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 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.
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.
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.
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.
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.
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).
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 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.
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.
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.