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7ab54be3b7
This updates the examples and test-journal which now use the _FRAME_SYNC events to throttle rendering so that they don't install a redundant idle handler to paint when they get a FRAME_SYNC event and instead they now directly paint when the event is received. (cherry picked from commit 579eb75e6ac6f50d7a9cfe5093435126158b3c96)
140 lines
4.1 KiB
C
140 lines
4.1 KiB
C
#include <cogl/cogl.h>
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#include <cogl/cogl-gles2.h>
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#include <glib.h>
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#include <stdio.h>
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#define OFFSCREEN_WIDTH 100
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#define OFFSCREEN_HEIGHT 100
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typedef struct _Data
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{
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CoglContext *ctx;
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CoglFramebuffer *fb;
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CoglPrimitive *triangle;
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CoglPipeline *pipeline;
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2_vtable;
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} Data;
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static gboolean
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paint_cb (void *user_data)
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{
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Data *data = user_data;
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CoglError *error = NULL;
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const CoglGLES2Vtable *gles2 = data->gles2_vtable;
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/* Draw scene with GLES2 */
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if (!cogl_push_gles2_context (data->ctx,
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data->gles2_ctx,
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data->fb,
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data->fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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/* Clear offscreen framebuffer with a random color */
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gles2->glClearColor (g_random_double (),
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g_random_double (),
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g_random_double (),
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1.0f);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (data->ctx);
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/* Draw scene with Cogl */
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cogl_framebuffer_draw_primitive (data->fb, data->pipeline, data->triangle);
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cogl_onscreen_swap_buffers (COGL_ONSCREEN (data->fb));
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return FALSE; /* remove the callback */
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}
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static void
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frame_event_cb (CoglOnscreen *onscreen,
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CoglFrameEvent event,
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CoglFrameInfo *info,
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void *user_data)
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{
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if (event == COGL_FRAME_EVENT_SYNC)
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paint_cb (user_data);
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}
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int
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main (int argc, char **argv)
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{
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Data data;
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CoglOnscreen *onscreen;
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CoglError *error = NULL;
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CoglVertexP2C4 triangle_vertices[] = {
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{0, 0.7, 0xff, 0x00, 0x00, 0x80},
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{-0.7, -0.7, 0x00, 0xff, 0x00, 0xff},
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{0.7, -0.7, 0x00, 0x00, 0xff, 0xff}
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};
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GSource *cogl_source;
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GMainLoop *loop;
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CoglRenderer *renderer;
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CoglDisplay *display;
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renderer = cogl_renderer_new ();
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cogl_renderer_add_constraint (renderer,
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COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2);
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display = cogl_display_new (renderer, NULL);
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data.ctx = cogl_context_new (display, NULL);
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onscreen = cogl_onscreen_new (data.ctx, 640, 480);
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cogl_onscreen_show (onscreen);
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data.fb = COGL_FRAMEBUFFER (onscreen);
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/* Prepare onscreen primitive */
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data.triangle = cogl_primitive_new_p2c4 (data.ctx,
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COGL_VERTICES_MODE_TRIANGLES,
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3, triangle_vertices);
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data.pipeline = cogl_pipeline_new (data.ctx);
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data.offscreen_texture =
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cogl_texture_new_with_size (OFFSCREEN_WIDTH,
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OFFSCREEN_HEIGHT,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY);
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data.offscreen = cogl_offscreen_new_to_texture (data.offscreen_texture);
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data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
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if (!data.gles2_ctx) {
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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}
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data.gles2_vtable = cogl_gles2_context_get_vtable (data.gles2_ctx);
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/* Draw scene with GLES2 */
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if (!cogl_push_gles2_context (data.ctx,
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data.gles2_ctx,
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data.fb,
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data.fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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cogl_pop_gles2_context (data.ctx);
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cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);
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g_source_attach (cogl_source, NULL);
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cogl_onscreen_add_frame_callback (COGL_ONSCREEN (data.fb),
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frame_event_cb,
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&data,
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NULL); /* destroy notify */
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g_idle_add (paint_cb, &data);
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loop = g_main_loop_new (NULL, TRUE);
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g_main_loop_run (loop);
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return 0;
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}
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