mutter/cogl/cogl-gles2-context-private.h
Neil Roberts 77edc1f204 cogl-gles2-context: Keep track of extra data per texture object
This patch adds a hash table mapping texture object IDs to a struct so
that we can keep track of some of the state for each texture object.
Currently it will just track the width and height of the texture 2D
target.

Additionally it will now try to delete any texture objects that have
data created for them by the GLES2 context so that it won't leak them.
It only tracks objects that get data set on them, not all objects that
are bound because it is possible to use the GLES2 context with foreign
textures via cogl_gles2_texture_get_handle() and we don't want to
delete those.

In order to keep track of the currently bound texture object it also
needs to track the active texture unit.

Note that this state tracking will probably go wrong if GL throws an
error for invalid state. For example if glActiveTexture is called with
an invalid texture unit then GL will ignore the binding but Cogl will
assume it is valid and the state tracking will get out of sync.
Perhaps it would be good if Cogl could detect the errors but this is
difficult to do without consuming them.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit d8c72bb56cf3598fc57d629edc618f1bfa79f125)
2012-08-15 13:44:22 +01:00

204 lines
6.0 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Collabora Ltd.
* Copyright (C) 2012 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
* Authors:
* Tomeu Vizoso <tomeu.vizoso@collabora.com>
* Robert Bragg <robert@linux.intel.com>
*
*/
#ifndef __COGL_GLES2_CONTEXT_PRIVATE_H
#define __COGL_GLES2_CONTEXT_PRIVATE_H
#include <glib.h>
#include "cogl-object-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-queue.h"
typedef struct _CoglGLES2Offscreen CoglGLES2Offscreen;
COGL_LIST_HEAD (CoglGLES2OffscreenList, CoglGLES2Offscreen);
struct _CoglGLES2Offscreen
{
COGL_LIST_ENTRY (CoglGLES2Offscreen) list_node;
CoglOffscreen *original_offscreen;
CoglGLFramebuffer gl_framebuffer;
};
typedef struct
{
/* GL's ID for the shader */
GLuint object_id;
/* Shader type */
GLenum type;
/* Number of references to this shader. The shader will have one
* reference when it is created. This reference will be removed when
* glDeleteShader is called. An additional reference will be taken
* whenever the shader is attached to a program. This is necessary
* to correctly detect when a shader is destroyed because
* glDeleteShader doesn't actually delete the object if it is
* attached to a program */
int ref_count;
/* Set once this object has had glDeleteShader called on it. We need
* to keep track of this so we don't deref the data twice if the
* application calls glDeleteShader multiple times */
CoglBool deleted;
} CoglGLES2ShaderData;
typedef enum
{
COGL_GLES2_FLIP_STATE_UNKNOWN,
COGL_GLES2_FLIP_STATE_NORMAL,
COGL_GLES2_FLIP_STATE_FLIPPED
} CoglGLES2FlipState;
typedef struct
{
/* GL's ID for the program */
GLuint object_id;
/* List of shaders attached to this program */
GList *attached_shaders;
/* Reference count. There can be up to two references. One of these
* will exist between glCreateProgram and glDeleteShader, the other
* will exist while the program is made current. This is necessary
* to correctly detect when the program is deleted because
* glDeleteShader will delay the deletion if the program is
* current */
int ref_count;
/* Set once this object has had glDeleteProgram called on it. We need
* to keep track of this so we don't deref the data twice if the
* application calls glDeleteProgram multiple times */
CoglBool deleted;
GLuint flip_vector_location;
/* A cache of what value we've put in the flip vector uniform so
* that we don't flush unless it's changed */
CoglGLES2FlipState flip_vector_state;
CoglGLES2Context *context;
} CoglGLES2ProgramData;
/* State tracked for each texture unit */
typedef struct
{
/* The currently bound texture for the GL_TEXTURE_2D */
GLuint current_texture_2d;
} CoglGLES2TextureUnitData;
/* State tracked for each texture object */
typedef struct
{
/* GL's ID for this object */
GLuint object_id;
GLenum target;
/* The details for texture when it has a 2D target */
int width, height;
GLenum format;
} CoglGLES2TextureObjectData;
struct _CoglGLES2Context
{
CoglObject _parent;
CoglContext *context;
/* This is set to FALSE until the first time the GLES2 context is
* bound to something. We need to keep track of this so we can set
* the viewport and scissor the first time it is bound. */
CoglBool has_been_bound;
CoglFramebuffer *read_buffer;
CoglGLES2Offscreen *gles2_read_buffer;
CoglFramebuffer *write_buffer;
CoglGLES2Offscreen *gles2_write_buffer;
GLuint current_fbo_handle;
CoglGLES2OffscreenList foreign_offscreens;
CoglGLES2Vtable *vtable;
/* Hash table mapping GL's IDs for shaders and objects to ShaderData
* and ProgramData so that we can maintain extra data for these
* objects. Although technically the IDs will end up global across
* all GLES2 contexts because they will all be in the same share
* list, we don't really want to expose this outside of the Cogl API
* so we will assume it is undefined behaviour if an application
* relies on this. */
GHashTable *shader_map;
GHashTable *program_map;
/* Currently in use program. We need to keep track of this so that
* we can keep a reference to the data for the program while it is
* current */
CoglGLES2ProgramData *current_program;
/* A shader to provide a wrapper 'main' function. A single shader is
* used for all programs */
GLuint wrapper_shader;
/* Whether the currently bound framebuffer needs flipping. This is
* used to check for changes so that we can dirty the following
* state flags */
CoglGLES2FlipState current_flip_state;
/* The following state is tracked separately from the GL context
* because we need to modify it depending on whether we are flipping
* the geometry. */
CoglBool viewport_dirty;
int viewport[4];
CoglBool scissor_dirty;
int scissor[4];
CoglBool front_face_dirty;
GLenum front_face;
/* We need to keep track of the pack alignment so we can flip the
* results of glReadPixels read from a CoglOffscreen */
int pack_alignment;
/* A hash table of CoglGLES2TextureObjects indexed by the texture
* object ID so that we can track some state */
GHashTable *texture_object_map;
/* Array of CoglGLES2TextureUnits to keep track of state for each
* texture unit */
GArray *texture_units;
/* The currently active texture unit indexed from 0 (not from
* GL_TEXTURE0) */
int current_texture_unit;
void *winsys;
};
#endif /* __COGL_GLES2_CONTEXT_PRIVATE_H */