mutter/cogl/driver/gl/gl/cogl-driver-gl.c
Neil Roberts eb7c37812a Add a COGL_EXT_IN_GLES3 option to specify extensions that are in GLES3
Some features that were previously available as an extension in GLES2
are now in core in GLES3 so we should be able to specify that with the
gles_availability mask of COGL_EXT_BEGIN so that GL implementations
advertising GLES3 don't have to additionally advertise the extension
for us to take advantage of it.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
(cherry picked from commit 4d892cd97558da61ba526f947ac0555ebab632d2)
2014-06-17 13:26:20 +01:00

700 lines
23 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include "cogl-private.h"
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-feature-private.h"
#include "cogl-renderer-private.h"
#include "cogl-error-private.h"
#include "cogl-framebuffer-gl-private.h"
#include "cogl-texture-2d-gl-private.h"
#include "cogl-attribute-gl-private.h"
#include "cogl-clip-stack-gl-private.h"
#include "cogl-buffer-gl-private.h"
static CoglBool
_cogl_driver_pixel_format_from_gl_internal (CoglContext *context,
GLenum gl_int_format,
CoglPixelFormat *out_format)
{
/* It doesn't really matter we convert to exact same
format (some have no cogl match anyway) since format
is re-matched against cogl when getting or setting
texture image data.
*/
switch (gl_int_format)
{
case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8:
case GL_ALPHA12: case GL_ALPHA16:
/* Cogl only supports one single-component texture so if we have
* ended up with a red texture then it is probably being used as
* a component-alpha texture */
case GL_RED:
*out_format = COGL_PIXEL_FORMAT_A_8;
return TRUE;
case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8:
case GL_LUMINANCE12: case GL_LUMINANCE16:
*out_format = COGL_PIXEL_FORMAT_G_8;
return TRUE;
case GL_RG:
*out_format = COGL_PIXEL_FORMAT_RG_88;
return TRUE;
case GL_RGB: case GL_RGB4: case GL_RGB5: case GL_RGB8:
case GL_RGB10: case GL_RGB12: case GL_RGB16: case GL_R3_G3_B2:
*out_format = COGL_PIXEL_FORMAT_RGB_888;
return TRUE;
case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1:
case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16:
*out_format = COGL_PIXEL_FORMAT_RGBA_8888;
return TRUE;
}
return FALSE;
}
static CoglPixelFormat
_cogl_driver_pixel_format_to_gl (CoglContext *context,
CoglPixelFormat format,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
CoglPixelFormat required_format;
GLenum glintformat;
GLenum glformat = 0;
GLenum gltype;
required_format = format;
/* Find GL equivalents */
switch (format)
{
case COGL_PIXEL_FORMAT_A_8:
/* If the driver doesn't natively support alpha textures then we
* will use a red component texture with a swizzle to implement
* the texture */
if (_cogl_has_private_feature
(context, COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) == 0)
{
glintformat = GL_RED;
glformat = GL_RED;
}
else
{
glintformat = GL_ALPHA;
glformat = GL_ALPHA;
}
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_G_8:
glintformat = GL_LUMINANCE;
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RG_88:
if (cogl_has_feature (context, COGL_FEATURE_ID_TEXTURE_RG))
{
glintformat = GL_RG;
glformat = GL_RG;
}
else
{
/* If red-green textures aren't supported then we'll use RGB
* as an internal format. Note this should only end up
* mattering for downloading the data because Cogl will
* refuse to allocate a texture with RG components if RG
* textures aren't supported */
glintformat = GL_RGB;
glformat = GL_RGB;
required_format = COGL_PIXEL_FORMAT_RGB_888;
}
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGB_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_BGR;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGBA_8888:
case COGL_PIXEL_FORMAT_RGBA_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGRA_8888:
case COGL_PIXEL_FORMAT_BGRA_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_BYTE;
break;
/* The following two types of channel ordering
* have no GL equivalent unless defined using
* system word byte ordering */
case COGL_PIXEL_FORMAT_ARGB_8888:
case COGL_PIXEL_FORMAT_ARGB_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_ABGR_8888:
case COGL_PIXEL_FORMAT_ABGR_8888_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_RGBA_1010102:
case COGL_PIXEL_FORMAT_RGBA_1010102_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_INT_10_10_10_2;
break;
case COGL_PIXEL_FORMAT_BGRA_1010102:
case COGL_PIXEL_FORMAT_BGRA_1010102_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_INT_10_10_10_2;
break;
case COGL_PIXEL_FORMAT_ABGR_2101010:
case COGL_PIXEL_FORMAT_ABGR_2101010_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case COGL_PIXEL_FORMAT_ARGB_2101010:
case COGL_PIXEL_FORMAT_ARGB_2101010_PRE:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
/* The following three types of channel ordering
* are always defined using system word byte
* ordering (even according to GLES spec) */
case COGL_PIXEL_FORMAT_RGB_565:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
break;
case COGL_PIXEL_FORMAT_RGBA_4444:
case COGL_PIXEL_FORMAT_RGBA_4444_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case COGL_PIXEL_FORMAT_RGBA_5551:
