mutter/cogl/cogl-context.c
Robert Bragg 16a09763ef [cogl-material] Adds cogl_material_copy() API
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.

From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.

By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials.  The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
2009-11-24 17:58:22 +00:00

231 lines
7.2 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-material-private.h"
#include "cogl-draw-buffer-private.h"
#include <string.h>
extern void
_cogl_create_context_driver (CoglContext *context);
static CoglContext *_context = NULL;
static gboolean gl_is_indirect = FALSE;
static gboolean
cogl_create_context (void)
{
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
gulong enable_flags = 0;
CoglHandle window_buffer;
if (_context != NULL)
return FALSE;
/* Allocate context memory */
_context = (CoglContext*) g_malloc (sizeof (CoglContext));
/* Init default values */
_context->feature_flags = 0;
_context->features_cached = FALSE;
/* Initialise the driver specific state */
/* TODO: combine these two into one function */
_cogl_create_context_driver (_context);
_cogl_features_init ();
_cogl_material_init_default_material ();
_context->enable_flags = 0;
_context->color_alpha = 0;
_context->enable_backface_culling = FALSE;
_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
_context->indirect = gl_is_indirect;
cogl_matrix_init_identity (&_context->identity_matrix);
cogl_matrix_init_identity (&_context->y_flip_matrix);
cogl_matrix_scale (&_context->y_flip_matrix, 1, -1, 1);
_context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
_context->texture_units = NULL;
_context->simple_material = cogl_material_new ();
_context->source_material = NULL;
_context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->current_material = NULL;
_context->current_material_flags = 0;
memset (&_context->current_material_flush_options,
0, sizeof (CoglMaterialFlushOptions));
_context->current_layers = g_array_new (FALSE, FALSE,
sizeof (CoglLayerInfo));
_context->n_texcoord_arrays_enabled = 0;
_context->draw_buffer_stack = _cogl_create_draw_buffer_stack ();
window_buffer = _cogl_onscreen_new ();
/* XXX: When setting up the window buffer, cogl_set_draw_buffer
* assumes that the handle can be found in ctx->window_buffer */
_context->window_buffer = window_buffer;
cogl_set_draw_buffer (COGL_WINDOW_BUFFER, 0/* ignored */);
_context->dirty_bound_framebuffer = TRUE;
_context->dirty_gl_viewport = TRUE;
_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
_context->last_path = 0;
_context->stencil_material = cogl_material_new ();
_context->in_begin_gl_block = FALSE;
_context->quad_indices_byte = COGL_INVALID_HANDLE;
_context->quad_indices_short = COGL_INVALID_HANDLE;
_context->quad_indices_short_len = 0;
_context->texture_download_material = COGL_INVALID_HANDLE;
/* Create default textures used for fall backs */
_context->default_gl_texture_2d_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
0, /* auto calc row stride */
default_texture_data);
_context->default_gl_texture_rect_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
0, /* auto calc row stride */
default_texture_data);
cogl_set_source (_context->simple_material);
_cogl_material_flush_gl_state (_context->source_material, NULL);
enable_flags =
_cogl_material_get_cogl_enable_flags (_context->source_material);
cogl_enable (enable_flags);
_cogl_flush_face_winding ();
return TRUE;
}
void
_cogl_destroy_context ()
{
if (_context == NULL)
return;
_cogl_destroy_texture_units ();
_cogl_free_draw_buffer_stack (_context->draw_buffer_stack);
if (_context->path_nodes)
g_array_free (_context->path_nodes, TRUE);
if (_context->default_gl_texture_2d_tex)
cogl_handle_unref (_context->default_gl_texture_2d_tex);
if (_context->default_gl_texture_rect_tex)
cogl_handle_unref (_context->default_gl_texture_rect_tex);
if (_context->simple_material)
cogl_handle_unref (_context->simple_material);
if (_context->journal)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->current_layers)
g_array_free (_context->current_layers, TRUE);
if (_context->quad_indices_byte)
cogl_handle_unref (_context->quad_indices_byte);
if (_context->quad_indices_short)
cogl_handle_unref (_context->quad_indices_short);
if (_context->default_material)
cogl_handle_unref (_context->default_material);
g_free (_context);
}
CoglContext *
_cogl_context_get_default ()
{
/* Create if doesn't exist yet */
if (_context == NULL)
cogl_create_context ();
return _context;
}
/**
* _cogl_set_indirect_context:
* @indirect: TRUE if GL context is indirect
*
* Advises COGL that the GL context is indirect (commands are sent
* over a socket). COGL uses this information to try to avoid
* round-trips in its use of GL, for example.
*
* This function cannot be called "on the fly," only before COGL
* initializes.
*/
void
_cogl_set_indirect_context (gboolean indirect)
{
/* we get called multiple times if someone creates
* more than the default stage
*/
if (_context != NULL)
{
if (indirect != _context->indirect)
g_warning ("Right now all stages will be treated as "
"either direct or indirect, ignoring attempt "
"to change to indirect=%d", indirect);
return;
}
gl_is_indirect = indirect;
}