It seems that cogl-context-private.h needs to be included before including
any of the pipeline-related stuff to avoid build errors on C89 compilers.
This is due to the recent cogl-pipeline decoupling, seems like.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
During arbfp codegen we weren't checking for NULL textures and so we
would crash when trying to query a NULL texture's GL texture target.
Since NULL texture targets result in ctx->default_gl_texture_2d_tex
being bound we can assume that a NULL texture corresponds to a
GL_TEXTURE_2D target.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This optimizes the layer and pipeline _compare_differences functions so
neither of them use the GArray api since building up the list of
ancestors by appending to a shared GArray was showing quite high on
profiles due to how frequently pipeline comparisons are made. Instead
we now build up a transient, singly linked list by allocating GList
nodes via alloca to build up the parallel lists of ancestors.
This tweaked approach actually ends up being a bit more concise than
before, we avoid the overhead of the GArray api and now avoid making any
function calls while comparing (assuming the _get_parent() calls always
inline), we avoiding needing to get the default cogl context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We only need a ctx pointer if we need to refer to the default_layer_x
layers to copy as templates so only call _cogl_context_get_default()
once we need to copy a template. _cogl_context_get_default() was
starting to show up in profiles and this was the main cause.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This splits out the core CoglPipelineLayer support code from
cogl-pipeline.c into cogl-pipeline-layer.c; it splits out the debugging
code for dumping a pipeline to a .dot file into cogl-pipeline-debug.c
and it splits the CoglPipelineNode support which is shared between
CoglPipeline and CoglPipelineLayer into cogl-node.c.
Note: cogl-pipeline-layer.c only contains the layer code directly
relating to CoglPipelineLayer objects; it does not contain any
_cogl_pipeline API relating to how CoglPipeline tracks and manipulates
layers.
This avoids using sscanf to determine the texture_unit that a
tex_coord%d_in attribute name corresponds to since that was showing high
on profiles. Instead once we know we have a "tex_coord" name then we
can simply use strtoul which is much cheaper and use the returned endptr
we get to verify we have a "_in" suffix after the number.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We've started seeing cases where we want to allocate lots of one-shot
primitives per-frame and the cost of allocating primitives becomes
important in this case since it can start being noticeable in profiles.
The main cost for allocating primitives was the GArray allocation
and appending the attributes to the array. This updates the code to
simply over allocate the primitive storage so we can embed the list
of attributes directly in that allocation.
If the user later sets new attributes and there isn't enough embedded
space then a separate slice allocation for the new attributes is made
but still this should be far less costly than using a GArray as before.
Most of the time we would expect when setting new attributes there will
still be the same number of attributes, so the embedded space can simple
be reused.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Calling g_strdup for attribute names was starting to show up in profiles
due to calling malloc for new string storage so frequently. This avoids
calling g_strdup and calls g_intern_string() instead. For the really
common case names we even avoid the cost of g_intern_string since we
can trivially relate our internal name_id to a static string.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.
We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.
The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:
cogl_texture_get_width
cogl_texture_get_height
cogl_texture_can_repeat
cogl_texture_can_mipmap
cogl_texture_generate_mipmap;
cogl_texture_get_format
cogl_texture_set_region
cogl_texture_get_region
Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.
We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.
The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface. These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace. It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need. Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_rectangle has some validation code to check whether the first
layer has a sliced texture. If so it will abandon the rest of the
layers and print a warning. However it was even doing this pruning and
displaying the warning if there is only one layer. This patch just
makes it check whether the pipeline actually has more than one layer
before pruning or displaying the warning but it will still fallback to
the multiple quads path.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds an internal function to set the backface culling state on a
pipeline. This includes properties to set the culling mode (front,
back or both) and also to set which face is considered the front
(COGL_WINDING_CLOCKWISE or COGL_WINDING_COUNTER_CLOCKWISE). The actual
front face flushed to GL depends on whether we are rendering to an
offscreen buffer or not. This means that when changing between on- and
off- screen framebuffers it now checks whether the last flushed
pipeline has backface culling enabled and forces a reflush of the cull
face state if so.
The backface culling is now set on a pipeline as part of the legacy
state. This is important because some code in Cogl assumes it can
flush a temporary pipeline to revert to a known state, but previously
this wouldn't disable backface culling so things such as flushing the
clip stack could get confused.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When changing between two framebuffers that have different color masks
it now forces the pipeline to flush the mask by setting
current_pipeline_changes_since_flush. For this to work there needs to
be a common bit of code that gets called when the framebuffers are
changed that has access to both the old framebuffer and the new
framebuffer. _cogl_set_framebuffers_real can't be used for this
because when it is called from cogl_pop_framebuffer the stack entries
have already changed so it can't know the old framebuffer. This patch
adds a new function called notify_buffers_changed which should get
called whenever the buffers are changed and it explicitly gets passed
pointers to the old and new buffers. cogl_pop_framebuffer now calls
this instead of trying to use _cogl_set_framebuffers_real to force a
flush.
This patch also fixes the ctx->window_buffer pointer. Previously this
was implemented by searching in the framebuffer stack for an onscreen
framebuffer whenever the current buffers are changed. However it does
this after the stack has already changed so it won't usually find the
right buffer.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The ARBfp backend can't handle fog so it tries to check for when it's
enabled and bails out. However it was checking using the global legacy
state value on the CoglContext but this doesn't necessarily reflect
the state that will actually be used by the pipeline because Cogl may
have internally pushed a different pipeline.
This patch adds an internal _cogl_pipeline_get_fog_enabled which the
ARBfp backend now uses.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Some code in Cogl such as when flushing a stencil clip assumes that it
can push a temporary simple pipeline to reset to a known state for
internal drawing operations. However this breaks down if the
application has set any legacy state because that is set globally so
it will also get applied to the internal pipeline.
_cogl_draw_attributes already had an internal flag to disable applying
the legacy state but I think this is quite awkward to use because not
all places that push a pipeline draw the attribute buffers directly so
it is difficult to pass the flag down through the layers.
Conceptually the legacy state is meant to be like a layer on top of
the purely pipeline-based state API so I think ideally we should have
an internal function to push the source without the applying the
legacy state. The legacy state can't be applied as the pipeline is
pushed because the global state can be modified even after it is
pushed. This patch adds a _cogl_push_source() function which takes an
extra boolean flag to mark whether to enable the legacy state. The
value of this flag is stored alongside the pipeline in the pipeline
stack. Another new internal function called
_cogl_get_enable_legacy_state queries whether the top entry in the
pipeline stack has legacy state enabled. cogl-primitives and the
vertex array drawing code now use this to determine whether to apply
the legacy state when drawing. The COGL_DRAW_SKIP_LEGACY_STATE flag is
now removed.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Since 12b3d21aaa cogl is using the vertex attribute API to stroke a
path. However it was still manually appllying the legacy state to the
pipeline. cogl_vdraw_attributes also applies the legacy state so it
ends up getting applied twice. This patch just removes it from
_cogl_path_stroke_nodes.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This patch basically restores the logic from 1.6. There we assumed that
glXCopySubBuffer won't tear and thus only needs to be throttled to the
framerate, while glBlitFramebuffer needs to always wait to avoid
tearing.
With Nvidia drivers specifically we have seen that glBlitFramebuffer is
not synchronized. Eventually the plan is that Cogl will actually take
into consideration the underlying driver/hw vendor and driver version
and we may want to only mark glBlitFramebuffer un-synchronized on
Nvidia.
https://bugzilla.gnome.org/show_bug.cgi?id=659360
Reviewed-by: Robert Bragg <robert@linux.intel.com>
All of the cogl_pipeline API is currently experimental so this makes
sure the API is surrounded by #ifdef COGL_ENABLE_EXPERIMENTAL_API
guards and all the symbols have a #define to give them an _EXP suffix as
we do for other experimental API.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
As part of an on-going effort to get cogl-pipeline.c into a more
maintainable state this splits out all the apis relating just to
layer state. This just leaves code relating to the core CoglPipeline
and CoglPipelineLayer design left in cogl-pipeline.c.
This splits out around 2k more lines from cogl-pipeline.c although we
are still left with nearly 4k lines so we still have some way to go!
