mirror of
https://github.com/brl/mutter.git
synced 2024-11-11 00:26:40 -05:00
54d8aadf1d
The texture filters are now a property of the material layer rather than the texture object. Whenever a texture is painted with a material it sets the filters on all of the GL textures in the Cogl texture. The filter is cached so that it won't be changed unnecessarily. The automatic mipmap generation has changed so that the mipmaps are only generated when the texture is painted instead of every time the data changes. Changing the texture sets a flag to mark that the mipmaps are dirty. This works better if the FBO extension is available because we can use glGenerateMipmap. If the extension is not available it will temporarily enable automatic mipmap generation and reupload the first pixel of each slice. This requires tracking the data for the first pixel. The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to auto-mipmapping. The mipmap generation is now effectively free if you are not using a mipmap filter mode so you would only want to disable it if you had some special reason to generate your own mipmaps. ClutterTexture no longer has to store its own copy of the filter mode. Instead it stores it in the material and the property is directly set and read from that. This fixes problems with the filters getting out of sync when a cogl handle is set on the texture directly. It also avoids the mess of having to rerealize the texture if the filter quality changes to HIGH because Cogl will take of generating the mipmaps if needed.
516 lines
15 KiB
C
516 lines
15 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 <string.h>
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#include <gmodule.h>
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#include "cogl.h"
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#ifdef HAVE_CLUTTER_GLX
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#include <dlfcn.h>
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#include <GL/glx.h>
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typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
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#endif
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#include "cogl-internal.h"
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#include "cogl-context.h"
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CoglFuncPtr
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cogl_get_proc_address (const gchar* name)
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{
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/* Sucks to ifdef here but not other option..? would be nice to
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* split the code up for more reuse (once more backends use this
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*/
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#if defined(HAVE_CLUTTER_GLX)
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static GLXGetProcAddressProc get_proc_func = NULL;
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static void *dlhand = NULL;
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if (get_proc_func == NULL && dlhand == NULL)
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{
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dlhand = dlopen (NULL, RTLD_LAZY);
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if (dlhand)
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{
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dlerror ();
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
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if (dlerror () != NULL)
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{
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
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}
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if (dlerror () != NULL)
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{
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get_proc_func = NULL;
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g_warning ("failed to bind GLXGetProcAddress "
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"or GLXGetProcAddressARB");
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}
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}
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}
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if (get_proc_func)
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return get_proc_func ((unsigned char*) name);
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#elif defined(HAVE_CLUTTER_WIN32)
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return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
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#else /* HAVE_CLUTTER_WIN32 */
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/* this should find the right function if the program is linked against a
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* library providing it */
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static GModule *module = NULL;
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if (module == NULL)
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module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
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if (module)
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{
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gpointer symbol;
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if (g_module_symbol (module, name, &symbol))
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return symbol;
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}
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#endif /* HAVE_CLUTTER_WIN32 */
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return NULL;
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}
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gboolean
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cogl_check_extension (const gchar *name, const gchar *ext)
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{
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gchar *end;
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gint name_len, n;
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if (name == NULL || ext == NULL)
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return FALSE;
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end = (gchar*)(ext + strlen(ext));
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name_len = strlen(name);
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while (ext < end)
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{
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n = strcspn(ext, " ");
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if ((name_len == n) && (!strncmp(name, ext, n)))
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return TRUE;
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ext += (n + 1);
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}
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return FALSE;
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}
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#ifdef HAVE_CLUTTER_OSX
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static gboolean
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really_enable_npot (void)
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{
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/* OSX backend + ATI Radeon X1600 + NPOT texture + GL_REPEAT seems to crash
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* http://bugzilla.openedhand.com/show_bug.cgi?id=929
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*
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* Temporary workaround until post 0.8 we rejig the features set up a
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* little to allow the backend to overide.
