mirror of
https://github.com/brl/mutter.git
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534e535a28
This removes cogl-queue.h and adds a copy of Wayland's embedded list implementation. The advantage of the Wayland model is that it is much simpler and so it is easier to follow. It also doesn't require defining a typedef for every list type. The downside is that there is only one list type which is a doubly-linked list where the head has a pointer to both the beginning and the end. The BSD implementation has many more combinations some of which we were taking advantage of to reduce the size of critical structs where we didn't need a pointer to the end of the list. The corresponding changes to uses of cogl-queue.h are: • COGL_STAILQ_* was used for onscreen the list of events and dirty notifications. This makes the size of the CoglContext grow by one pointer. • COGL_TAILQ_* was used for fences. • COGL_LIST_* for CoglClosures. In this case the list head now has an extra pointer which means CoglOnscreen will grow by the size of three pointers, but this doesn't seem like a particularly important struct to optimise for size anyway. • COGL_LIST_* was used for the list of foreign GLES2 offscreens. • COGL_TAILQ_* was used for the list of sub stacks in a CoglMemoryStack. • COGL_LIST_* was used to track the list of layers that haven't had code generated yet while generating a fragment shader for a pipeline. • COGL_LIST_* was used to track the pipeline hierarchy in CoglNode. The last part is a bit more controversial because it increases the size of CoglPipeline and CoglPipelineLayer by one pointer in order to have the redundant tail pointer for the list head. Normally we try to be very careful about the size of the CoglPipeline struct. Because CoglPipeline is slice-allocated, this effectively ends up adding two pointers to the size because GSlice rounds up to the size of two pointers. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 13abf613b15f571ba1fcf6d2eb831ffc6fa31324) Conflicts: cogl/cogl-context-private.h cogl/cogl-context.c cogl/driver/gl/cogl-pipeline-fragend-glsl.c doc/reference/cogl-2.0-experimental/Makefile.am
778 lines
25 KiB
C
778 lines
25 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) 2007,2008,2009,2013 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-object.h"
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#include "cogl-private.h"
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#include "cogl-winsys-private.h"
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#include "winsys/cogl-winsys-stub-private.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context-private.h"
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#include "cogl-util-gl-private.h"
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#include "cogl-display-private.h"
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#include "cogl-renderer-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-texture-2d-private.h"
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#include "cogl-texture-3d-private.h"
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#include "cogl-texture-rectangle-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-onscreen-private.h"
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#include "cogl2-path.h"
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#include "cogl-attribute-private.h"
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#include "cogl1-context.h"
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#include "cogl-gpu-info-private.h"
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#include "cogl-config-private.h"
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#include "cogl-error-private.h"
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#include <string.h>
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#include <stdlib.h>
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#ifdef HAVE_COGL_GL
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#include "cogl-pipeline-fragend-arbfp-private.h"
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#endif
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/* These aren't defined in the GLES headers */
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#ifndef GL_POINT_SPRITE
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#define GL_POINT_SPRITE 0x8861
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#endif
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#ifndef GL_NUM_EXTENSIONS
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#define GL_NUM_EXTENSIONS 0x821D
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#endif
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static void _cogl_context_free (CoglContext *context);
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COGL_OBJECT_DEFINE (Context, context);
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extern void
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_cogl_create_context_driver (CoglContext *context);
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static CoglContext *_cogl_context = NULL;
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static void
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_cogl_init_feature_overrides (CoglContext *ctx)
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{
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
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ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_VBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_PBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, FALSE);
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}
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE,
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FALSE);
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}
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
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{
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ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
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COGL_FEATURE_TEXTURE_NPOT_BASIC |
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COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
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COGL_FEATURE_TEXTURE_NPOT_REPEAT);
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, FALSE);
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}
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}
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context)
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{
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return context->display->renderer->winsys_vtable;
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}
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/* For reference: There was some deliberation over whether to have a
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* constructor that could throw an exception but looking at standard
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* practices with several high level OO languages including python, C++,
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* C# Java and Ruby they all support exceptions in constructors and the
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* general consensus appears to be that throwing an exception is neater
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* than successfully constructing with an internal error status that
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* would then have to be explicitly checked via some form of ::is_ok()
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* method.