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Since cogl-pipeline.c has become very unwieldy this make a start at
trying to shape this code back into a manageable state. This patche
moves all the API relating to core pipeline state into
cogl-pipeline-state.c. This doesn't move code relating to layer state
out nor does it move any of the code supporting the core design
of CoglPipeline itself.
This change alone factors out 2k lines of code from cogl-pipeline.c
which is obviously a good start. The next step will be to factor
out the layer state and then probably look at breaking all of this
state code down into state-groups.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
dgettext (which Cogl is using) doesn't work unless you first tell
gettext where the locale dir is for the library's domain. This just
adds the necessary calls into _cogl_init.
https://bugzilla.gnome.org/show_bug.cgi?id=658700
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When the clip contains two rectangles which do not intersect it was
generating a clip bounds where the bottom-right corner was above or to
the left of the top-left corner. This would end up allowing the pixels
between the two rectangles instead of clipping everything like it
should. To fix this there is now an extra check which detects this
situation and just clears the clip bounds to all zeroes in a similar
way to what cogl-clip-stack does.
https://bugzilla.gnome.org/show_bug.cgi?id=659029
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Commit 12b3d21a changed cogl-path so that it will use the vertex
attribute API to stroke the path in a similar way to how it was using
the API to fill the path. However it wasn't clearing the stroke buffer
when the path is modified so it would continue to use the unmodified
stroke.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of adding -DCOGL_ENABLE_EXPERIMENTAL_2_0_API to the
cogl-2.0-experimental.pc file we now install a cogl2-experimental.h
that #defines COGL_ENABLE_EXPERIMENTAL_2_0_API before including
cogl.h.
The problem with having the define in the .pc file is that you might
develop a library that depends on the experimental 2.0 api internally
and then you might want to use that library with Clutter which still
uses the 1.0 API but the .pc file for your library will indirectly,
automatically enable the 2.0 api which can cause conflicts.
When we are about to start arbfp codegen we call shader_state_new() to
allocate new state structures used to build up the code and that
function makes sure to zero the newly allocated structures.
Right after calling shader_state_new() we were then also explicitly
iterating though the newly allocated unit_state structures and zeroing
the .sampled and .dirty_combine_constant members as well as resetting
shader_state->next_constant_id = 0. This patch removes that redundant
re-initialization of state.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We weren't actually tracking which layers have been allocated param
space for combine constants; all layers just had a default constant_id
of 0 that indexes into the program.local[] params array and a dirty flag
to say when the constant needs updating. There are times though when we
say to update everything by-passing the dirty flag and because we
weren't actually tracking which layers needed constants we would always
write a constant to program.local[0] for every layer. The upshot was
that we could end up clobbering a real constant that was actually
allocated the constant_id = 0 slot.
This patch adds a new UnitState bitfield to track if the layer has a
corresponding constant that may need flushing and we only ever write the
constant with glProgramLocalParameter4fv if that's set.
https://bugzilla.gnome.org/show_bug.cgi?id=658092
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes a start on porting the Cogl conformance tests that currently
still live in the Clutter repository to be standalone Cogl tests that no
longer require a ClutterStage.
The main thing is that this commit brings in is the basic testing
infrastructure we need, so now we can port more and more tests
incrementally.
Since the test suite wants a way to synchronize X requests/replies and
we can't simply call XSynchronize in the test-utils code before we know
if we are really running on X this adds a check for an environment
variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set
it forces XSynchronize (dpy, TRUE) to be called.
By default the conformance tests are run off screen. This makes the
tests run much faster and they also don't interfere with other work you
may want to do by constantly stealing focus. CoglOnscreen framebuffers
obviously don't get tested this way so it's important that the tests
also get run on screen every once in a while, especially if changes are
being made to CoglFramebuffer related code. On screen testing can be
enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
The line "#define cogl_display_get_rendrer cogl_display_get_rendrer_EXP"
should read
"#define cogl_display_get_renderer cogl_display_get_renderer_EXP"...
https://bugzilla.gnome.org/show_bug.cgi?id=658333
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds a new function, cogl_framebuffer_get_color_format() to be able
to query the common pixel format for any color buffers attached to a
given CoglFramebuffer. For example an offscreen framebuffer created
using cogl_offscreen_new_to_texture() would have a format matching the
texture.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the user doesn't explicitly pass an onscreen template then instead of
leaving display->onscreen_template as NULL we now instantiate a template
ourselves. This simplifies winsys code that might want to refer to the
template since it needn't first check for a NULL pointer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
All our experimental Cogl symbols have a corresponding #define to add
"_EXP" to the end of the symbol name, but those defines are often
positioned right after the corresponding gtk-doc comment and before
the symbol definition which means the generated documentation ends up
refering to the define and not the real definition. This tidies up
cogl-texture-2d.h and moves all the defines to be be before the gtk-doc
comments.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Whenever a texture lookup is performed for a layer the result is now
stored in a variable and used repeatedly instead of generating the
code for the lookup every time it is accessed. This means for example
when using the INTERPOLATE function with a texture lookup for the
third parameter it will only generate one texture lookup instead of
two.
https://bugzilla.gnome.org/show_bug.cgi?id=656426
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This patch changes it so that code for each layer is generated on
demand instead of directly in the add_layer implementation. The
pipeline only explicitly generates code for the last layer. If this
layer references the result from any other layers, these will also be
recursively generated. This means that if a layer is using 'REPLACE'
then it won't redundantly generate the code for the previous
layers.
The result for each layer is generated into a variable called layer%i
where %i is the layer index (not the unit index). Therefore to get the
result from layer n we just have to refer to the varible layern.
https://bugzilla.gnome.org/show_bug.cgi?id=656426
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of calling _cogl_texutre_prepare_for_upload in
cogl_texture_set_region_from_bitmap the call is now deferred to the
implementation of the virtual for set_region. This is needed if the
texture backend is using a different format for the actual GL texture
than what is reported by cogl_texture_get_format. This happens for
example with atlas textures which report the original internal format
specified when the texture was created but actually always store the
data in an RGBA texture.
Also when creating an atlas texture from a bitmap it was preparing the
bitmap to be uploaded to the original format instead of the format of
the actual texture used for the atlas. Then it was using
cogl_texture_set_region_from_bitmap to upload the 5 pieces to make the
copies of the edge pixels. This would end up converting the image to
the actual format 5 times. The atlas textures have now been changed to
prepare the bitmap for the right format.
https://bugzilla.gnome.org/show_bug.cgi?id=657840
Reviewed-by: Robert Bragg <robert@linux.intel.com>
for a blend string like:
"RGBA=ADD(SRC_COLOR, SRC_COLOR * (DST_COLOR[A]))"
it was awkward that we were requiring developers to explicitly put
redundant brackets around the DST_COLOR[A] blend factor. The parser has
been updated so now braces are only required for factors like
"(1-SRC_COLOR[A])"
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Add a method on the renderer to know how many texture image units are
accessible from fragment shaders.
https://bugzilla.gnome.org/show_bug.cgi?id=657347
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This function was not used in the opengl pipeline, probably because of
the more precise get_max_activable_texture_units().