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*/
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const char *gl_renderer;
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const char *env_string;
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/* Regardless of hardware, allow user to decide. */
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env_string = g_getenv ("COGL_ENABLE_NPOT");
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if (env_string != NULL)
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return env_string[0] == '1';
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gl_renderer = (char*)glGetString (GL_RENDERER);
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if (strstr (gl_renderer, "ATI Radeon X1600") != NULL)
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return FALSE;
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return TRUE;
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}
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#endif
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void
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_cogl_features_init (void)
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{
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CoglFeatureFlags flags = 0;
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const gchar *gl_extensions;
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GLint max_clip_planes = 0;
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GLint num_stencil_bits = 0;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
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gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
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if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
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{
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#ifdef HAVE_CLUTTER_OSX
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if (really_enable_npot ())
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#endif
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flags |= COGL_FEATURE_TEXTURE_NPOT;
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}
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#ifdef GL_YCBCR_MESA
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if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
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{
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flags |= COGL_FEATURE_TEXTURE_YUV;
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}
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#endif
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if (cogl_check_extension ("GL_ARB_shader_objects", gl_extensions) &&
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cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
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cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
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{
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ctx->pf_glCreateProgramObjectARB =
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(COGL_PFNGLCREATEPROGRAMOBJECTARBPROC)
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cogl_get_proc_address ("glCreateProgramObjectARB");
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ctx->pf_glCreateShaderObjectARB =
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(COGL_PFNGLCREATESHADEROBJECTARBPROC)
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cogl_get_proc_address ("glCreateShaderObjectARB");
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ctx->pf_glShaderSourceARB =
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(COGL_PFNGLSHADERSOURCEARBPROC)
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cogl_get_proc_address ("glShaderSourceARB");
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ctx->pf_glCompileShaderARB =
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(COGL_PFNGLCOMPILESHADERARBPROC)
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cogl_get_proc_address ("glCompileShaderARB");
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ctx->pf_glAttachObjectARB =
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(COGL_PFNGLATTACHOBJECTARBPROC)
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cogl_get_proc_address ("glAttachObjectARB");
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ctx->pf_glLinkProgramARB =
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(COGL_PFNGLLINKPROGRAMARBPROC)
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cogl_get_proc_address ("glLinkProgramARB");
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ctx->pf_glUseProgramObjectARB =
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(COGL_PFNGLUSEPROGRAMOBJECTARBPROC)
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cogl_get_proc_address ("glUseProgramObjectARB");
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ctx->pf_glGetUniformLocationARB =
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(COGL_PFNGLGETUNIFORMLOCATIONARBPROC)
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cogl_get_proc_address ("glGetUniformLocationARB");
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ctx->pf_glDeleteObjectARB =
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(COGL_PFNGLDELETEOBJECTARBPROC)
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cogl_get_proc_address ("glDeleteObjectARB");
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ctx->pf_glGetInfoLogARB =
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(COGL_PFNGLGETINFOLOGARBPROC)
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cogl_get_proc_address ("glGetInfoLogARB");
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ctx->pf_glGetObjectParameterivARB =
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(COGL_PFNGLGETOBJECTPARAMETERIVARBPROC)
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cogl_get_proc_address ("glGetObjectParameterivARB");
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ctx->pf_glUniform1fARB =
