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2616ae0fa9
This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
453 lines
14 KiB
C
453 lines
14 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011, 2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <SDL.h>
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#include "cogl-renderer-private.h"
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#include "cogl-display-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-swap-chain-private.h"
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#include "cogl-onscreen-template-private.h"
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#include "cogl-context-private.h"
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#include "cogl-onscreen-private.h"
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#include "cogl-winsys-sdl-private.h"
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typedef struct _CoglContextSdl2
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{
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SDL_Window *current_window;
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} CoglContextSdl2;
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typedef struct _CoglRendererSdl2
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{
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int stub;
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} CoglRendererSdl2;
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typedef struct _CoglDisplaySdl2
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{
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SDL_Window *dummy_window;
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SDL_GLContext *context;
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} CoglDisplaySdl2;
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typedef struct _CoglOnscreenSdl2
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{
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SDL_Window *window;
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} CoglOnscreenSdl2;
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static CoglFuncPtr
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_cogl_winsys_renderer_get_proc_address (CoglRenderer *renderer,
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const char *name,
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CoglBool in_core)
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{
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/* XXX: It's not totally clear whether it's safe to call this for
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* core functions. From the code it looks like the implementations
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* will fall back to using some form of dlsym if the winsys
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* GetProcAddress function returns NULL. Presumably this will work
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* in most cases apart from EGL platforms that return invalid
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* pointers for core functions. It's awkward for this code to get a
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* handle to the GL module that SDL has chosen to load so just
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* calling SDL_GL_GetProcAddress is probably the best we can do
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* here. */
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return SDL_GL_GetProcAddress (name);
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}
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static void
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_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
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{
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SDL_VideoQuit ();
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g_slice_free (CoglRendererSdl2, renderer->winsys);
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}
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static CoglBool
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_cogl_winsys_renderer_connect (CoglRenderer *renderer,
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CoglError **error)
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{
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if (SDL_VideoInit (NULL) < 0)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_Init failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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renderer->winsys = g_slice_new0 (CoglRendererSdl2);
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return TRUE;
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}
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static void
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_cogl_winsys_display_destroy (CoglDisplay *display)
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{
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CoglDisplaySdl2 *sdl_display = display->winsys;
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_COGL_RETURN_IF_FAIL (sdl_display != NULL);
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if (sdl_display->context)
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SDL_GL_DeleteContext (sdl_display->context);
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if (sdl_display->dummy_window)
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SDL_DestroyWindow (sdl_display->dummy_window);
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g_slice_free (CoglDisplaySdl2, display->winsys);
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display->winsys = NULL;
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}
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static void
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set_gl_attribs_from_framebuffer_config (CoglFramebufferConfig *config)
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{
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SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE,
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config->need_stencil ? 1 : 0);
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if (config->swap_chain->length >= 0)
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER,
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config->swap_chain->length > 1 ? 1 : 0);
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SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE,
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config->swap_chain->has_alpha ? 1 : 0);
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}
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static CoglBool
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_cogl_winsys_display_setup (CoglDisplay *display,
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CoglError **error)
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{
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CoglDisplaySdl2 *sdl_display;
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const char * (* get_string_func) (GLenum name);
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const char *gl_version;
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_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
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sdl_display = g_slice_new0 (CoglDisplaySdl2);
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display->winsys = sdl_display;
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set_gl_attribs_from_framebuffer_config (&display->onscreen_template->config);
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if (display->renderer->driver == COGL_DRIVER_GLES1)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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else if (display->renderer->driver == COGL_DRIVER_GLES2)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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else if (display->renderer->driver == COGL_DRIVER_GL3)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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/* Create a dummy 1x1 window that never gets display so that we can
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* create a GL context */
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sdl_display->dummy_window = SDL_CreateWindow ("",
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0, 0, /* x/y */
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1, 1, /* w/h */
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (sdl_display->dummy_window == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_CreateWindow failed: %s",
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SDL_GetError ());
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goto error;
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}
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sdl_display->context = SDL_GL_CreateContext (sdl_display->dummy_window);
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if (sdl_display->context == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_GL_CreateContext failed: %s",
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SDL_GetError ());
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goto error;
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}
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/* SDL doesn't seem to provide a way to select between GL and GLES
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* and instead it will just pick one itself. We can at least try to
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* verify that it picked the one we were expecting by looking at the
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* GL version string */
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get_string_func = SDL_GL_GetProcAddress ("glGetString");
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gl_version = get_string_func (GL_VERSION);
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switch (display->renderer->driver)
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{
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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/* The first character of the version string will be a digit if
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* it's normal GL */
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if (!g_ascii_isdigit (gl_version[0]))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL driver was requested but SDL is using GLES");
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goto error;
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}
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if (gl_version[0] >= '3')
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{
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if (display->renderer->driver == COGL_DRIVER_GL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL driver was requested but SDL is using "
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"GL %c", gl_version[0]);
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goto error;
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}
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}
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else
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{
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if (display->renderer->driver == COGL_DRIVER_GL3)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL3 driver was requested but SDL is using "
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"GL %c", gl_version[0]);
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goto error;
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}
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}
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break;
