mutter/examples/cogl-gles2-context.c
Robert Bragg 010d16f647 Adds initial GLES2 integration support
This makes it possible to integrate existing GLES2 code with
applications using Cogl as the rendering api.

Currently all GLES2 usage is handled with separate GLES2 contexts to
ensure that GLES2 api usage doesn't interfere with Cogl's own use of
OpenGL[ES]. The api has been designed though so we can provide tighter
integration later.

The api would allow us to support GLES2 virtualized on top of an
OpenGL/GLX driver as well as GLES2 virtualized on the core rendering api
of Cogl itself. Virtualizing the GLES2 support on Cogl will allow us to
take advantage of Cogl debugging facilities as well as let us optimize
the cost of allocating multiple GLES2 contexts and switching between
them which can both be very expensive with many drivers.

As as a side effect of this patch Cogl can also now be used as a
portable window system binding API for GLES2 as an alternative to EGL.

Parts of this patch are based on work done by Tomeu Vizoso
<tomeu.vizoso@collabora.com> who did the first iteration of adding GLES2
API support to Cogl so that WebGL support could be added to
webkit-clutter.

This patch adds a very minimal cogl-gles2-context example that shows how
to create a gles2 context, clear the screen to a random color and also
draw a triangle with the cogl api.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 4bb6eff3dbd50d8fef7d6bdbed55c5aaa70036a8)
2012-08-06 14:27:42 +01:00

136 lines
4.1 KiB
C

#include <cogl/cogl.h>
#include <cogl/cogl-gles2.h>
#include <glib.h>
#include <stdio.h>
#define OFFSCREEN_WIDTH 100
#define OFFSCREEN_HEIGHT 100
typedef struct _Data
{
CoglContext *ctx;
CoglFramebuffer *fb;
CoglPrimitive *triangle;
CoglPipeline *pipeline;
CoglTexture *offscreen_texture;
CoglOffscreen *offscreen;
CoglGLES2Context *gles2_ctx;
const CoglGLES2Vtable *gles2_vtable;
} Data;
static gboolean
paint_cb (void *user_data)
{
Data *data = user_data;
GError *error = NULL;
const CoglGLES2Vtable *gles2 = data->gles2_vtable;
/* Draw scene with GLES2 */
if (!cogl_push_gles2_context (data->ctx,
data->gles2_ctx,
data->fb,
data->fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
/* Clear offscreen framebuffer with a random color */
gles2->glClearColor (g_random_double (),
g_random_double (),
g_random_double (),
1.0f);
gles2->glClear (GL_COLOR_BUFFER_BIT);
cogl_pop_gles2_context (data->ctx);
/* Draw scene with Cogl */
cogl_framebuffer_draw_primitive (data->fb, data->pipeline, data->triangle);
cogl_onscreen_swap_buffers (COGL_ONSCREEN (data->fb));
/* If the driver can deliver swap complete events then we can remove
* the idle paint callback until we next get a swap complete event
* otherwise we keep the idle paint callback installed and simply
* paint as fast as the driver will allow... */
if (cogl_has_feature (data->ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT))
return FALSE; /* remove the callback */
else
return TRUE;
}
static void
swap_complete_cb (CoglFramebuffer *framebuffer, void *user_data)
{
g_idle_add (paint_cb, user_data);
}
int
main (int argc, char **argv)
{
Data data;
CoglOnscreen *onscreen;
GError *error = NULL;
CoglVertexP2C4 triangle_vertices[] = {
{0, 0.7, 0xff, 0x00, 0x00, 0x80},
{-0.7, -0.7, 0x00, 0xff, 0x00, 0xff},
{0.7, -0.7, 0x00, 0x00, 0xff, 0xff}
};
GSource *cogl_source;
GMainLoop *loop;
data.ctx = cogl_context_new (NULL, NULL);
onscreen = cogl_onscreen_new (data.ctx, 640, 480);
cogl_onscreen_show (onscreen);
data.fb = COGL_FRAMEBUFFER (onscreen);
/* Prepare onscreen primitive */
data.triangle = cogl_primitive_new_p2c4 (data.ctx,
COGL_VERTICES_MODE_TRIANGLES,
3, triangle_vertices);
data.pipeline = cogl_pipeline_new (data.ctx);
data.offscreen_texture =
cogl_texture_new_with_size (OFFSCREEN_WIDTH,
OFFSCREEN_HEIGHT,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY);
data.offscreen = cogl_offscreen_new_to_texture (data.offscreen_texture);
data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
if (!data.gles2_ctx) {
g_error ("Failed to create GLES2 context: %s\n", error->message);
}
data.gles2_vtable = cogl_gles2_context_get_vtable (data.gles2_ctx);
/* Draw scene with GLES2 */
if (!cogl_push_gles2_context (data.ctx,
data.gles2_ctx,
data.fb,
data.fb,
&error))
{
g_error ("Failed to push gles2 context: %s\n", error->message);
}
cogl_pop_gles2_context (data.ctx);
cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);
g_source_attach (cogl_source, NULL);
if (cogl_has_feature (data.ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT))
cogl_onscreen_add_swap_buffers_callback (COGL_ONSCREEN (data.fb),
swap_complete_cb, &data);
g_idle_add (paint_cb, &data);
loop = g_main_loop_new (NULL, TRUE);
g_main_loop_run (loop);
return 0;
}