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7474d320f6
The features_cached member of CoglContext is intended to mark when we've calculated the features so that we know if they are ready in cogl_get_features. However we always intialize the features while creating the context so features_cached will never be FALSE so it's not useful. We also had the odd behaviour that the COGL_DEBUG feature overrides were only applied in the first call to cogl_get_features. However there are other functions that use the feature flags such as cogl_features_available that don't use this function so in some cases the feature flags will be interpreted before the overrides are applied. This patch makes it always initialize the features and apply the overrides immediately while creating the context. This fixes a problem with COGL_DEBUG=disable-arbfp where the first material flushed is done before any call to cogl_get_features so it may still use ARBfp.
395 lines
13 KiB
C
395 lines
13 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-profile.h"
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#include "cogl-util.h"
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#include "cogl-context.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-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 "cogl2-path.h"
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#define glActiveTexture _context->drv.pf_glActiveTexture
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#endif
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/* This isn'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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extern void
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_cogl_create_context_driver (CoglContext *context);
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extern void
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_cogl_create_context_winsys (CoglContext *context);
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extern void
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_cogl_destroy_context_winsys (CoglContext *context);
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static CoglContext *_context = NULL;
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static gboolean gl_is_indirect = FALSE;
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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_flags & COGL_DEBUG_DISABLE_VBOS))
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ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_PBOS))
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ctx->feature_flags &= ~COGL_FEATURE_PBOS;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_ARBFP))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_GLSL))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_NPOT_TEXTURES))
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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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}
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static gboolean
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cogl_create_context (void)
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{
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GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
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unsigned long enable_flags = 0;
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CoglHandle window_buffer;
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int i;
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if (_context != NULL)
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return FALSE;
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#ifdef CLUTTER_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 = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->feature_flags_private = 0;
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_context->texture_types = NULL;
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_context->buffer_types = NULL;
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/* Initialise the driver specific state */
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/* TODO: combine these two into one function */
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_cogl_create_context_driver (_context);
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_cogl_features_init ();
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_cogl_init_feature_overrides (_context);
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_cogl_create_context_winsys (_context);
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_cogl_pipeline_init_default_pipeline ();
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_cogl_pipeline_init_default_layers ();
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_context->enable_flags = 0;
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_context->enable_backface_culling = FALSE;
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_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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_context->indirect = gl_is_indirect;
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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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/* 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 (glActiveTexture (GL_TEXTURE1));
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_context->legacy_fog_state.enabled = FALSE;
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_context->opaque_color_pipeline = cogl_pipeline_new ();
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_context->blended_color_pipeline = cogl_pipeline_new ();
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_context->texture_pipeline = cogl_pipeline_new ();
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_context->fragment_header_buffer = g_string_new ("");
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_context->fragment_source_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 = COGL_INVALID_HANDLE;
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_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
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_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
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_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
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_context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
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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_skip_gl_color = FALSE;
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_context->pipeline0_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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_context->pipeline1_nodes =
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g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20);
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_cogl_bitmask_init (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_init (&_context->temp_bitmask);
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_cogl_bitmask_init (&_context->texcoord_arrays_to_disable);
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_context->max_texture_units = -1;
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_context->max_texture_image_units = -1;
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_context->max_activateable_texture_units = -1;
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_context->current_program = COGL_INVALID_HANDLE;
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_context->current_use_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
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_context->current_gl_program = 0;
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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->point_size_cache = 1.0f;
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_context->legacy_depth_test_enabled = FALSE;
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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->framebuffer_stack = _cogl_create_framebuffer_stack ();
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_context->current_clip_stack_valid = FALSE;
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window_buffer = _cogl_onscreen_new ();
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cogl_set_framebuffer (window_buffer);
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/* XXX: the deprecated _cogl_set_draw_buffer API expects to
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* find the window buffer here... */
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_context->window_buffer = window_buffer;
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_context->dirty_bound_framebuffer = TRUE;
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_context->dirty_gl_viewport = TRUE;
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_context->current_path = cogl2_path_new ();
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_context->stencil_pipeline = cogl_pipeline_new ();
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_context->in_begin_gl_block = FALSE;
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_context->quad_buffer_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_buffer_indices = COGL_INVALID_HANDLE;
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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 = COGL_INVALID_HANDLE;