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*/
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CoglContext *
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cogl_context_new (CoglDisplay *display,
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CoglError **error)
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{
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CoglContext *context;
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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CoglBitmap *default_texture_bitmap;
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const CoglWinsysVtable *winsys;
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int i;
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CoglError *internal_error = NULL;
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_cogl_init ();
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#ifdef COGL_ENABLE_PROFILE
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/* We need to be absolutely sure that uprof has been initialized
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* before calling _cogl_uprof_init. uprof_init (NULL, NULL)
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* will be a NOP if it has been initialized but it will also
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* mean subsequent parsing of the UProf GOptionGroup will have no
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* affect.
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*
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* Sadly GOptionGroup based library initialization is extremely
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* fragile by design because GOptionGroups have no notion of
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* dependencies and so the order things are initialized isn't
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* currently under tight control.
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*/
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uprof_init (NULL, NULL);
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_cogl_uprof_init ();
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#endif
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/* Allocate context memory */
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context = g_malloc0 (sizeof (CoglContext));
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/* Convert the context into an object immediately in case any of the
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code below wants to verify that the context pointer is a valid
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object */
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_cogl_context_object_new (context);
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/* XXX: Gross hack!
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* Currently everything in Cogl just assumes there is a default
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* context which it can access via _COGL_GET_CONTEXT() including
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* code used to construct a CoglContext. Until all of that code
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* has been updated to take an explicit context argument we have
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* to immediately make our pointer the default context.
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*/
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_cogl_context = context;
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/* Init default values */
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memset (context->features, 0, sizeof (context->features));
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context->feature_flags = 0;
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context->private_feature_flags = 0;
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context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
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memset (context->winsys_features, 0, sizeof (context->winsys_features));
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if (!display)
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{
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CoglRenderer *renderer = cogl_renderer_new ();
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if (!cogl_renderer_connect (renderer, error))
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{
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g_free (context);
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return NULL;
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}
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display = cogl_display_new (renderer, NULL);
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}
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else
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cogl_object_ref (display);
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if (!cogl_display_setup (display, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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context->display = display;
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/* This is duplicated data, but it's much more convenient to have
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the driver attached to the context and the value is accessed a
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lot throughout Cogl */
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context->driver = display->renderer->driver;
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/* Again this is duplicated data, but it convenient to be able
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* access these from the context. */
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context->driver_vtable = display->renderer->driver_vtable;
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context->texture_driver = display->renderer->texture_driver;
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winsys = _cogl_context_get_winsys (context);
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if (!winsys->context_init (context, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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context->attribute_name_states_hash =
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g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
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context->attribute_name_index_map = NULL;
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context->n_attribute_names = 0;
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/* The "cogl_color_in" attribute needs a deterministic name_index
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* so we make sure it's the first attribute name we register */
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_cogl_attribute_register_attribute_name (context, "cogl_color_in");
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context->uniform_names =
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g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
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context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
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context->n_uniform_names = 0;
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/* Initialise the driver specific state */
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_cogl_init_feature_overrides (context);
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/* XXX: ONGOING BUG: Intel viewport scissor
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*
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* Intel gen6 drivers don't currently correctly handle offset
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* viewports, since primitives aren't clipped within the bounds of
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* the viewport. To workaround this we push our own clip for the
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* viewport that will use scissoring to ensure we clip as expected.
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*
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* TODO: file a bug upstream!