Remove it then.
https://bugzilla.gnome.org/show_bug.cgi?id=657347
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Similar to the widely used gluLookAt API, this adds a CoglMatrix utility
for setting up a view transform in terms of positioning a camera/eye
position that points to a given object position aligned to a given
world-up vector.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl aims to consistently put the origin of 2D objects at the top-left
instead of the bottom left as OpenGL does, but there was an oversight
and the experimental cogl_framebuffer_swap_region API was accepting
coordinates relative to the bottom left. Cogl will now flip the user's
given rectangles to be relative to the bottom of the framebufffer before
sending them to APIs like glXCopySubBuffer and glBlitFramebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the user doesn't explicitly allocate a CoglFramebuffer then Cogl
should automatically allocate the framebuffer when the user starts to
draw to the framebuffer. So this way calling cogl_framebuffer_allocate
is only required if you are explicitly interested in checking for and
gracefully handling failures to allocate a framebuffer. If automatic
allocation fails then application behaviour becomes undefined.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes cogl_framebuffer_clear and cogl_framebuffer_clear4f public as
experimental API. Since these functions take explicit framebuffer
pointers you don't need to push/pop a framebuffer just to clear it. Also
these functions are implicitly tied to a specific CoglContext via the
framebuffer pointer unlike cogl_clear.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Some of the functions we were calling in cogl_framebuffer_clear[4f] were
referring to the current framebuffer, which would result in a crash
if nothing had been pushed before trying to explicitly clear a given
framebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
There is no need to call _cogl_framebuffer_init_bits for the draw and
read buffers each time we flush the framebuffer state since we will
always re-sync with gl if necessary when the
cogl_framebuffer_get_red/green/blue/alpha_bits functions are called.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a function to query what CoglContext a given framebuffer
belongs too. This can be useful if you pass framebuffer pointers around
and at some point you want to create another framebuffer as part of the
same context as a given framebuffer without assuming there is a single
default context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The CoglBuffer api is available as experimental 2.0 api but we forgot to
exposed the COGL_BUFFER casting macro.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Instead of creating typedefs like uint8, uint16 and uint32 we now use
the glib sized typedefs in stb_image to avoid conflict with the uint8,
uint16 and uint32 typedefs on android.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We shouldn't assume the GLchar is a valid typedef with all GL headers
when declaring all the symbols in cogl-ext-functions.h to lookup. GLchar
may not be avilable with gles1 for example so we were seeing build
failures. The patch simply replaces occurrences of GLchar with char.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When cogl initializes we now check for a cogl/cogl.conf in any of the
system config dirs (determined using $XDG_CONFIG_DIRS on linux) we then
also check the user's config directory (determined using XDG_CONFIG_HOME
on linux) for a cogl/cogl.conf file. Options specified in the user
config file have priority over the system config options.
The config file has an .ini style syntax with a mandatory [global]
section and we currently understand 3 keynames: COGL_DEBUG, COGL_DRIVER
and COGL_RENDERER which have the same semantics as the corresponding
environment variables.
Options set using the environment variables have priority over options
set in the config files. To allow users to undo the enabling of debug
options in config files this patch also adds a check for COGL_NO_DEBUG
environment variable which will disable the specified options which may
have been enabled in config files.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The parser couldn't cope with TEXTURE_N source arguments because the
sources are checked in turn to find one that matches the beginning of
the argument. The TEXTURE_N source was checked last so it would end up
matching the regular 'TEXTURE' source and then the parser would choke
when it tries to parse the trailing parts.
This patch just moves the check for TEXTURE_ to the top. It also also
changes it so that the argument only needs to be at least 8 characters
long instead of 9. This is necessary because the parser doesn't
consider the digits to be part of the name of the argument so while we
are parsing 'TEXTURE_0' the length is only 8.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Since the projection matrix isn't tracked in the journal and since our
software transform of vertices as we log into the journal doesn't
include the projective transform we need to make sure we flush all
primitives in the journal before ever changing the projection.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
It's not necessary to generate cogl-display.h just for the GDL backend
and to change the inclusion of libgdl.h. We can just tweak the include
CFLAGS to put /usr/include/CE4100 in the search path when needed.
Previously this did not work because of a stay ',' at the end of the
COGL_EXTRA_CFLAGS int he configure.ac. This actually simplifies the
code, which is always good.
This also fixes out of tree builds.
https://bugzilla.gnome.org/show_bug.cgi?id=655724
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_polygon creates some temporary strings, CoglAttributeBuffers and
CoglAttributes but it was never freeing them.
Based on a patch by Florian Renaut
https://bugzilla.gnome.org/show_bug.cgi?id=655556
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The documentation for wglGetProcAddress implies that it should only be
used for extension functions. The rest of Cogl assumes that it can
dynamically resolve all GL symbols so it would crash if this
happens. This patch makes it fallback to trying to resolve the symbol
using GModule to open the opengl32 library if wglGetProcAddress fails.
https://bugzilla.gnome.org/show_bug.cgi?id=655510
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The check for the point sprite feature got lost when the feature
functions header was combined for GL and GLES in dae02a99a.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The cogl_framebuffer_get_blue_bits was defined 2 times-fix to use the
correct define for cogl_framebuffer_get_alpha_bits
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the display has been setup up, we should destroy the underlying
objects that the winsys has created. This can be done by calling the
winsys->destroy_display() function in _free.
Then, in that function, and for the NULL and GDL EGL platform we can
destroy the surface we have created in the setup_display() function
(through create_context()).
This allows to have clutter create a "dummy" display in
cogl_renderer_check_onscreen_template(), then free it, then recreate the
context and the surface that will be the final ones.
https://bugzilla.gnome.org/show_bug.cgi?id=655355
If we are being called without any GDL specific call (either the plane
we want to render to or the swap chain length) we can provide sane
defaults to still be able to create a context and a surface.
https://bugzilla.gnome.org/show_bug.cgi?id=655355
The egl winsys has a few code paths depending on the platform we are
compiling for. The GDL platform needs those defined as well.
A few tweaks were needed here and there to make it compile again.
https://bugzilla.gnome.org/show_bug.cgi?id=655355
We weren't defining CLUTTER_CEX100_LIBGDL_PREFIX in the configure.ac and
thus failing to compile when selecting the EGL/GDL winsys. Take the
opportunity to rename that to COGL_CEX100_LIBGDL_PREFIX
https://bugzilla.gnome.org/show_bug.cgi?id=655355
The GLX winsys is only compatible with GL drivers so we now bail out
from cogl-winsys-glx.c:_cogl_winsys_renderer_connect if a GLES driver
has been chosen.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When passing the EGL_NATIVE_PIXMAP_KHR target to eglCreateImage the
EGL_KHR_image_pixmap extension explicitly states that EGL_NO_CONTEXT
must also be passed so we are now careful to do this.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When we need to guarantee that the glColorMask is re-asserted the next
time that a primitive is drawn it is not enough to just OR in the
LOGIC_OPS flag to ctx->current_pipeline_changes_since_flush because
_cogl_pipeline_flush_gl_state actually checks the age of the pipeline
before checking that. If the pipeline hasn't aged then we bail out
early. This makes sure we decrement
ctx->current_pipeline_changes_since_flush so the next time we come to
flush a pipeline we will see a differing age.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
In cogl_quaternion_init_from_array we were passing the address of the x
component as the destination for memcpy, but that was wrong at least
because w is actually the first member in the structure. Another
concern raised was whether it was safe to assume that there was no
padding within the CoglQuaternion struct with some compilers so we also
switch to explicitly indexing each element of the array we want to copy.
In practice I think it's pretty safe to assume that padding will only be
introduced to ensure members are naturally aligned, but being explicit
is readable and it can't hurt to be extra cautious.
Another good catch in bug #655228 was that in
cogl_quaternion_get_rotation_axis we had a copy and paste error at the
end where we finally extract the axis and we were repeatedly calculating
just the x component. Now we calculate the y and z components too.
Thanks to Bug #655228 for identifying these issues.
https://bugzilla.gnome.org/show_bug.cgi?id=655228
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Previously, _cogl_get_proc_address had a fallback to resolve the
symbol using g_module_open(NULL) to get the symbol from anywhere in
the address space. The EGL backend ends up using this on some drivers
because eglGetProcAddress isn't meant to return a pointer for core
functions. This causes problems if something in the process is linking
against a different GL library, for example Cairo may be linking
against libGL itself. In this case it may end up resolving symbols
from the GL library even if GLES is being used.
This patch removes the fallback. The EGL version now has its own
fallback instead which passes the existing libgl_module from the
renderer to g_module_symbol so that it should only get symbols from
that library or its dependency chain. The GLX and WGL winsys only call
glXGetProcAddress and wglGetProcAddress. The stub winsys does however
continue using the global symbol lookup.
