mutter/cogl/cogl/cogl-gles2-context-private.h
2016-04-22 16:44:31 +02:00

202 lines
6.2 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2011 Collabora Ltd.
* Copyright (C) 2012 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* 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-list.h"
typedef struct _CoglGLES2Offscreen
{
CoglList link;
CoglOffscreen *original_offscreen;
CoglGLFramebuffer gl_framebuffer;
} CoglGLES2Offscreen;
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;
CoglList 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;
/* 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 */