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(COGL_PFNGLUNIFORM1FARBPROC)
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cogl_get_proc_address ("glUniform1fARB");
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ctx->pf_glVertexAttribPointerARB =
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(COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
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cogl_get_proc_address ("glVertexAttribPointerARB");
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ctx->pf_glEnableVertexAttribArrayARB =
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(COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
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cogl_get_proc_address ("glEnableVertexAttribArrayARB");
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ctx->pf_glDisableVertexAttribArrayARB =
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(COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
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cogl_get_proc_address ("glDisableVertexAttribArrayARB");
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ctx->pf_glUniform2fARB =
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(COGL_PFNGLUNIFORM2FARBPROC)
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cogl_get_proc_address ("glUniform2fARB");
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ctx->pf_glUniform3fARB =
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(COGL_PFNGLUNIFORM3FARBPROC)
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cogl_get_proc_address ("glUniform3fARB");
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ctx->pf_glUniform4fARB =
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(COGL_PFNGLUNIFORM4FARBPROC)
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cogl_get_proc_address ("glUniform4fARB");
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ctx->pf_glUniform1fvARB =
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(COGL_PFNGLUNIFORM1FVARBPROC)
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cogl_get_proc_address ("glUniform1fvARB");
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ctx->pf_glUniform2fvARB =
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(COGL_PFNGLUNIFORM2FVARBPROC)
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cogl_get_proc_address ("glUniform2fvARB");
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ctx->pf_glUniform3fvARB =
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(COGL_PFNGLUNIFORM3FVARBPROC)
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cogl_get_proc_address ("glUniform3fvARB");
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ctx->pf_glUniform4fvARB =
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(COGL_PFNGLUNIFORM4FVARBPROC)
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cogl_get_proc_address ("glUniform4fvARB");
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ctx->pf_glUniform1iARB =
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(COGL_PFNGLUNIFORM1IARBPROC)
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cogl_get_proc_address ("glUniform1iARB");
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ctx->pf_glUniform2iARB =
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(COGL_PFNGLUNIFORM2IARBPROC)
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cogl_get_proc_address ("glUniform2iARB");
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ctx->pf_glUniform3iARB =
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(COGL_PFNGLUNIFORM3IARBPROC)
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cogl_get_proc_address ("glUniform3iARB");
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ctx->pf_glUniform4iARB =
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(COGL_PFNGLUNIFORM4IARBPROC)
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cogl_get_proc_address ("glUniform4iARB");
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ctx->pf_glUniform1ivARB =
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(COGL_PFNGLUNIFORM1IVARBPROC)
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cogl_get_proc_address ("glUniform1ivARB");
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ctx->pf_glUniform2ivARB =
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(COGL_PFNGLUNIFORM2IVARBPROC)
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cogl_get_proc_address ("glUniform2ivARB");
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ctx->pf_glUniform3ivARB =
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(COGL_PFNGLUNIFORM3IVARBPROC)
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cogl_get_proc_address ("glUniform3ivARB");
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ctx->pf_glUniform4ivARB =
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(COGL_PFNGLUNIFORM4IVARBPROC)
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cogl_get_proc_address ("glUniform4ivARB");
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ctx->pf_glUniformMatrix2fvARB =
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(COGL_PFNGLUNIFORMMATRIX2FVARBPROC)
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cogl_get_proc_address ("glUniformMatrix2fvARB");
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ctx->pf_glUniformMatrix3fvARB =
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(COGL_PFNGLUNIFORMMATRIX3FVARBPROC)
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cogl_get_proc_address ("glUniformMatrix3fvARB");
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ctx->pf_glUniformMatrix4fvARB =
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(COGL_PFNGLUNIFORMMATRIX4FVARBPROC)
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cogl_get_proc_address ("glUniformMatrix4fvARB");
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if (ctx->pf_glCreateProgramObjectARB &&
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ctx->pf_glCreateShaderObjectARB &&
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ctx->pf_glShaderSourceARB &&