The internal _cogl_get_proc_address function has been renamed to
_cogl_renderer_get_proc_address because it needs a connected renderer
to work so it could be considered to be a renderer method. The pointer
to the renderer is passed down to the winsys backends so that it can
use the data attached to the renderer to get the module pointers.
https://bugzilla.gnome.org/show_bug.cgi?id=655412
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The template_pipeline variable in _cogl_pipeline_fragend_arbfp_start
was not being initialised if the program caches are disabled with
COGL_DEBUG=disable-program-caches so it would crash. The other
backends have a similar variable but they already initialise it.
https://bugzilla.gnome.org/show_bug.cgi?id=655400
This exposes 2 experimental functions that make it possible to upload a
subregion of a texture from a CoglBuffer by first wrapping the buffer as
a CoglBitmap and then allowing uploading of a subregion from a
CoglBitmap. The new functions are:
cogl_bitmap_new_from_buffer() and
cogl_texture_set_region_from_bitmap()
Actually for now we are exporting this API for practical reasons since
we already had this API internally and it enables a specific feature
that was requested, but it is worth nothing that it's quite likely we
will replace these with functions that don't involve the CoglBitmap API
at some point.
For reference: The CoglBitmap API was actually removed from the 2.0
experimental API reference manual some time ago because the hope was
that we'd come up with a neater replacement. It doesn't seem entirely
clear what the scope of the CoglBitmap api is so it has became a bit of
a dumping ground. CoglBitmap is used for image loading, as a means to
represent the layout of image data and also internally deals with format
conversions.
Note: Because we are avoiding including CoglBitmap as part of the 2.0
API these functions aren't currently included in the 2.0 reference
manual.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
in cogl-ext-functions.h we had one multitexture feature that checked for
the ARB_multitexture extension and if found it then expected to find
glActiveTexture and glClientActiveTexture. The problem is that the
multitexture extension is part of the core GLES 1 and 2 APIs except that
for GLES2 there is no glClientActiveTexture function. By trying to
handle it as one feature that meant that Cogl would fail to check the
multitexture extension which is a hard requirement for Cogl.
The reason this went unnoticed is because Cogl can indirectly end up
linked to an OpenGL library via cairo and so we were finding a
glClientActiveTexture symbol there. This highlights that we should
probably stop using g_module_open (NULL) when checking features and
instead we should use the module we opened in cogl-renderer.c.
This adds CoglPipeline and CoglFramebuffer support for setting a color
mask which is a bit mask defining which color channels should be written
to the current framebuffer.
The final color mask is the intersection of the framebuffer color mask
and the pipeline color mask. The framebuffer mask affects all rendering
to the framebuffer while the pipeline masks can be used to affect
individual primitives.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Instead of using g_module_build_path with the short name of the GL
library (eg, "GL") and relying on glib to add the suffix and prefix,
the configure script now directly encodes the full name including the
version number (eg, "libGL.so.1"). This is necessary because distros
don't always install the non-versioned suffix for the library.
The GLES libraries are left without the version suffix because it's
not clear what should be placed here and I can't find any
documentation from Khronos to clarify this. Mesa seems to install a
file called libGLESv2.so.2 but the IMG SDK doesn't install any
versioned library. There is an example of dynamically loading
libGLESv2 in the Chromium source code and that does not use the
version suffix even though it does use the version suffix for GL. This
implies that it's at least fairly normal to load the unversioned name
for GLES.
https://bugzilla.gnome.org/show_bug.cgi?id=654593
When we moved all the GL function pointers to be part of CoglContext in
commit dae02a99a5 we made a mistake and started to OR in the private
COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE feature flag into the non
private flags which would mean cogl would think the GL_OES_EGL_image
extension wasn't supported.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes sure the egl winsys frees the private egl_tex_pixmap state if
in _cogl_winsys_texture_pixmap_x11_create if there is a failure to
create an EGLImage.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If _cogl_winsys_texture_pixmap_x11_create() fails then implicitly no
private state has been associated with the given tex_pixmap. Since that
winsys isn't associated with it we explicitly set tex_pixmap->winsys =
NULL.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This ensures that tex_pixmap->use_winsys_texture is always initialized
during cogl_texture_pixmap_x11_new - either according to the result of
winsys->texture_pixmap_x11_create, or if the winsys doesn't support tfp
we explicitly initialize to FALSE.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The _cogl_context_check_gl_version function is meant to be called once
Cogl has a GL context so that it can check whether the context found
is supported by Cogl. However, only the stub winsys was calling this
and it was doing it before Cogl had a chance to retrieve the function
pointer for glString so it would just crash. This patch combines the
two functions into one so that _cogl_context_update_features returns a
gboolean and a GError. Then it can just check the context itself.
https://bugzilla.gnome.org/show_bug.cgi?id=654440
Reviewed-by: Robert Bragg <robert@linux.intel.com>
cogl_read_pixels returns image data in a top-down memory order, but
because OpenGL normally returns pixel data in a bottom-up order we
have to flip the data before returning it to the user. If the OpenGL
driver supports the GL_MESA_pack_invert extension though we can ask the
driver to return the data in a top-down order in the first place.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
cogl-winsys-egl-feature-functions.h was unconditionally depending on the
struct wl_display type being defined. This guards the check for the
"WL_bind_wayland_display" extension with
#ifdef COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds a getter and setter for requesting dithering to be enabled.
Dithering is a hardware dependent technique to increase the visible
color resolution beyond what the underlying hardware supports by playing
tricks with the colors placed into the framebuffer to give the illusion
of other colors. (For example this can be compared to half-toning used
by some news papers to show varying levels of grey even though their may
only be black and white are available).
The results of enabling dithering are platform dependent and may have no
effect.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
The CoglPipelineCache is now extended to store templates for state
affecting vertex shaders and combined programs. The GLSL fragend,
vertend and progend now uses this to get cached shaders and a program.
When a new pipeline is created it will now get hashed three times if
the GLSL backends are in use (once for the fragend, once for the
vertend and once for the progend). Ideally we should add some way for
the progend to check its cache before the fragends and vertends are
checked so that it can bypass them entirely if it can find a cached
combined program.
The pipeline cache is now handled in CoglPipelineCache instead of
directly in the ARBfp fragend. The flags needed to hash a pipeline
should be exactly the same for the ARBfp and GLSL fragends so it's
convenient to share the code. The hash table now stores the actual
pipeline as the value instead of the private data so that the two
fragends can attach their data to it. That way it's possible to use
the same pipeline key with ancestors that are using different
fragends.
The hash table is created with g_hash_table_new_full to set a
destructor for the key and value and there is a destructor for
CoglPipelineCache that gets called when the CoglContext is
destroyed. That way we no longer leak the pipelines and shader state
when the context is desroyed.
Previously the fragends had a separate private data pointer which was
used by the GLSL and ARBfp fragends to store a tiny struct containing
a single pointer to the ref-counted shader state. The space for the
private data pointer is reserved in all of the pipelines for all of
the potential backends. The vertends and progends however did this
differently by directly storing the pointer to the ref counted data
using cogl_object_set_user_data. This patch unifies the different
methods so that they all use cogl_object_set_user_data and the
fragends don't bother with the separate tiny allocation for the
private data. The private data pointer array has been removed from
CoglPipeline and the corresponding fragend virtual to free the private
data has also been removed because this can instead be done with the
destroy notify from the object user data.
The variable names used have been unified so that all of the vertends
and fragends name their data struct CoglPipelineShaderState and use a
variable called shader_state to refer to it. The progend uses
CoglPipelineProgramState and a variable called program_state.
This should also fix two potential bugs. the ARBfp fragend was
apprently leaking a reference to the private state when it creates the
private data because it was adding a reference before stroring the
pointer to the newly allocated data but the ref count is already set
to 1 on creation. The other potential bug is that the free function
for CoglPipeline was only calling the free_priv virtual for the
currently used fragend of the pipeline. The design of the fragends is
meant to allow a pipeline to have multiple fragend priv datas because
a child pipeline could be attaching its fragend data to the ancestor
and its allowed to pick a different fragend.
That list is tracking the layers for get_layers_list() and needs to be
freed later on. However _copy() did not initialize it and we ended up
trying to free some garbage pointer.
_cogl_pipeline_get_layers() allocates a list on the pipeline to be able
to get the pointer valid as long as possible and store that list in the
pipeline object.