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*/
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if (context->gpu.driver_package == COGL_GPU_INFO_DRIVER_PACKAGE_MESA &&
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context->gpu.architecture == COGL_GPU_INFO_ARCHITECTURE_SANDYBRIDGE &&
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!getenv ("COGL_DISABLE_INTEL_VIEWPORT_SCISSORT_WORKAROUND"))
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context->needs_viewport_scissor_workaround = TRUE;
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else
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context->needs_viewport_scissor_workaround = FALSE;
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context->sampler_cache = _cogl_sampler_cache_new (context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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_cogl_pipeline_init_state_hash_functions ();
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_cogl_pipeline_init_layer_state_hash_functions ();
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context->current_clip_stack_valid = FALSE;
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context->current_clip_stack = NULL;
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context->legacy_backface_culling_enabled = FALSE;
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cogl_matrix_init_identity (&context->identity_matrix);
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cogl_matrix_init_identity (&context->y_flip_matrix);
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cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);
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context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
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context->texture_units =
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g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
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if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_ANY_GL))
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{
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/* See cogl-pipeline.c for more details about why we leave texture unit 1
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* active by default... */
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context->active_texture_unit = 1;
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GE (context, glActiveTexture (GL_TEXTURE1));
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}
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context->legacy_fog_state.enabled = FALSE;
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context->opaque_color_pipeline = cogl_pipeline_new (context);
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context->blended_color_pipeline = cogl_pipeline_new (context);
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context->texture_pipeline = cogl_pipeline_new (context);
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context->codegen_header_buffer = g_string_new ("");
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context->codegen_source_buffer = g_string_new ("");
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context->codegen_boilerplate_buffer = g_string_new ("");
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context->source_stack = NULL;
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context->legacy_state_set = 0;
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context->default_gl_texture_2d_tex = NULL;
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context->default_gl_texture_3d_tex = NULL;
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context->default_gl_texture_rect_tex = NULL;
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context->framebuffers = NULL;
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context->current_draw_buffer = NULL;
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context->current_read_buffer = NULL;
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context->current_draw_buffer_state_flushed = 0;
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context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;
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context->swap_callback_closures =
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g_hash_table_new (g_direct_hash, g_direct_equal);
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_cogl_list_init (&context->onscreen_events_queue);
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_cogl_list_init (&context->onscreen_dirty_queue);
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g_queue_init (&context->gles2_context_stack);
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context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
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context->journal_clip_bounds = NULL;
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context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
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context->current_pipeline = NULL;
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context->current_pipeline_changes_since_flush = 0;
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context->current_pipeline_with_color_attrib = FALSE;
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_cogl_bitmask_init (&context->enabled_builtin_attributes);
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_cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
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_cogl_bitmask_init (&context->enabled_texcoord_attributes);
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_cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