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ctx->pf_glCompileShaderARB &&
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ctx->pf_glAttachObjectARB &&
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ctx->pf_glLinkProgramARB &&
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ctx->pf_glUseProgramObjectARB &&
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ctx->pf_glGetUniformLocationARB &&
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ctx->pf_glDeleteObjectARB &&
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ctx->pf_glGetInfoLogARB &&
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ctx->pf_glGetObjectParameterivARB &&
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ctx->pf_glUniform1fARB &&
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ctx->pf_glUniform2fARB &&
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ctx->pf_glUniform3fARB &&
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ctx->pf_glUniform4fARB &&
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ctx->pf_glUniform1fvARB &&
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ctx->pf_glUniform2fvARB &&
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ctx->pf_glUniform3fvARB &&
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ctx->pf_glUniform4fvARB &&
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ctx->pf_glUniform1iARB &&
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ctx->pf_glUniform2iARB &&
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ctx->pf_glUniform3iARB &&
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ctx->pf_glUniform4iARB &&
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ctx->pf_glUniform1ivARB &&
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ctx->pf_glUniform2ivARB &&
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ctx->pf_glUniform3ivARB &&
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ctx->pf_glUniform4ivARB &&
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ctx->pf_glUniformMatrix2fvARB &&
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ctx->pf_glUniformMatrix3fvARB &&
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ctx->pf_glUniformMatrix4fvARB &&
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ctx->pf_glVertexAttribPointerARB &&
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ctx->pf_glEnableVertexAttribArrayARB &&
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ctx->pf_glDisableVertexAttribArrayARB)
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flags |= COGL_FEATURE_SHADERS_GLSL;
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}
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if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
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cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
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{
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ctx->pf_glGenRenderbuffersEXT =
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(COGL_PFNGLGENRENDERBUFFERSEXTPROC)
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cogl_get_proc_address ("glGenRenderbuffersEXT");
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ctx->pf_glDeleteRenderbuffersEXT =
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(COGL_PFNGLDELETERENDERBUFFERSEXTPROC)
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cogl_get_proc_address ("glDeleteRenderbuffersEXT");
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ctx->pf_glBindRenderbufferEXT =
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(COGL_PFNGLBINDRENDERBUFFEREXTPROC)
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cogl_get_proc_address ("glBindRenderbufferEXT");
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ctx->pf_glRenderbufferStorageEXT =
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(COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC)
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cogl_get_proc_address ("glRenderbufferStorageEXT");
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ctx->pf_glGenFramebuffersEXT =
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(COGL_PFNGLGENFRAMEBUFFERSEXTPROC)
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cogl_get_proc_address ("glGenFramebuffersEXT");
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ctx->pf_glBindFramebufferEXT =
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(COGL_PFNGLBINDFRAMEBUFFEREXTPROC)
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cogl_get_proc_address ("glBindFramebufferEXT");
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ctx->pf_glFramebufferTexture2DEXT =
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(COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
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cogl_get_proc_address ("glFramebufferTexture2DEXT");
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ctx->pf_glFramebufferRenderbufferEXT =
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(COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
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cogl_get_proc_address ("glFramebufferRenderbufferEXT");
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ctx->pf_glCheckFramebufferStatusEXT =
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(COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
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cogl_get_proc_address ("glCheckFramebufferStatusEXT");
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ctx->pf_glDeleteFramebuffersEXT =
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(COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC)
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cogl_get_proc_address ("glDeleteFramebuffersEXT");
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ctx->pf_glGenerateMipmapEXT =
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(COGL_PFNGLGENERATEMIPMAPEXTPROC)
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cogl_get_proc_address ("glGenerateMipmapEXT");
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if (ctx->pf_glGenRenderbuffersEXT &&