You need to free that list when freeing the pipeline.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
cogl-winsys-egl-feature-functions.h wasn't being listed as source and so
it wasn't ending up in dist tarballs.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This renames cogl_context_egl_get_egl_context to
cogl_egl_context_get_egl_context to be consistent with other platform
specific APIs.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
For cogl 2.0 we don't want to have a default context. In the meantime
we can simply assume that calling cogl_context_new() implicitly
sets that context as the default context before returning.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
There were several CoglOnscreen functions named like:
cogl_onscreen_<platform>_blah instead of cogl_<platform>_onscreen_blah
so this patch updates those to be consistent with other platform
specific apis we have in cogl.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
The GL or GLES library is now dynamically loaded by the CoglRenderer
so that it can choose between GL, GLES1 and GLES2 at runtime. The
library is loaded by the renderer because it needs to be done before
calling eglInitialize. There is a new environment variable called
COGL_DRIVER to choose between gl, gles1 or gles2.
The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have
been changed so that they don't assume the ifdefs are mutually
exclusive. They haven't been removed entirely so that it's possible to
compile the GLES backends without the the enums from the GL headers.
When using GLX the winsys additionally dynamically loads libGL because
that also contains the GLX API. It can't be linked in directly because
that would probably conflict with the GLES API if the EGL is
selected. When compiling with EGL support the library links directly
to libEGL because it doesn't contain any GL API so it shouldn't have
any conflicts.
When building for WGL or OSX Cogl still directly links against the GL
API so there is a #define in config.h so that Cogl won't try to dlopen
the library.
Cogl-pango previously had a #ifdef to detect when the GL backend is
used so that it can sneakily pass GL_QUADS to
cogl_vertex_buffer_draw. This is now changed so that it queries the
CoglContext for the backend. However to get this to work Cogl now
needs to export the _cogl_context_get_default symbol and cogl-pango
needs some extra -I flags to so that it can include
cogl-context-private.h
The texture driver functions are now accessed through a vtable pointed
to by a struct in the CoglContext so that eventually it will be
possible to compile both the GL and GLES texture drivers into a single
binary and then select between them at runtime.
Since the GL function pointers have move to the root of CoglContext,
the driver specific data for GLES became empty and the GL data had
only one varible which apparently nothing was using. It's therefore
convenient to remove the private driver data to make it easier to have
a build of Cogl which enables both GL and GLES support. If we ever
need driver private data later we might want to use
cogl_object_set_user_data instead.
cogl-ext-functions.h now contains definitions for all of the core GL
and GLES functions that we would normally link to directly. All of the
code has changed to access them through the cogl context pointer. The
GE macro now takes an extra parameter to specify the context because
the macro itself needs to make GL calls but various points in the Cogl
source use different names for the context variable.
Instead of storing all of the feature function pointers in the driver
specific data of the CoglContext they are now all stored directly in
CoglContext. There is a single header containing the description of
the functions which gets included by cogl-context.h. There is a single
function in cogl-feature-private.c to check for all of these
functions.
The name of the function pointer variables have been changed from
ctx->drv.pf_glWhatever to just ctx->glWhatever.
The feature flags that get set when an extension is available are now
separated from the table of extensions. This is necessary because
different extensions can mean different things on GLES and GL. For
example, having access to glMapBuffer implies read and write support
on GL but only write support on GLES. The flags are instead set in the
driver specific init function by checking whether the function
pointers were successfully resolved.
_cogl_feature_check has been changed to assume the feature is
supported if any of the listed extensions are available instead of
requiring all of them. This makes it more convenient to specify
alternate names for the extension. Nothing else had previously listed
more than one name for an extension so this shouldn't cause any
problems.
When a copy is made of a weak pipeline it tries to promote the weak
parent by taking a reference on that weak pipeline's parent. However
promote_weak_ancestors was instead always taking a reference on the
first parent, regardless of whether it was weak. The corresponding
revert_weak_ancestors function which is supposed to undo the effect of
promote_weak_ancestors only unref'd the parent if was weak. This meant
that any non-weak pipeline copy would end up leaking a reference on
its parent.
This patch changes both functions to have a similar loop. It loops
through all of the parents of the pipeline until it finds one that is
not weak and refs or unrefs the *parent* of that pipeline instead of
the pipeline itself.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
This removes the unused COGL_PRIVATE_FEATURE_EGL flags since
check_egl_extensions doesn't refer to these flags it uses the
COGL_EGL_WINSYS_FEATURE flags.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
instead of looking at the ctx->private_feature_flags to determine if
Cogl supports creating an EGLImage from a X Pixmap we now check the
renderer private features instead since these are what get setup in
check_egl_extensions. The conflicting flags defined in cogl-internal.h
should be removed since they are un-used.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
check_egl_extensions was mistakenly always ORing in the priv flags of
the first feature_data entry instead of referencing the i variable to
index into the array of feature data after determining that an extension
is available.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds a description for the cogl-framebuffer section and adds lots
of missing symbols to the 2.0 reference manual.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This exposes the previously internal only
_cogl_framebuffer_get_red/green/blue/alpha_bits() functions as 2.0
experimental API.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds a function called cogl_matrix_is_identity that can determine
if a given matrix is an identity matrix or not.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
It has been overly cumbersome to work with the matrix code ever since we
pulled in the mesa code because we initially kept the mesa and the
original cogl code separate. We have made several updates to the mesa
code since integrating, and the coding style has changed a lot compared
to the original mesa code, so there's little point in keeping the two
files separate any longer.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Instead of having everything in cogl-matrix-mesa.[ch] be in the
_math namespace this now puts them in the _cogl_matrix namespace
instead, in preparation for flattening cogl-matrix-mesa.[ch] into
cogl-matrix.[ch].
Signed-off-by: Neil Roberts <neil@linux.intel.com>
The aim is to flatten cogl-matrix-mesa.[ch] code back into
cogl-matrix.[ch] and removing cruft first makes sense. This removes
several un-used macros and vector related functions and also replaces
the use of doxygen style comment markup with the gtk-doc style we use
throughout the reset of cogl.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Instead of having a separate GList for the children we can use the
linked list code from FreeBSD and store the list node directly in the
struct. That way we can avoid having a separate slice allocation for
the list node. It also means that we effectively have a pointer to the
list node given a pointer to the pipeline node. That means we can
unparent a pipeline without having to walk the entire list of
children. With this change there is no need to have the optimisation
to fast track a pipeline that only has one child which simplifies the
code somewhat.
With this patch we are removing a pointer and a gboolean from the
CoglPipeline struct and adding two pointers. On 32-bit architectures
this should end up exactly the same size because a gboolean is the
same size as a pointer. On 64-bit architectures I think it should end
up 4 bytes smaller because it also ends up removing two cases where a
pointer follows a gboolean which presumably would mean the compiler
would have to insert 4 bytes of padding to keep the pointer aligned to
8 bytes.
https://bugzilla.gnome.org/show_bug.cgi?id=652514
This modifies cogl-queue.h so that:-
- Everything is in a COGL_* namespace
- It assumes there is a typedef for all of the types instead of
requiring the code to use struct WhateverType.
- It doesn't contain any tabs
https://bugzilla.gnome.org/show_bug.cgi?id=652514
This directly copies in the header from the FreeBSD kernel for their
linked-list implementation. A later patch will modify it but this
patch is here so we can have a clear patch to show what the
changes are.
Using the list implementation from this header is beneficial as
opposed to using GList because it's possible to embed the list
pointers directly into another struct. This saves a separate
allocation and it also makes it possible to remove an item from the
list without having to iterate the entire list to find its list
node. The header provides four different list types: single and
doubley linked lists and each of them can either have a header with
pointers to the beginning and end or just to the beginning. Glib
effectively only provides single and doubley linked lists with a
pointer to the beginning or a doubley-linked list with a pointer to
both (GQueue).
https://bugzilla.gnome.org/show_bug.cgi?id=652514
The function declarations for the GL_OES_EGL_image extension were
using the wrong name for the GLeglImageOES type so it was getting
build errors when compiling for GLES.