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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. */
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GE (glEnable (GL_ALPHA_TEST));
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/* Create default textures used for fall backs */
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_context->default_gl_texture_2d_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* auto calc row stride */
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default_texture_data);
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_context->default_gl_texture_rect_tex =
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cogl_texture_new_from_data (1, /* width */
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1, /* height */
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
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/* internal format */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* auto calc row stride */
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default_texture_data);
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cogl_push_source (_context->opaque_color_pipeline);
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_cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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_context->atlas = NULL;
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/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
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unless GL_COORD_REPLACE is enabled for an individual
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layer. Therefore it seems like it should be ok to just leave it
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enabled all the time instead of having to have a set property on
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each pipeline to track whether any layers have point sprite
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coords enabled */
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if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
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GE (glEnable (GL_POINT_SPRITE));
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return TRUE;
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}
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void
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_cogl_destroy_context (void)
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{
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if (_context == NULL)
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return;
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_cogl_destroy_context_winsys (_context);
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_cogl_destroy_texture_units ();
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_cogl_free_framebuffer_stack (_context->framebuffer_stack);
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if (_context->current_path)
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cogl_handle_unref (_context->current_path);
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if (_context->default_gl_texture_2d_tex)
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cogl_handle_unref (_context->default_gl_texture_2d_tex);
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if (_context->default_gl_texture_rect_tex)
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cogl_handle_unref (_context->default_gl_texture_rect_tex);
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if (_context->opaque_color_pipeline)
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cogl_handle_unref (_context->opaque_color_pipeline);
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if (_context->blended_color_pipeline)
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cogl_handle_unref (_context->blended_color_pipeline);
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if (_context->texture_pipeline)
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cogl_handle_unref (_context->texture_pipeline);
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if (_context->journal)
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g_array_free (_context->journal, TRUE);
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if (_context->logged_vertices)
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g_array_free (_context->logged_vertices, TRUE);
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if (_context->journal_flush_attributes_array)
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g_array_free (_context->journal_flush_attributes_array, TRUE);
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if (_context->polygon_vertices)
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g_array_free (_context->polygon_vertices, TRUE);
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if (_context->quad_buffer_indices_byte)
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cogl_handle_unref (_context->quad_buffer_indices_byte);
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if (_context->quad_buffer_indices)
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cogl_handle_unref (_context->quad_buffer_indices);
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if (_context->rectangle_byte_indices)
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cogl_object_unref (_context->rectangle_byte_indices);
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if (_context->rectangle_short_indices)
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cogl_object_unref (_context->rectangle_short_indices);
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if (_context->default_pipeline)
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cogl_handle_unref (_context->default_pipeline);
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if (_context->dummy_layer_dependant)
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cogl_handle_unref (_context->dummy_layer_dependant);
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if (_context->default_layer_n)
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cogl_handle_unref (_context->default_layer_n);
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if (_context->default_layer_0)
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cogl_handle_unref (_context->default_layer_0);
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if (_context->current_clip_stack_valid)
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_cogl_clip_stack_unref (_context->current_clip_stack);
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if (_context->atlas)
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_cogl_atlas_free (_context->atlas);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_enabled);
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_cogl_bitmask_destroy (&_context->temp_bitmask);
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_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
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g_slist_free (_context->texture_types);
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g_slist_free (_context->buffer_types);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default (void)
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{
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/* Create if doesn't exist yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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/**
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* _cogl_set_indirect_context:
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* @indirect: TRUE if GL context is indirect
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*
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* Advises COGL that the GL context is indirect (commands are sent
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* over a socket). COGL uses this information to try to avoid
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* round-trips in its use of GL, for example.
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*
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* This function cannot be called "on the fly," only before COGL
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* initializes.
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*/
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void
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_cogl_set_indirect_context (gboolean indirect)
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{
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/* we get called multiple times if someone creates
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* more than the default stage
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*/
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if (_context != NULL)
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{
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if (indirect != _context->indirect)
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g_warning ("Right now all stages will be treated as "
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"either direct or indirect, ignoring attempt "
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"to change to indirect=%d", indirect);
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return;
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}
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gl_is_indirect = indirect;
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}
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