have some indirection to how code accesses the winsys instead
of simply calling _cogl_winsys* functions that would collide if we
wanted to compile more than one backend into Cogl.
This moves the GLX specific code from cogl-texture-pixmap-x11.c into
cogl-winsys-glx.c. If we want the winsys components to by dynamically
loadable then we can't have GLX code scattered outside of
cogl-winsys-glx.c. This also sets us up for supporting the
EGL_texture_from_pixmap extension which is almost identical to the
GLX_texture_from_pixmap extension.
The comparison for finding onscreen framebuffers in
find_onscreen_for_xid had a small thinko so that it would ignore
framebuffers when the negation of the type is onscreen. This ends up
doing the right thing anyway because the onscreen type has the value 0
and the offscreen type has the value 1 but presumably it would fail if
we ever added any other framebuffer types.
The code for _cogl_winsys_has_feature will be identical in all of the
winsys backends for the time being, so it seems to make sense to have
it in the common cogl-winsys.c file.
Previously the mask of available winsys features was stored in a
CoglBitmask. That isn't the ideal type to use for this because it is
intended for a growable array of bits so it can allocate extra memory
if there are more than 31 flags set. For the winsys feature flags the
highest used bit is known at compile time so it makes sense to
allocate a fixed array instead. This is conceptually similar to the
CoglDebugFlags which are stored in an array of integers with macros to
test a bit in the array. This moves the macros used for CoglDebugFlags
to cogl-flags.h and makes them more generic so they can be shared with
CoglContext.
Instead of having cogl_renderer_xlib_add_filter and friends there is
now cogl_renderer_add_native_filter which can be used regardless of
the backend. The callback function for the filter now just takes a
void pointer instead of an XEvent pointer which should be interpreted
differently depending on the backend. For example, on Xlib it would
still be an XEvent but on Windows it could be a MSG. This simplifies
the code somewhat because the _cogl_xlib_add_filter no longer needs to
have its own filter list when a stub renderer is used because there is
always a renderer available.
cogl_renderer_xlib_handle_event has also been renamed to
cogl_renderer_handle_native_event. This just forwards the event on to
all of the listeners. The backend renderer is expected to register its
own event filter if it wants to process the events in some way.
We need to guard the usage of symbols related to the
GLX_INTEL_swap_event extension, to avoid breaking on platforms and/or
versions of Mesa that do not expose that extension.
It's generally useful to be able to query the width and height of a
framebuffer and we expect to need this in Clutter when we move the
eglnative backend code into Cogl since Clutter will need to read back
the fixed size of the framebuffer when realizing the stage.
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
This tries to make the naming style of files under cogl/winsys/
consistent with other cogl source files. In particular private header
files didn't have a '-private' infix.