This adds a cogl-win32-renderer.h for the win32 specific cogl-renderer
API instead of having #ifdef guards in cogl-renderer.h
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This updates the public wayland symbols to follow the pattern
cogl_wayland_blah instead of cogl_blah_wayland.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
we've got into a bit of a mess with how we name platform specific
symbols and files, so this is a first pass at trying to tidy that up.
All platform specific symbols should be named like
cogl_<platform>_symbol_name and similarly files should be named like
cogl-<platform>-filename.c
This patch tackles the X11 specific renderer/display APIs as a start.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds Xlib and Win32 typesafe replacements for
cogl_renderer_handle_native_event, cogl_renderer_add_native_filter,
cogl_renderer_remove_native_filter. The old functions are kept as an
implementation detail so we can share code.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
It used to be that we passed around NULL terminated arrays of
attributes, but since 3c1e83c7f we now explicitly pass an n_attributes
count instead. There were some leftovers of the old approach in the
cogl_vdraw_[indexed]_attributes functions and also there was an
off-by-one error with the n_attributes values passed on which was
causing crashes.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
When setting a NULL texture on a CoglPipeline we would also reset the
texture target to a dummy value of 0. Reseting the target also had the
effect of making fragends discard any associated program. In cases where
the NULL texture was only transient until a replacement texture could be
set we were re-running lots of redundant codegen and shader
compilations.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
There is a documented rule that layer changes should only be notified to
the fragend once; either as a pipeline change or as a layer change. When
the number of layers associated with a material changes then that should
get notified against the pipeline. All other layer changes get notified
against the layer.
There was a mistake in the _cogl_pipeline_add/remove_layer_difference
functions, in that we weren't using the 'inc/dec_n_layers' boolean to
determine if the fragend should be notified of the change.
It was also noticed that the logic of _cogl_pipeline_prune_to_n_layers
would also break this rule, by failing to notify some changes at all.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds API to let you override the choice of Cogl's winsys backend.
Previously it was only possible to override the winsys using the
COGL_RENDERER environment variable, but it's useful for something like
Clutter to be able to control the winsys via API without needing
environment variable tricks. This also adds API to query back the
winsys chosen by Cogl, in case you don't set an explicit override.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This exposes experimental cogl_framebuffer APIs for getting and setting
a viewport without having to refer to the implicit CoglContext. It adds
the following experimental API:
cogl_framebuffer_set_viewport
cogl_framebuffer_get_viewport4fv
cogl_framebuffer_get_viewport_x
cogl_framebuffer_get_viewport_y
cogl_framebuffer_get_viewport_width
cogl_framebuffer_get_viewport_height
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds a _cogl_init function for Cogl that we expect to be the first
thing called before anything else is done with Cogl. It's not a public
API so it's expected that all entry points for Cogl that might be the
first function used should call _cogl_init().
We currently call _cogl_init() in these functions:
cogl_renderer_new
cogl_display_new
cogl_context_new
cogl_android_set_native_window
_cogl_init() can be called multiple times, and only the first call has
any affect.
For example _cogl_init() gives us a place check and parse the COGL_DEBUG
environment variable.
Since we don't have any need to parse command line arguments (we can
always get user configuration options from the environment) our init
function doesn't require argc/argv pointers.
By saying up front that we aren't interested in command line arguments
that means we can avoid the mess that is GOption based library
initialization which is extremely fragile due to its lack of dependency
tracking between modules.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This adds a --enable-profile option which enables uprof based profiling.
It was also necessary to fixup a CLUTTER_ENABLE_PROFILING #ifdef in
cogl-context.c to renamed COGL_ENABLE_PROFILING instead. By default Cogl
doesn't output uprof reports directly, instead it assumes a higher level
toolkit will output a report. If you want a report from Cogl you can
export COGL_PROFILE_OUTPUT_REPORT=1 before running your app.
The latest version of uprof can be fetched from:
git://github.com/rib/UProf.git
This explicitly renames the cogl-2.0 reference manual to
cogl-2.0-experimental and renames the cogl-2.0 pkg-config file to
cogl-2.0-experimental.pc. Hopefully this should avoid
miss-understandings.
This reverts commit 3d2564df8f.
Since 01e1260aa the 'near' and 'far' defines are now undef'd on
Windows so we no longer have to remember not to use them in Cogl code.
This allows to track the number of objects allocated by Cogl. The
results are displayed on the standard output by calling :
cogl_debug_print_instances ();
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
When validating a user pipeline before drawing with a CoglVertexBuffer
we sometimes find we have to make some overrides and we handle that by
creating a pipeline which is a weak copy of the user pipeline. The weak
pipeline gets associated with the original pipeline so if that pipeline
is used multiple times then we can re-use the same override pipeline and
skip validation. Because it's a weak pipeline we get notified when the
original material is destroyed or changed so we know our weak pipeline
is now invalid.
When we get notified that the weak material is invalid we should unref
it, but instead we were just discarding our reference to it. This was
resulting in leaking weak materials and in some cases those materials
referenced textures which would then also be leaked.
The wrapper for the can_hardware_repeat had a cut and paste error so
it would call the wrong function on the child texture.
Many thanks to Owen Taylor for finding this bug.
The COGL_DEBUG=disable-texturing debug variable disables texturing in
the fixed function fragend by not bothering to enable the texture
targets. This wasn't working for the programmable fragends because the
texture targets don't need to be enabled to use them. This patch
modifies the two programmable backends to generate a constant value
for the texture lookups in the shader when the debug variable is
given.
Instead of using _cogl_xlib_add/remove_filter we now use
_cogl_renderer_add/remove_native_filter. The _cogl_xlib_add_filter API
was only required as a stop gap while EGL support was still in Clutter
because in that case we were using the stub winsys and didn't have a
CoglRenderer.
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.
In the winsys vtable .xlib_get_visual_info and
.onscreen_x11_get_window_xid should be guarded by the
COGL_HAS_EGL_PLATFORM_POWERVR_X11_SUPPORT because they need to be there
if cogl is configured with --enable-xlib-egl-platform but not if just
configured with --enable-xlib.
When iterating through all the possible window systems trying to find
one we can successfully connect we now associated the current winsys
vtable with the renderer before calling winsys->renderer_connect in case
the implementation calls some other Cogl API that expects to be able to
determine the current winsys. For example calling _cogl_get_proc_address
when querying winsys extensions as part of a successful connect will
need to get at the current winsys vtable.
This adds internal API to be able to wrap a wayland buffer as a
CoglTexture2D. There is a --enable-wayland-egl-server option to decide
if Cogl should support this feature and potentially any EGL based winsys
could support this through the EGL_KHR_image_base and
EGL_WL_bind_display extensions.
By using the EGL_KHR_image_base/pixmap extensions this adds support for
wrapping X11 pixmaps as CoglTexture2D textures. Clutter will
automatically take advantage of this if using the
ClutterX11TexturePixmap actor.
This adds an internal texture_2d constructor that can wrap an EGLImage
as a CoglTexture2D. The plan is to utilize this for texture-from-pixmap
support with EGL as well as creating textures from wayland buffers.
Instead of the stub winsys being a special case set of #ifdef'd code
used when COGL_HAS_FULL_WINSYS wasn't defined, the stub winsys now
implements a CoglWinsysVtable like all other winsys backends (it's just
that everything is a NOP). This way we can get rid of the
COGL_HAS_FULL_WINSYS define and also the stub winsys can be runtime
selected whereas before it was incompatible with all other winsys
backends.
Since we no longer have any xlib based backends in Clutter that depend
on the stub winsys in Cogl we can now remove all the special case code
we had for this in cogl-xlib.c
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.
This validates that the viewport width and height arguments are positive
values in _cogl_framebuffer_set_viewport. In addition, just before
calling glViewport we also assert that something else hasn't gone amiss
and that the internal viewport width/height values we track are still
positive before passing to glViewport which generates an error for
negative values.
This reverts commit b2e41f1bfa.
We are backing out the quartz specific stub winsys since we can simply
use the generic stub winsys on quartz until we develop a standalone
winsys. Since we plan on removing all special cases for the stub winsys
by handling with a winsys vtable like all the others it's better if we
don't introduce a quartz specific stub.
This reverts commit eb81ec945c.