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ctx->pf_glBindRenderbufferEXT &&
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ctx->pf_glRenderbufferStorageEXT &&
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ctx->pf_glGenFramebuffersEXT &&
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ctx->pf_glBindFramebufferEXT &&
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ctx->pf_glFramebufferTexture2DEXT &&
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ctx->pf_glFramebufferRenderbufferEXT &&
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ctx->pf_glCheckFramebufferStatusEXT &&
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ctx->pf_glDeleteFramebuffersEXT &&
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ctx->pf_glGenerateMipmapEXT)
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flags |= COGL_FEATURE_OFFSCREEN;
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}
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if (cogl_check_extension ("GL_EXT_framebuffer_blit", gl_extensions))
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{
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ctx->pf_glBlitFramebufferEXT =
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(COGL_PFNGLBLITFRAMEBUFFEREXTPROC)
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cogl_get_proc_address ("glBlitFramebufferEXT");
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if (ctx->pf_glBlitFramebufferEXT)
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flags |= COGL_FEATURE_OFFSCREEN_BLIT;
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}
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if (cogl_check_extension ("GL_EXT_framebuffer_multisample", gl_extensions))
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{
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ctx->pf_glRenderbufferStorageMultisampleEXT =
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(COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
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cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
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if (ctx->pf_glRenderbufferStorageMultisampleEXT)
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flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
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}
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GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
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/* We need at least three stencil bits to combine clips */
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if (num_stencil_bits > 2)
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flags |= COGL_FEATURE_STENCIL_BUFFER;
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GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
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if (max_clip_planes >= 4)
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flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
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if (cogl_check_extension ("GL_ARB_vertex_buffer_object", gl_extensions))
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{
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ctx->pf_glGenBuffersARB =
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(COGL_PFNGLGENBUFFERSARBPROC)
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cogl_get_proc_address ("glGenBuffersARB");
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ctx->pf_glBindBufferARB =
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(COGL_PFNGLBINDBUFFERARBPROC)
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cogl_get_proc_address ("glBindBufferARB");
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ctx->pf_glBufferDataARB =
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(COGL_PFNGLBUFFERDATAARBPROC)
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cogl_get_proc_address ("glBufferDataARB");
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ctx->pf_glBufferSubDataARB =
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(COGL_PFNGLBUFFERSUBDATAARBPROC)
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|
cogl_get_proc_address ("glBufferSubDataARB");
|
|
ctx->pf_glDeleteBuffersARB =
|
|
(COGL_PFNGLDELETEBUFFERSARBPROC)
|
|
cogl_get_proc_address ("glDeleteBuffersARB");
|
|
ctx->pf_glMapBufferARB =
|
|
(COGL_PFNGLMAPBUFFERARBPROC)
|
|
cogl_get_proc_address ("glMapBufferARB");
|
|
ctx->pf_glUnmapBufferARB =
|
|
(COGL_PFNGLUNMAPBUFFERARBPROC)
|
|
cogl_get_proc_address ("glUnmapBufferARB");
|
|
if (ctx->pf_glGenBuffersARB
|
|
&& ctx->pf_glBindBufferARB
|
|
&& ctx->pf_glBufferDataARB
|
|
&& ctx->pf_glBufferSubDataARB
|
|
&& ctx->pf_glDeleteBuffersARB
|
|
&& ctx->pf_glMapBufferARB
|
|
&& ctx->pf_glUnmapBufferARB)
|
|
flags |= COGL_FEATURE_VBOS;
|
|
}
|
|
|
|
/* These should always be available because they are defined in GL
|
|
1.2, but we can't call it directly because under Windows
|
|
functions > 1.1 aren't exported */
|
|
ctx->pf_glDrawRangeElements =
|
|
(COGL_PFNGLDRAWRANGEELEMENTSPROC)
|
|
cogl_get_proc_address ("glDrawRangeElements");
|
|
ctx->pf_glActiveTexture =
|
|
(COGL_PFNGLACTIVETEXTUREPROC)
|
|
cogl_get_proc_address ("glActiveTexture");
|
|
ctx->pf_glClientActiveTexture =
|
|
(COGL_PFNGLCLIENTACTIVETEXTUREPROC)
|
|
cogl_get_proc_address ("glClientActiveTexture");
|
|
|
|
ctx->pf_glBlendEquation =
|
|
(COGL_PFNGLBLENDEQUATIONPROC)
|
|
cogl_get_proc_address ("glBlendEquation");
|
|
ctx->pf_glBlendColor =
|
|
(COGL_PFNGLBLENDCOLORPROC)
|
|
cogl_get_proc_address ("glBlendColor");
|
|
|
|
/* Available in 1.4 */
|
|
ctx->pf_glBlendFuncSeparate =
|
|
(COGL_PFNGLBLENDFUNCSEPARATEPROC)
|
|
cogl_get_proc_address ("glBlendFuncSeparate");
|
|
|
|
/* Available in 2.0 */
|
|
ctx->pf_glBlendEquationSeparate =
|
|
(COGL_PFNGLBLENDEQUATIONSEPARATEPROC)
|
|
cogl_get_proc_address ("glBlendEquationSeparate");
|
|
|
|
/* Cache features */
|
|
ctx->feature_flags = flags;
|
|
ctx->features_cached = TRUE;
|
|
}
|
|
|