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_cogl_bitmask_init (&context->enabled_custom_attributes);
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_cogl_bitmask_init (&context->enable_custom_attributes_tmp);
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_cogl_bitmask_init (&context->changed_bits_tmp);
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context->max_texture_units = -1;
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context->max_activateable_texture_units = -1;
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context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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context->current_gl_program = 0;
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context->current_gl_dither_enabled = TRUE;
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context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
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context->gl_blend_enable_cache = FALSE;
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context->depth_test_enabled_cache = FALSE;
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context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
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context->depth_writing_enabled_cache = TRUE;
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context->depth_range_near_cache = 0;
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context->depth_range_far_cache = 1;
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context->legacy_depth_test_enabled = FALSE;
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context->pipeline_cache = _cogl_pipeline_cache_new ();
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for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
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context->current_buffer[i] = NULL;
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context->window_buffer = NULL;
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context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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/* XXX: In this case the Clutter backend is still responsible for
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* the OpenGL binding API and for creating onscreen framebuffers and
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* so we have to add a dummy framebuffer to represent the backend
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* owned window... */
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if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
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{
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CoglOnscreen *window = _cogl_onscreen_new ();
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cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
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cogl_object_unref (COGL_FRAMEBUFFER (window));
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}
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context->current_path = cogl2_path_new ();
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context->stencil_pipeline = cogl_pipeline_new (context);
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context->in_begin_gl_block = FALSE;
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context->quad_buffer_indices_byte = NULL;
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context->quad_buffer_indices = NULL;
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context->quad_buffer_indices_len = 0;
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context->rectangle_byte_indices = NULL;
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context->rectangle_short_indices = NULL;
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context->rectangle_short_indices_len = 0;
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context->texture_download_pipeline = NULL;
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context->blit_texture_pipeline = NULL;
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_ALPHA_TEST))
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/* The default for GL_ALPHA_TEST is to always pass which is equivalent to
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* the test being disabled therefore we assume that for all drivers there
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* will be no performance impact if we always leave the test enabled which
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* makes things a bit simpler for us. Under GLES2 the alpha test is
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* implemented in the fragment shader so there is no enable for it
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*/
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GE (context, glEnable (GL_ALPHA_TEST));
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#endif
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#if defined (HAVE_COGL_GL)
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if ((context->driver == COGL_DRIVER_GL3))
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{
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GLuint vertex_array;
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/* In a forward compatible context, GL 3 doesn't support rendering
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* using the default vertex array object. Cogl doesn't use vertex
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* array objects yet so for now we just create a dummy array
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* object that we will use as our own default object. Eventually
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* it could be good to attach the vertex array objects to