We are backing out the quartz specific stub winsys since we can simply
use the generic stub winsys on quartz until we develop a standalone
winsys. Since we plan on removing all special cases for the stub winsys
by handling with a winsys vtable like all the others it's better if we
don't introduce a quartz specific stub.
Previously whenever the journal is flushed a new vertex array would be
created to contain the vertices. To avoid the overhead of reallocating
a buffer every time, this patch makes it use a pool of 8 buffers which
are cycled in turn. The buffers are never destroyed but instead the
data is replaced. The journal should only ever be using one buffer at
a time but we cache more than one buffer anyway in case the GL driver
is internally using the buffer in which case mapping the buffer may
cause it to create a new buffer anyway.
When flushing a pipeline that has more layers than the previous
pipeline, the fixed function fragend is supposed to detect that the
texture unit previously had no texture target enabled and then enable
it. However the logic for checking whether the unit was enabled was
broken due to a typing failure when unit->enabled and
unit->current_gl_target were combined into one value in commit
6b7139b0. This was breaking some of the conformance tests when the
fixed function fragend is used.
https://bugzilla.gnome.org/show_bug.cgi?id=650979
The CoglPipeline code uses a combination of GL_MAX_TEXTURE_COORDS,
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS and GL_MAX_TEXTURE_UNITS to
determine the maximum number of layers to allow in a pipeline. However
on fixed function hardware that doesn't advertise either GLSL or ARBfp
it was still using the first two enums which will probably just return
0 and set a GLerror. This meant that we effectively didn't support
using any layers on purely fixed function hardware. This patch changes
it to only use those two enums if the appropriate extensions are
advertised and to always use GL_MAX_TEXTURE_UNITS except on GLES2
where there is no fixed function.
https://bugzilla.gnome.org/show_bug.cgi?id=650966
The native window type of the EGL/Android winsys is ANativeWinow*. The
Android NDK gives you a pointer to this ANativeWindow and you just need
to configure that window using the EGLConfig you are choosing when
creating the context.
This means you have to know the ANativeWindow* window before creating
the context. This is solved here by just having a global variable you
can set with cogl_android_set_native_window() before creating the
context. This is a bit ugly though, and it conceptually belongs to the
OnScreen creation to know which ANativeWindow* to use. This would need a
"lazy context creation" mechanism, waiting for the user to create the
OnScreen to initialize the GL context.
With GLES 1, frame buffers are a optional extensions. We need to make
sure the pointer exist before calling the function and do that by just
checkout the corresponding feature.
When try_create_context() returns saying that it has to be run again to
try to create a context with an alternate configuration, it might not
have a GError set (and in fact it does not right now).
g_clear_error() handles that case where error is still NULL;
Early implementations provided only a GLES/egl.h while Khronos's
implementer guide now states EGL/egl.h is the One. Some implementations
keep a GLES/egl.h wrapper around EGL/egl.h for backward compatibility
while others provide EGL/egl.h only.
Also took the opportunity to factorize a bit this inclusion in
cogl-defines.h.
Instead of simply extending the cogl_pipeline_ namespace to add api for
controlling the depth testing state we now break the api out. This adds
a CoglDepthState type that can be stack allocated. The members of the
structure are private but we have the following API to setup the state:
cogl_depth_state_init
cogl_depth_state_set_test_enabled
cogl_depth_state_get_test_enabled
cogl_depth_state_set_test_function
cogl_depth_state_get_test_function
cogl_depth_state_set_writing_enabled
cogl_depth_state_get_writing_enabled
cogl_depth_state_set_range
cogl_depth_state_get_range
This removes the following experimental API which is now superseded:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_range
cogl_material_get_depth_range
Once a CoglDepthState structure is setup it can be set on a pipeline
using cogl_pipeline_set_depth_state().
Commit 3c1e83c7 changed uses of arrays of CoglAttributes to take a
length instead of being NULL terminated. In cogl_primitive_new it was
still adding the NULL terminator to the array it passes to
cogl_primitive_new_with_attributes but then it was also including this
terminator in the count so it would just segfault when it tries to ref
the NULL pointer. Also _cogl_primitive_new_with_attributes_unref was
still trying to detect the NULL terminator so it would also crash.
cogl/cogl-pango.h can't be included unless the include directory for
Pango is given in the compiler flags. In an application, it is
expected that if they are using this header then they would pull in
cogl-pango-1.0.pc which would provide this. However when building Cogl
itself we might be building without Pango support so the Makefile
can't rely on PANGO_CFLAGS. This was breaking building the
introspection data because cogl-pango.h was listed as one of the files
to scan but it can't be included.
For the first iteration of the CoglAttribute API several of the new
functions accepted a pointer to a NULL terminated list of CoglAttribute
pointers - probably as a way to reduce the number of arguments required.
This style isn't consistent with existing Cogl APIs though and so we now
explicitly pass n_attributes arguments and don't require the NULL
termination.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to switch away from
using the term "Array" which implies a regular, indexable layout which
isn't the case. We also want to strongly imply a relationship between
CoglBuffers and CoglIndexBuffers and be consistent with the
CoglAttributeBuffer and CoglPixelBuffer APIs.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to switch away from
using the term "Array" which implies a regular, indexable layout which
isn't the case. We also want to strongly imply a relationship between
CoglBuffers and CoglPixelBuffers and be consistent with the
CoglAttributeBuffer and CoglIndexBuffer APIs.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to switch away from
using the term "Array" which implies a regular, indexable layout which
isn't the case. We also want to have a strongly implied relationship
between CoglAttributes and CoglAttributeBuffers.
To help catch accidental changes to the size of public structs that can
be allocated on the stack this patch adds compile time checks that our
struct sizes haven't changed.
This adds an experimental CoglEuler data type and the following new
functions:
cogl_euler_init
cogl_euler_init_from_matrix
cogl_euler_init_from_quaternion
cogl_euler_equal
cogl_euler_copy
cogl_euler_free
cogl_quaternion_init_from_euler
Since this is experimental API you need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h
This adds an experimental quaternion utility API. It's not yet fully
documented but it's complete enough that people can start to experiment
with using it. It adds the following functions:
cogl_quaternion_init_identity
cogl_quaternion_init
cogl_quaternion_init_from_angle_vector
cogl_quaternion_init_from_array
cogl_quaternion_init_from_x_rotation
cogl_quaternion_init_from_y_rotation
cogl_quaternion_init_from_z_rotation
cogl_quaternion_equal
cogl_quaternion_copy
cogl_quaternion_free
cogl_quaternion_get_rotation_angle
cogl_quaternion_get_rotation_axis
cogl_quaternion_normalize
cogl_quaternion_dot_product
cogl_quaternion_invert
cogl_quaternion_multiply
cogl_quaternion_pow
cogl_quaternion_slerp
cogl_quaternion_nlerp
cogl_quaternion_squad
cogl_get_static_identity_quaternion
cogl_get_static_zero_quaternion
Since it's experimental API you'll need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h.
cogl-pango is conceptually a separate library so it doesn't seem
appropriate to bundle the headers with all the other cogl headers. Also
in-tree the headers live in a cogl-pango directory so if we want
examples that can include cogl-pango consistently when built in or out
of tree using the convention #include <cogl-pango/cogl-pango.h> makes
that easy.
This adds a compatibility cogl/cogl-pango.h header that's will redirect
to cogl-pango/cogl-pango.h with a warning, or result in an error if
COGL_ENABLE_EXPERIMENTAL_2_0_API is defined.
When freeing a framebuffer stack it's possible to have entries with NULL
draw or read buffers so we should check that before calling
cogl_onscreen/offscreen_free. This fixes a crash with the wayland
backend when running conformance tests such as cogl-test-object which
never push a framebuffer.
To support toolkits targeting wayland and using Cogl we allow toolkits
to be responsible for connecting to a wayland display and asking Cogl to
use the toolkit owned display and compositor object. Note: eventually
the plan is that wayland will allow retrospective querying of objects so
we won't need the foreign compositor API when Cogl can simply query it
from the foreign display.
The EGL API doesn't provide for a way to explicitly select a platform
when the driver can support multiple. Mesa allows selection using an
EGL_PLATFORM environment variable though so we set that to "wayland"
when we know that's what we want.
