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c269817edd
The uniform names are now stored in a GPtrArray instead of a linked list. There is also a hash table to speed up converting names to locations. Reviewed-by: Robert Bragg <robert@linux.intel.com>
319 lines
11 KiB
C
319 lines
11 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_CONTEXT_PRIVATE_H
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#define __COGL_CONTEXT_PRIVATE_H
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-winsys-private.h"
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#include "cogl-flags.h"
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#ifdef COGL_HAS_XLIB_SUPPORT
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#include "cogl-xlib-private.h"
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#endif
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#include "cogl-display-private.h"
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#include "cogl-primitives.h"
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#include "cogl-clip-stack.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-buffer-private.h"
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#include "cogl-bitmask.h"
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#include "cogl-atlas.h"
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#include "cogl-texture-driver.h"
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#include "cogl-pipeline-cache.h"
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typedef struct
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{
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GLfloat v[3];
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GLfloat t[2];
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GLubyte c[4];
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} CoglTextureGLVertex;
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struct _CoglContext
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{
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CoglObject _parent;
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CoglDisplay *display;
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CoglDriver driver;
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/* vtable for the texture driver functions */
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const CoglTextureDriver *texture_driver;
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/* Features cache */
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unsigned long features[COGL_FLAGS_N_LONGS_FOR_SIZE (_COGL_N_FEATURE_IDS)];
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CoglFeatureFlags feature_flags; /* legacy/deprecated feature flags */
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CoglPrivateFeatureFlags private_feature_flags;
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CoglHandle default_pipeline;
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CoglHandle default_layer_0;
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CoglHandle default_layer_n;
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CoglHandle dummy_layer_dependant;
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/* Enable cache */
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unsigned long enable_flags;
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gboolean legacy_backface_culling_enabled;
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/* A few handy matrix constants */
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CoglMatrix identity_matrix;
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CoglMatrix y_flip_matrix;
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/* Client-side matrix stack or NULL if none */
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CoglMatrixMode flushed_matrix_mode;
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/* On GLES2 we need to track the matrices separately because the are
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stored in GLSL uniforms rather than using the fixed function
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API. We keep track of the matrix stack that Cogl is trying to
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flush so we can flush it later after the program is generated. A
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reference is taken on the stacks. */
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CoglMatrixStack *flushed_modelview_stack;
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CoglMatrixStack *flushed_projection_stack;
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GArray *texture_units;
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int active_texture_unit;
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CoglPipelineFogState legacy_fog_state;
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/* Pipelines */
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CoglPipeline *opaque_color_pipeline; /* used for set_source_color */
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CoglPipeline *blended_color_pipeline; /* used for set_source_color */
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CoglPipeline *texture_pipeline; /* used for set_source_texture */
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GString *codegen_header_buffer;
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GString *codegen_source_buffer;
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GList *source_stack;
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int legacy_state_set;
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CoglPipelineCache *pipeline_cache;
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/* Textures */
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CoglHandle default_gl_texture_2d_tex;
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CoglHandle default_gl_texture_rect_tex;
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/* Central list of all framebuffers so all journals can be flushed
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* at any time. */
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GList *framebuffers;
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/* Global journal buffers */
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GArray *journal_flush_attributes_array;
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GArray *journal_clip_bounds;
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GArray *polygon_vertices;
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/* Some simple caching, to minimize state changes... */
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CoglPipeline *current_pipeline;
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unsigned long current_pipeline_changes_since_flush;
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gboolean current_pipeline_skip_gl_color;
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unsigned long current_pipeline_age;
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/* Bitmask of attributes enabled. On GLES2 these are the vertex
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attribute numbers and on regular GL these are only used for the
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texture coordinate arrays */
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CoglBitmask arrays_enabled;
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/* These are temporary bitmasks that are used when disabling
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texcoord arrays. They are here just to avoid allocating new ones
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each time */
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CoglBitmask arrays_to_change;
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CoglBitmask temp_bitmask;
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gboolean gl_blend_enable_cache;
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gboolean depth_test_enabled_cache;
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CoglDepthTestFunction depth_test_function_cache;
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gboolean depth_writing_enabled_cache;
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float depth_range_near_cache;
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float depth_range_far_cache;
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gboolean legacy_depth_test_enabled;
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float point_size_cache;
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CoglBuffer *current_buffer[COGL_BUFFER_BIND_TARGET_COUNT];
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/* Framebuffers */
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GSList *framebuffer_stack;
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CoglHandle window_buffer;
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gboolean dirty_bound_framebuffer;
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gboolean dirty_gl_viewport;
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/* Primitives */
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CoglPath *current_path;
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CoglPipeline *stencil_pipeline;
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/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
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out of a vertex array of quads */
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CoglHandle quad_buffer_indices_byte;
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unsigned int quad_buffer_indices_len;
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CoglHandle quad_buffer_indices;
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CoglIndices *rectangle_byte_indices;
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CoglIndices *rectangle_short_indices;
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int rectangle_short_indices_len;
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gboolean in_begin_gl_block;
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CoglPipeline *texture_download_pipeline;
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CoglPipeline *blit_texture_pipeline;
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GSList *atlases;
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GHookList atlas_reorganize_callbacks;
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/* This debugging variable is used to pick a colour for visually