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* CoglPrimitives */
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context->glGenVertexArrays (1, &vertex_array);
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context->glBindVertexArray (vertex_array);
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}
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#endif
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context->current_modelview_entry = NULL;
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context->current_projection_entry = NULL;
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_cogl_matrix_entry_identity_init (&context->identity_entry);
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_cogl_matrix_entry_cache_init (&context->builtin_flushed_projection);
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_cogl_matrix_entry_cache_init (&context->builtin_flushed_modelview);
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default_texture_bitmap =
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cogl_bitmap_new_for_data (context,
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1, 1, /* width/height */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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4, /* rowstride */
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default_texture_data);
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|
|
/* Create default textures used for fall backs */
|
|
context->default_gl_texture_2d_tex =
|
|
cogl_texture_2d_new_from_bitmap (default_texture_bitmap,
|
|
/* internal format */
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
NULL);
|
|
|
|
/* If 3D or rectangle textures aren't supported then these will
|
|
* return errors that we can simply ignore. */
|
|
internal_error = NULL;
|
|
context->default_gl_texture_3d_tex =
|
|
cogl_texture_3d_new_from_bitmap (default_texture_bitmap,
|
|
1, /* height */
|
|
1, /* depth */
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
&internal_error);
|
|
if (internal_error)
|
|
cogl_error_free (internal_error);
|
|
|
|
internal_error = NULL;
|
|
context->default_gl_texture_rect_tex =
|
|
cogl_texture_rectangle_new_from_bitmap (default_texture_bitmap,
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
&internal_error);
|
|
if (internal_error)
|
|
cogl_error_free (internal_error);
|
|
|
|
cogl_object_unref (default_texture_bitmap);
|
|
|
|
cogl_push_source (context->opaque_color_pipeline);
|
|
|
|
context->atlases = NULL;
|
|
g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
|
|
|
|
context->buffer_map_fallback_array = g_byte_array_new ();
|
|
context->buffer_map_fallback_in_use = FALSE;
|
|
|
|
/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
|
|
unless GL_COORD_REPLACE is enabled for an individual layer.
|
|
Therefore it seems like it should be ok to just leave it enabled
|
|
all the time instead of having to have a set property on each
|
|
pipeline to track whether any layers have point sprite coords
|
|
enabled. We don't need to do this for GL3 or GLES2 because point
|
|
sprites are handled using a builtin varying in the shader. */
|
|
if ((context->private_feature_flags & COGL_PRIVATE_FEATURE_FIXED_FUNCTION) &&
|
|
cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
|
|
GE (context, glEnable (GL_POINT_SPRITE));
|
|
|
|
_cogl_list_init (&context->fences);
|
|
|
|
return context;
|
|
}
|
|
|
|
static void
|
|
_cogl_context_free (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
winsys->context_deinit (context);
|
|
|
|
_cogl_free_framebuffer_stack (context->framebuffer_stack);
|
|
|
|
if (context->current_path)
|
|
cogl_handle_unref (context->current_path);
|
|
|
|
if (context->default_gl_texture_2d_tex)
|
|
cogl_object_unref (context->default_gl_texture_2d_tex);
|
|
if (context->default_gl_texture_3d_tex)
|
|
cogl_object_unref (context->default_gl_texture_3d_tex);
|
|
if (context->default_gl_texture_rect_tex)
|
|
cogl_object_unref (context->default_gl_texture_rect_tex);
|
|
|
|
if (context->opaque_color_pipeline)
|
|
cogl_object_unref (context->opaque_color_pipeline);
|
|
if (context->blended_color_pipeline)
|
|
cogl_object_unref (context->blended_color_pipeline);
|
|
if (context->texture_pipeline)
|
|
cogl_object_unref (context->texture_pipeline);
|
|
|
|
if (context->blit_texture_pipeline)
|
|
cogl_object_unref (context->blit_texture_pipeline);
|
|
|
|
if (context->swap_callback_closures)
|
|
g_hash_table_destroy (context->swap_callback_closures);
|
|
|
|
g_warn_if_fail (context->gles2_context_stack.length == 0);
|
|
|
|
if (context->journal_flush_attributes_array)
|
|
g_array_free (context->journal_flush_attributes_array, TRUE);
|
|
if (context->journal_clip_bounds)
|
|
g_array_free (context->journal_clip_bounds, TRUE);
|
|
|
|
if (context->polygon_vertices)
|
|
g_array_free (context->polygon_vertices, TRUE);
|
|
|
|
if (context->quad_buffer_indices_byte)
|
|
cogl_object_unref (context->quad_buffer_indices_byte);
|
|
if (context->quad_buffer_indices)
|
|
cogl_object_unref (context->quad_buffer_indices);
|
|
|
|
if (context->rectangle_byte_indices)
|
|
cogl_object_unref (context->rectangle_byte_indices);
|
|
if (context->rectangle_short_indices)
|
|
cogl_object_unref (context->rectangle_short_indices);
|
|
|
|
if (context->default_pipeline)
|
|
cogl_object_unref (context->default_pipeline);
|
|
|
|
if (context->dummy_layer_dependant)
|
|
cogl_object_unref (context->dummy_layer_dependant);
|
|
if (context->default_layer_n)
|
|
cogl_object_unref (context->default_layer_n);
|
|
if (context->default_layer_0)
|
|
cogl_object_unref (context->default_layer_0);
|
|
|
|
if (context->current_clip_stack_valid)
|
|
_cogl_clip_stack_unref (context->current_clip_stack);
|
|
|
|
g_slist_free (context->atlases);
|
|
g_hook_list_clear (&context->atlas_reorganize_callbacks);
|
|
|
|
