When creating new onscreen framebuffers we need to take the
configuration in cogl terms and translate that into a configuration
applicable to any given winsys, e.g. an EGLConfig or a GLXFBConfig
or a PIXELFORMATDESCRIPTOR.
Also when we first create a context we typically have to do a very
similar thing because most OpenGL winsys APIs also associate a
framebuffer config with the context and all future configs need to be
compatible with that.
This patch introduces an internal CoglFramebufferConfig to wrap up some
of the configuration parameters that are common to CoglOnscreenTemplate
and to CoglFramebuffer so we aim to re-use code when dealing with the
above two problems.
This patch also aims to rework the winsys code so it can be more
naturally extended as we start adding more configureability to how
onscreen framebuffers are created.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
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);