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case COGL_DRIVER_GLES2:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 2"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES2 driver was requested but SDL is "
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"not using GLES2");
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goto error;
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}
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break;
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case COGL_DRIVER_GLES1:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 1"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES1 driver was requested but SDL is "
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"not using GLES1");
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goto error;
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}
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break;
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default:
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g_assert_not_reached ();
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}
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return TRUE;
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error:
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_cogl_winsys_display_destroy (display);
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return FALSE;
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}
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static CoglBool
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_cogl_winsys_context_init (CoglContext *context, CoglError **error)
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{
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CoglRenderer *renderer = context->display->renderer;
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context->winsys = g_new0 (CoglContextSdl2, 1);
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if (G_UNLIKELY (renderer->sdl_event_type_set == FALSE))
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g_error ("cogl_sdl_renderer_set_event_type() or cogl_sdl_context_new() "
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"must be called during initialization");
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if (!_cogl_context_update_features (context, error))
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return FALSE;
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if (SDL_GL_GetSwapInterval () != -1)
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COGL_FLAGS_SET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE,
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TRUE);
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return TRUE;
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}
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static void
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_cogl_winsys_context_deinit (CoglContext *context)
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{
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g_free (context->winsys);
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}
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static void
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_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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CoglContext *context = fb->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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CoglDisplaySdl2 *sdl_display = context->display->winsys;
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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return;
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SDL_GL_MakeCurrent (sdl_onscreen->window, sdl_display->context);
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sdl_context->current_window = sdl_onscreen->window;
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/* It looks like SDL just directly calls a glXSwapInterval function
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* when this is called. This may be provided by either the EXT
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* extension, the SGI extension or the Mesa extension. The SGI
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* extension is per context so we can't just do this once when the
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* framebuffer is allocated. See the comments in the GLX winsys for
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* more info. */
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if (COGL_FLAGS_GET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE))
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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SDL_GL_SetSwapInterval (fb->config.swap_throttled ? 1 : 0);
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}
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}
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static void
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_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_onscreen->window != NULL)
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{
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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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sdl_context->current_window = NULL;
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SDL_DestroyWindow (sdl_onscreen->window);
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sdl_onscreen->window = NULL;
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}
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g_slice_free (CoglOnscreenSdl2, sdl_onscreen);
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onscreen->winsys = NULL;
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}
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static CoglBool
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_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
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CoglError **error)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
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CoglOnscreenSdl2 *sdl_onscreen;
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SDL_Window *window;
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int width, height;
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width = cogl_framebuffer_get_width (framebuffer);
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height = cogl_framebuffer_get_height (framebuffer);
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window = SDL_CreateWindow ("" /* title */,
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0, 0, /* x/y */
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width, height,
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (window == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_ONSCREEN,
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"SDL_CreateWindow failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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onscreen->winsys = g_slice_new (CoglOnscreenSdl2);
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sdl_onscreen = onscreen->winsys;
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sdl_onscreen->window = window;
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return TRUE;
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}
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static void
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_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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SDL_GL_SwapWindow (sdl_onscreen->window);
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}
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static void
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_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
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{
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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_context->current_window != sdl_onscreen->window)
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return;
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sdl_context->current_window = NULL;
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_cogl_winsys_onscreen_bind (onscreen);
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}
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static void
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_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
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CoglBool visibility)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (visibility)
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SDL_ShowWindow (sdl_onscreen->window);
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else
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SDL_HideWindow (sdl_onscreen->window);
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}
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const CoglWinsysVtable *
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_cogl_winsys_sdl_get_vtable (void)
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{
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static CoglBool vtable_inited = FALSE;
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static CoglWinsysVtable vtable;
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/* It would be nice if we could use C99 struct initializers here
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like the GLX backend does. However this code is more likely to be
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compiled using Visual Studio which (still!) doesn't support them
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so we initialize it in code instead */
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if (!vtable_inited)
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{
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memset (&vtable, 0, sizeof (vtable));
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vtable.id = COGL_WINSYS_ID_SDL;
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vtable.name = "SDL";
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vtable.renderer_get_proc_address = _cogl_winsys_renderer_get_proc_address;
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vtable.renderer_connect = _cogl_winsys_renderer_connect;
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vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect;
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vtable.display_setup = _cogl_winsys_display_setup;
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vtable.display_destroy = _cogl_winsys_display_destroy;
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vtable.context_init = _cogl_winsys_context_init;
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vtable.context_deinit = _cogl_winsys_context_deinit;
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vtable.onscreen_init = _cogl_winsys_onscreen_init;
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vtable.onscreen_deinit = _cogl_winsys_onscreen_deinit;
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vtable.onscreen_bind = _cogl_winsys_onscreen_bind;
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vtable.onscreen_swap_buffers = _cogl_winsys_onscreen_swap_buffers;
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vtable.onscreen_update_swap_throttled =
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_cogl_winsys_onscreen_update_swap_throttled;
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vtable.onscreen_set_visibility = _cogl_winsys_onscreen_set_visibility;
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vtable_inited = TRUE;
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}
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return &vtable;
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}
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