_cogl_bitmask_destroy (&context->enabled_builtin_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_builtin_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->enabled_texcoord_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_texcoord_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->enabled_custom_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_custom_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->changed_bits_tmp);
|
|
|
|
if (context->current_modelview_entry)
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
|
if (context->current_projection_entry)
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_projection);
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_modelview);
|
|
|
|
_cogl_pipeline_cache_free (context->pipeline_cache);
|
|
|
|
_cogl_sampler_cache_free (context->sampler_cache);
|
|
|
|
_cogl_destroy_texture_units ();
|
|
|
|
g_ptr_array_free (context->uniform_names, TRUE);
|
|
g_hash_table_destroy (context->uniform_name_hash);
|
|
|
|
g_hash_table_destroy (context->attribute_name_states_hash);
|
|
g_array_free (context->attribute_name_index_map, TRUE);
|
|
|
|
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
|
|
|
|
cogl_object_unref (context->display);
|
|
|
|
g_free (context);
|
|
}
|
|
|
|
CoglContext *
|
|
_cogl_context_get_default (void)
|
|
{
|
|
CoglError *error = NULL;
|
|
/* Create if doesn't exist yet */
|
|
if (_cogl_context == NULL)
|
|
{
|
|
_cogl_context = cogl_context_new (NULL, &error);
|
|
if (!_cogl_context)
|
|
{
|
|
g_warning ("Failed to create default context: %s",
|
|
error->message);
|
|
cogl_error_free (error);
|
|
}
|
|
}
|
|
|
|
return _cogl_context;
|
|
}
|
|
|
|
CoglDisplay *
|
|
cogl_context_get_display (CoglContext *context)
|
|
{
|
|
return context->display;
|
|
}
|
|
|
|
CoglRenderer *
|
|
cogl_context_get_renderer (CoglContext *context)
|
|
{
|
|
return context->display->renderer;
|
|
}
|
|
|
|
#ifdef COGL_HAS_EGL_SUPPORT
|
|
EGLDisplay
|
|
cogl_egl_context_get_egl_display (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
/* This should only be called for EGL contexts */
|
|
_COGL_RETURN_VAL_IF_FAIL (winsys->context_egl_get_egl_display != NULL, NULL);
|
|
|
|
return winsys->context_egl_get_egl_display (context);
|
|
}
|
|
#endif
|
|
|
|
CoglBool
|
|
_cogl_context_update_features (CoglContext *context,
|
|
CoglError **error)
|
|
{
|
|
return context->driver_vtable->update_features (context, error);
|
|
}
|
|
|
|
void
|
|
_cogl_context_set_current_projection_entry (CoglContext *context,
|
|
CoglMatrixEntry *entry)
|
|
{
|
|
cogl_matrix_entry_ref (entry);
|
|
if (context->current_projection_entry)
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
|
context->current_projection_entry = entry;
|
|
}
|
|
|
|
void
|
|
_cogl_context_set_current_modelview_entry (CoglContext *context,
|
|
CoglMatrixEntry *entry)
|
|
{
|
|
cogl_matrix_entry_ref (entry);
|
|
if (context->current_modelview_entry)
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
|
context->current_modelview_entry = entry;
|
|
}
|
|
|
|
char **
|
|
_cogl_context_get_gl_extensions (CoglContext *context)
|
|
{
|
|
const char *env_disabled_extensions;
|
|
char **ret;
|
|
|
|
/* In GL 3, querying GL_EXTENSIONS is deprecated so we have to build
|
|
* the array using glGetStringi instead */
|
|
#ifdef HAVE_COGL_GL
|
|
if (context->driver == COGL_DRIVER_GL3)
|
|
{
|
|
int num_extensions, i;
|
|
|
|
context->glGetIntegerv (GL_NUM_EXTENSIONS, &num_extensions);
|
|
|
|
ret = g_malloc (sizeof (char *) * (num_extensions + 1));
|
|
|
|
for (i = 0; i < num_extensions; i++)
|
|
{
|
|
const char *ext =
|
|
(const char *) context->glGetStringi (GL_EXTENSIONS, i);
|
|
ret[i] = g_strdup (ext);
|
|
}
|
|
|
|
ret[num_extensions] = NULL;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
const char *all_extensions =
|
|
(const char *) context->glGetString (GL_EXTENSIONS);
|
|
|
|
ret = g_strsplit (all_extensions, " ", 0 /* max tokens */);
|
|
}
|
|
|
|
if ((env_disabled_extensions = g_getenv ("COGL_DISABLE_GL_EXTENSIONS"))
|
|
|| _cogl_config_disable_gl_extensions)
|
|
{
|
|
char **split_env_disabled_extensions;
|
|
char **split_conf_disabled_extensions;
|
|
char **src, **dst;
|
|
|
|
if (env_disabled_extensions)
|
|
split_env_disabled_extensions =
|
|
g_strsplit (env_disabled_extensions,
|
|
",",
|
|
0 /* no max tokens */);
|
|
else
|
|
split_env_disabled_extensions = NULL;
|
|
|
|
if (_cogl_config_disable_gl_extensions)
|
|
split_conf_disabled_extensions =
|
|
g_strsplit (_cogl_config_disable_gl_extensions,
|
|
",",
|
|
0 /* no max tokens */);
|
|
else
|
|
split_conf_disabled_extensions = NULL;
|
|
|
|
for (dst = ret, src = ret;
|
|
*src;
|
|
src++)
|
|
{
|
|
char **d;
|
|
|
|
if (split_env_disabled_extensions)
|
|
for (d = split_env_disabled_extensions; *d; d++)
|
|
if (!strcmp (*src, *d))
|
|
goto disabled;
|
|
if (split_conf_disabled_extensions)
|
|
for (d = split_conf_disabled_extensions; *d; d++)
|
|
if (!strcmp (*src, *d))
|
|
goto disabled;
|
|
|
|
*(dst++) = *src;
|
|
continue;
|
|
|
|
disabled:
|
|
g_free (*src);
|
|
continue;
|
|
}
|
|
|
|
*dst = NULL;
|
|
|
|
if (split_env_disabled_extensions)
|
|
g_strfreev (split_env_disabled_extensions);
|
|
if (split_conf_disabled_extensions)
|
|
g_strfreev (split_conf_disabled_extensions);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
const char *
|
|
_cogl_context_get_gl_version (CoglContext *context)
|
|
{
|
|
const char *version_override;
|
|
|
|
if ((version_override = g_getenv ("COGL_OVERRIDE_GL_VERSION")))
|
|
return version_override;
|
|
else if (_cogl_config_override_gl_version)
|
|
return _cogl_config_override_gl_version;
|
|
else
|
|
return (const char *) context->glGetString (GL_VERSION);
|
|
|
|
}
|
|
|
|
int64_t
|
|
cogl_get_clock_time (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
if (winsys->context_get_clock_time)
|
|
return winsys->context_get_clock_time (context);
|
|
else
|
|
return 0;
|
|
}
|