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Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905
)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
202 lines
6.2 KiB
C
202 lines
6.2 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2011 Collabora Ltd.
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* Copyright (C) 2012 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Tomeu Vizoso <tomeu.vizoso@collabora.com>
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* Robert Bragg <robert@linux.intel.com>
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*
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*/
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#ifndef __COGL_GLES2_CONTEXT_PRIVATE_H
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#define __COGL_GLES2_CONTEXT_PRIVATE_H
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#include <glib.h>
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#include "cogl-object-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-list.h"
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typedef struct _CoglGLES2Offscreen
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{
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CoglList link;
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CoglOffscreen *original_offscreen;
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CoglGLFramebuffer gl_framebuffer;
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} CoglGLES2Offscreen;
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typedef struct
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{
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/* GL's ID for the shader */
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GLuint object_id;
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/* Shader type */
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GLenum type;
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/* Number of references to this shader. The shader will have one
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* reference when it is created. This reference will be removed when
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* glDeleteShader is called. An additional reference will be taken
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* whenever the shader is attached to a program. This is necessary
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* to correctly detect when a shader is destroyed because
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* glDeleteShader doesn't actually delete the object if it is
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* attached to a program */
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int ref_count;
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/* Set once this object has had glDeleteShader called on it. We need
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* to keep track of this so we don't deref the data twice if the
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* application calls glDeleteShader multiple times */
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CoglBool deleted;
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} CoglGLES2ShaderData;
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typedef enum
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{
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COGL_GLES2_FLIP_STATE_UNKNOWN,
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COGL_GLES2_FLIP_STATE_NORMAL,
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COGL_GLES2_FLIP_STATE_FLIPPED
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} CoglGLES2FlipState;
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typedef struct
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{
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/* GL's ID for the program */
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GLuint object_id;
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/* List of shaders attached to this program */
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GList *attached_shaders;
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/* Reference count. There can be up to two references. One of these
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* will exist between glCreateProgram and glDeleteShader, the other
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* will exist while the program is made current. This is necessary
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* to correctly detect when the program is deleted because
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* glDeleteShader will delay the deletion if the program is
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* current */
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int ref_count;
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/* Set once this object has had glDeleteProgram called on it. We need
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* to keep track of this so we don't deref the data twice if the
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* application calls glDeleteProgram multiple times */
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CoglBool deleted;
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GLuint flip_vector_location;
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/* A cache of what value we've put in the flip vector uniform so
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* that we don't flush unless it's changed */
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CoglGLES2FlipState flip_vector_state;
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CoglGLES2Context *context;
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} CoglGLES2ProgramData;
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/* State tracked for each texture unit */
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typedef struct
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{
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/* The currently bound texture for the GL_TEXTURE_2D */
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GLuint current_texture_2d;
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} CoglGLES2TextureUnitData;
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/* State tracked for each texture object */
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typedef struct
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{
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/* GL's ID for this object */
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GLuint object_id;
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GLenum target;
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/* The details for texture when it has a 2D target */
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int width, height;
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GLenum format;
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} CoglGLES2TextureObjectData;
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struct _CoglGLES2Context
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{
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CoglObject _parent;
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CoglContext *context;
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/* This is set to FALSE until the first time the GLES2 context is
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* bound to something. We need to keep track of this so we can set
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* the viewport and scissor the first time it is bound. */
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CoglBool has_been_bound;
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CoglFramebuffer *read_buffer;
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CoglGLES2Offscreen *gles2_read_buffer;
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CoglFramebuffer *write_buffer;
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CoglGLES2Offscreen *gles2_write_buffer;
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GLuint current_fbo_handle;
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CoglList foreign_offscreens;
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CoglGLES2Vtable *vtable;
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/* Hash table mapping GL's IDs for shaders and objects to ShaderData
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* and ProgramData so that we can maintain extra data for these
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* objects. Although technically the IDs will end up global across
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* all GLES2 contexts because they will all be in the same share
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* list, we don't really want to expose this outside of the Cogl API
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* so we will assume it is undefined behaviour if an application
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* relies on this. */
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GHashTable *shader_map;
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GHashTable *program_map;
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/* Currently in use program. We need to keep track of this so that
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* we can keep a reference to the data for the program while it is
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* current */
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CoglGLES2ProgramData *current_program;
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/* Whether the currently bound framebuffer needs flipping. This is
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* used to check for changes so that we can dirty the following
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* state flags */
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CoglGLES2FlipState current_flip_state;
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/* The following state is tracked separately from the GL context
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* because we need to modify it depending on whether we are flipping
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* the geometry. */
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CoglBool viewport_dirty;
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int viewport[4];
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CoglBool scissor_dirty;
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int scissor[4];
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CoglBool front_face_dirty;
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GLenum front_face;
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/* We need to keep track of the pack alignment so we can flip the
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* results of glReadPixels read from a CoglOffscreen */
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int pack_alignment;
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/* A hash table of CoglGLES2TextureObjects indexed by the texture
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* object ID so that we can track some state */
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GHashTable *texture_object_map;
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/* Array of CoglGLES2TextureUnits to keep track of state for each
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* texture unit */
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GArray *texture_units;
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/* The currently active texture unit indexed from 0 (not from
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* GL_TEXTURE0) */
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int current_texture_unit;
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void *winsys;
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};
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#endif /* __COGL_GLES2_CONTEXT_PRIVATE_H */
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