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displaying the quad batches. It needs to be global so that it can
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be reset by cogl_clear. It needs to be reset to increase the
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chances of getting the same colour during an animation */
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guint8 journal_rectangles_color;
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/* Cached values for GL_MAX_TEXTURE_[IMAGE_]UNITS to avoid calling
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glGetInteger too often */
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GLint max_texture_units;
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GLint max_texture_image_units;
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GLint max_activateable_texture_units;
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/* Fragment processing programs */
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CoglHandle current_program;
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CoglPipelineProgramType current_fragment_program_type;
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CoglPipelineProgramType current_vertex_program_type;
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GLuint current_gl_program;
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gboolean current_gl_dither_enabled;
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CoglColorMask current_gl_color_mask;
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/* List of types that will be considered a subclass of CoglTexture in
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cogl_is_texture */
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GSList *texture_types;
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/* List of types that will be considered a subclass of CoglBuffer in
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cogl_is_buffer */
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GSList *buffer_types;
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/* Clipping */
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/* TRUE if we have a valid clipping stack flushed. In that case
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current_clip_stack will describe what the current state is. If
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this is FALSE then the current clip stack is completely unknown
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so it will need to be reflushed. In that case current_clip_stack
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doesn't need to be a valid pointer. We can't just use NULL in
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current_clip_stack to mark a dirty state because NULL is a valid
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stack (meaning no clipping) */
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gboolean current_clip_stack_valid;
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/* The clip state that was flushed. This isn't intended to be used
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as a stack to push and pop new entries. Instead the current stack
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that the user wants is part of the framebuffer state. This is
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just used to record the flush state so we can avoid flushing the
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same state multiple times. When the clip state is flushed this
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will hold a reference */
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CoglClipStack *current_clip_stack;
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/* Whether the stencil buffer was used as part of the current clip
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state. If TRUE then any further use of the stencil buffer (such
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as for drawing paths) would need to be merged with the existing
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stencil buffer */
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gboolean current_clip_stack_uses_stencil;
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/* This is used as a temporary buffer to fill a CoglBuffer when
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cogl_buffer_map fails and we only want to map to fill it with new
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data */
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GByteArray *buffer_map_fallback_array;
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gboolean buffer_map_fallback_in_use;
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CoglWinsysRectangleState rectangle_state;
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/* FIXME: remove these when we remove the last xlib based clutter
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* backend. they should be tracked as part of the renderer but e.g.
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* the eglx backend doesn't yet have a corresponding Cogl winsys
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* and so we wont have a renderer in that case. */
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#ifdef COGL_HAS_XLIB_SUPPORT
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int damage_base;
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/* List of callback functions that will be given every Xlib event */
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GSList *event_filters;
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/* Current top of the XError trap state stack. The actual memory for
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these is expected to be allocated on the stack by the caller */
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CoglXlibTrapState *trap_state;
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#endif
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unsigned long winsys_features
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[COGL_FLAGS_N_LONGS_FOR_SIZE (COGL_WINSYS_FEATURE_N_FEATURES)];
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void *winsys;
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/* Array of names of uniforms. These are used like quarks to give a
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unique number to each uniform name except that we ensure that
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they increase sequentially so that we can use the id as an index
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into a bitfield representing the uniforms that a pipeline
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overrides from its parent. */
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GPtrArray *uniform_names;
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/* A hash table to quickly get an index given an existing name. The
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name strings are owned by the uniform_names array. The values are
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the uniform location cast to a pointer. */
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GHashTable *uniform_name_hash;
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int n_uniform_names;
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/* This defines a list of function pointers that Cogl uses from
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either GL or GLES. All functions are accessed indirectly through
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these pointers rather than linking to them directly */
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#define COGL_EXT_BEGIN(name, \
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min_gl_major, min_gl_minor, \
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gles_availability, \
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extension_suffixes, extension_names)
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#define COGL_EXT_FUNCTION(ret, name, args) \
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ret (APIENTRY * name) args;
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#define COGL_EXT_END()
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#include "cogl-ext-functions.h"
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#undef COGL_EXT_BEGIN
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#undef COGL_EXT_FUNCTION
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#undef COGL_EXT_END
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};
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CoglContext *
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_cogl_context_get_default ();
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context);
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/* Query the GL extensions and lookup the corresponding function
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* pointers. Theoretically the list of extensions can change for
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* different GL contexts so it is the winsys backend's responsiblity
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* to know when to re-query the GL extensions. The backend should also
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* check whether the GL context is supported by Cogl. If not it should
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* return FALSE and set @error */
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gboolean
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_cogl_context_update_features (CoglContext *context,
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GError **error);
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/* Obtains the context and returns retval if NULL */
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#define _COGL_GET_CONTEXT(ctxvar, retval) \
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CoglContext *ctxvar = _cogl_context_get_default (); \
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if (ctxvar == NULL) return retval;
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#define NO_RETVAL
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#endif /* __COGL_CONTEXT_PRIVATE_H */
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