Some places were using COGL_HAS_WIN32 but the only macro defined is
COGL_HAS_WIN32_SUPPORT. The similar macros such as COGL_HAS_XLIB are
only defined for compatibility with existing code but COGL_HAS_WIN32
was never defined so there's no need to support it.
One of the places was including the non-existant cogl-win32.h. This
has been removed because the file only temporarily existed during
development of the backend.
In update_primitive_attributes it tries to fill in an array of
pointers with a NULL terminator. However it was only allocating enough
space for a pointer for each of the attributes plus one byte instead
of plus enough bytes for another pointer.
Thomas Wood found this bug with static analysis.
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).
When SetPixelFormat fails, the DC would get released but none of the
other resources would be freed. This patch makes it call
_cogl_winsys_onscreen_deinit on failure to clean up all of the
resources. The patch looks big because it moves the onscreen_deinit
and onscreen_bind functions.
Some of the virtual functions in CoglWinsysVtable only need to be
implemented for specific backends or when a specific feature is
advertised. This splits the vtable struct into two commented sections
marking which are optional and which are required. Wherever an
optional function is used there is now a g_return_if_fail to ensure
there is an implementation.
Wayland now supports integration via standard eglSurfaces which makes it
possible to share more code with other EGL platforms. (though at some
point cogl-winsys-egl.c really needs to gain a more formal
CoglEGLPlatform abstraction so we can rein back on the amount of #ifdefs
we have.)
This removes all the remnants from being able to build Cogl standalone
while it was part of the Clutter repository. Now that Cogl has been
split out then standalone builds are the only option.
We now install cogl-pango-1.0 and cogl-pango-2.0 pkg-config files that
applications should optionally depend on if they want to use the
cogl_pango API.
If a foreign xid has been set on a CoglOnscreen then
cogl_onscreen_x11_get_window_xid doesn't need to defer to the winsys to
get the underlying window xid. This also means it's possible to read
back the xid before the framebuffer is allocated which fixes a crash in
the x11-foreign example app.
Ideally we wouldn't have any private symbols exported, but for now there
are some APIs that coglpango needs access to that aren't public so we
have ensure they are exported. The aim is to get rid of this need at
some point.
When comparing the wrap modes of two pipeline layers it now considers
COGL_WRAP_MODE_AUTOMATIC to be equivalent to CLAMP_TO_EDGE. By the
time the pipeline is in the journal, the upper primitive code is
expected to have overridden this wrap mode with something else if it
wants any other behaviour. This is important for getting text to batch
together with textures because the text explicitly sets the wrap mode
to CLAMP_TO_EDGE on its pipeline.
This adds cogl_atlas_texture_* functions to register a callback that
will get invoked whenever any of the CoglAtlas's the textures use get
reorganized. The callback is global and is not tied to any particular
atlas texture.
This adds a new function called _cogl_atlas_texture_new_with_size. The
old new_from_bitmap function now just calls this and updates the
texture with the data.
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.
When building on windows for example we need to ensure we pass
-no-undefined to the linker. Although we were substituting a
COGL_EXTRA_LDFLAGS variable from our configure.ac we forgot to
reference that when linking cogl.
Until Cogl gains native win32/OSX support this remove the osx and win32
winsys files and instead we'll just rely on the stub-winsys.c to handle
these platforms. Since the only thing the platform specific files were
providing anyway was a get_proc_address function; it was trivial to
simply update the clutter backend code to handle this directly for now.
This is a workaround for a bug on OSX for some radeon hardware that
we can't verify and the referenced bug link is no longer valid.
If this is really still a problem then a new bug should be opened and we
can look at putting the fix in some more appropriate place than
cogl-gl.c
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.
This allows more detailed control over the driver and winsys features
that Cogl should have. Cogl is designed so it can support multiple
window systems simultaneously so we have enable/disable options for
the drivers (gl vs gles1 vs gles2) and options for the individual window
systems; currently glx and egl. Egl is broken down into an option
for each platform.
The GDL API is used for example on intel ce4100 (aka Sodaville) based
systems as a way to allocate memory that can be composited using the
platforms overlay hardware. This updates the Cogl EGL winsys and the
support in Clutter so we can continue to support these platforms.
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.
As was recently done for the GLX window system code, this commit moves
the EGL window system code down from the Clutter backend code into a
Cogl winsys.
Note: currently the cogl/configure.ac is hard coded to only build the GLX
winsys so currently this is only available when building Cogl as part
of Clutter.
The "DRM_SURFACELESS" EGL platform was invented when we were adding the
wayland backend to Clutter but in the end we added a dedicated backend
instead of extending the EGL backend so actually the platform name isn't
used.
Commit b061f737 moved _cogl_winsys_has_feature to the common winsys
code so there's no need to define it in the stub winsys any more. This
was breaking builds for backends using the stub winsys.
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.
Older drivers for PowerVR SGX hardware have the vendor-specific
GL_IMG_TEXTURE_NPOT extension instead of the
functionally-equivalent GL_OES_TEXTURE_NPOT extension.
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 backend hasn't been used for years now and so because it is
untested code and almost certainly doesn't work any more it would be a
burdon to continue trying to maintain it. Considering that we are now
looking at moving OpenGL window system integration code down from
Clutter backends into Cogl that will be easier if we don't have to
consider this backend.
This adds an autogen.sh, configure.ac and build/autotool files etc under
clutter/cogl and makes some corresponding Makefile.am changes that make
it possible to build and install Cogl as a standalone library.
Some notable things about this are:
A standalone installation of Cogl installs 3 pkg-config files;
cogl-1.0.pc, cogl-gl-1.0.pc and cogl-2.0.pc. The second is only for
compatibility with what clutter installed though I'm not sure that
anything uses it so maybe we could remove it. cogl-1.0.pc is what
Clutter would use if it were updated to build against a standalone cogl
library. cogl-2.0.pc is what you would use if you were writing a
standalone Cogl application.
A standalone installation results in two libraries currently, libcogl.so
and libcogl-pango.so. Notably we don't include a major number in the
sonames because libcogl supports two major API versions; 1.x as used by
Clutter and the experimental 2.x API for standalone applications.
Parallel installation of later versions e.g. 3.x and beyond will be
supportable either with new sonames or if we can maintain ABI then we'll
continue to share libcogl.so.
The headers are similarly not installed into a directory with a major
version number since the same headers are shared to export the 1.x and
2.x APIs (The only difference is that cogl-2.0.pc ensures that
-DCOGL_ENABLE_EXPERIMENTAL_2_0_API is used). Parallel installation of
later versions is not precluded though since we can either continue
sharing or later add a major version suffix.
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.
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
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.
This gives us a way to clearly track the internal Cogl API that Clutter
depends on. The aim is to split Cogl out from Clutter into a standalone
3D graphics API and eventually we want to get rid of any private
interfaces for Clutter so its useful to have a handle on that task.
Actually it's not as bad as I was expecting though.
This renames the two internal functions _cogl_get_draw/read_buffer
as cogl_get_draw_framebuffer and _cogl_get_read_framebuffer. The
former is now also exposed as experimental API.
The long term goal with the Cogl API is that we will get rid of the
default global context. As a step towards this, this patch tracks a
reference back to the context in each CoglFramebuffer so in a lot of
cases we can avoid using the _COGL_GET_CONTEXT macro.
There is no corresponding implementation of _cogl_features_init any more
so it was simply an oversight that the prototype wasn't removed when the
implementation was removed.
Recently _cogl_swap_buffers_notify was added (in 142b229c5c) so that
Cogl would be notified when Clutter performs a swap buffers request for
a given onscreen framebuffer. It was expected this would be required for
the recent cogl_read_pixel optimization that was implemented (ref
1bdb0e6e98) but in the end it wasn't used.
Since it wasn't used in the end this patch removes the API.
This moves the functionality of _cogl_create_context_driver from
driver/{gl,gles}/cogl-context-driver-{gl,gles}.c into
driver/{gl,gles}/cogl-{gl,gles}.c as a static function called
initialize_context_driver.
cogl-context-driver-{gl,gles}.[ch] have now been removed.