case COGL_PIXEL_FORMAT_RGBA_5551_PRE:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case COGL_PIXEL_FORMAT_DEPTH_16:
glintformat = GL_DEPTH_COMPONENT16;
glformat = GL_DEPTH_COMPONENT;
gltype = GL_UNSIGNED_SHORT;
break;
case COGL_PIXEL_FORMAT_DEPTH_32:
glintformat = GL_DEPTH_COMPONENT32;
glformat = GL_DEPTH_COMPONENT;
gltype = GL_UNSIGNED_INT;
break;
case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
glintformat = GL_DEPTH_STENCIL;
glformat = GL_DEPTH_STENCIL;
gltype = GL_UNSIGNED_INT_24_8;
break;
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
break;
}
/* All of the pixel formats are handled above so if this hits then
we've been given an invalid pixel format */
g_assert (glformat != 0);
if (out_glintformat != NULL)
*out_glintformat = glintformat;
if (out_glformat != NULL)
*out_glformat = glformat;
if (out_gltype != NULL)
*out_gltype = gltype;
return required_format;
}
static CoglBool
_cogl_get_gl_version (CoglContext *ctx,
int *major_out,
int *minor_out)
{
const char *version_string;
/* Get the OpenGL version number */
if ((version_string = _cogl_context_get_gl_version (ctx)) == NULL)
return FALSE;
return _cogl_gl_util_parse_gl_version (version_string, major_out, minor_out);
}
static CoglBool
check_gl_version (CoglContext *ctx,
char **gl_extensions,
CoglError **error)
{
int major, minor;
if (!_cogl_get_gl_version (ctx, &major, &minor))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_UNKNOWN_VERSION,
"The OpenGL version could not be determined");
return FALSE;
}
/* GL 1.3 supports all of the required functionality in core */
if (COGL_CHECK_GL_VERSION (major, minor, 1, 3))
return TRUE;
/* OpenGL 1.2 is only supported if we have the multitexturing
extension */
if (!_cogl_check_extension ("GL_ARB_multitexture", gl_extensions))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_INVALID_VERSION,
"The OpenGL driver is missing "
"the GL_ARB_multitexture extension");
return FALSE;
}
/* OpenGL 1.2 is required */
if (!COGL_CHECK_GL_VERSION (major, minor, 1, 2))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_INVALID_VERSION,
"The OpenGL version of your driver (%i.%i) "
"is not compatible with Cogl",
major, minor);
return FALSE;
}
return TRUE;
}
static CoglBool
_cogl_driver_update_features (CoglContext *ctx,
CoglError **error)
{
CoglFeatureFlags flags = 0;
unsigned long private_features
[COGL_FLAGS_N_LONGS_FOR_SIZE (COGL_N_PRIVATE_FEATURES)] = { 0 };
char **gl_extensions;
int gl_major = 0, gl_minor = 0;
int i;
/* We have to special case getting the pointer to the glGetString*
functions because we need to use them to determine what functions
we can expect */
ctx->glGetString =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetString",
TRUE);
ctx->glGetStringi =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetStringi",
TRUE);
ctx->glGetIntegerv =
(void *) _cogl_renderer_get_proc_address (ctx->display->renderer,
"glGetIntegerv",
TRUE);
gl_extensions = _cogl_context_get_gl_extensions (ctx);
if (!check_gl_version (ctx, gl_extensions, error))
return FALSE;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WINSYS)))
{
char *all_extensions = g_strjoinv (" ", gl_extensions);
COGL_NOTE (WINSYS,
"Checking features\n"
" GL_VENDOR: %s\n"
" GL_RENDERER: %s\n"
" GL_VERSION: %s\n"
" GL_EXTENSIONS: %s",
ctx->glGetString (GL_VENDOR),
ctx->glGetString (GL_RENDERER),
_cogl_context_get_gl_version (ctx),
all_extensions);
g_free (all_extensions);
}
_cogl_get_gl_version (ctx, &gl_major, &gl_minor);
_cogl_gpu_info_init (ctx, &ctx->gpu);
ctx->glsl_major = 1;
ctx->glsl_minor = 1;
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0))
{
const char *glsl_version =
(char *)ctx->glGetString (GL_SHADING_LANGUAGE_VERSION);
_cogl_gl_util_parse_gl_version (glsl_version,
&ctx->glsl_major,
&ctx->glsl_minor);
}
if (COGL_CHECK_GL_VERSION (ctx->glsl_major, ctx->glsl_minor, 1, 2))
/* We want to use version 120 if it is available so that the
* gl_PointCoord can be used. */
ctx->glsl_version_to_use = 120;
else
ctx->glsl_version_to_use = 110;
flags = (COGL_FEATURE_TEXTURE_READ_PIXELS
| COGL_FEATURE_UNSIGNED_INT_INDICES
| COGL_FEATURE_DEPTH_RANGE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_UNSIGNED_INT_INDICES, TRUE);
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_RANGE, TRUE);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4))
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_MIRRORED_REPEAT, TRUE);
_cogl_feature_check_ext_functions (ctx,
gl_major,
gl_minor,
gl_extensions);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_NPOT
| COGL_FEATURE_TEXTURE_NPOT_BASIC
| COGL_FEATURE_TEXTURE_NPOT_MIPMAP
| COGL_FEATURE_TEXTURE_NPOT_REPEAT;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, TRUE);
}
if (_cogl_check_extension ("GL_MESA_pack_invert", gl_extensions))
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_MESA_PACK_INVERT, TRUE);
if (ctx->glGenRenderbuffers)
{
flags |= COGL_FEATURE_OFFSCREEN;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_OFFSCREEN, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS,
TRUE);
}
if (ctx->glBlitFramebuffer)
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT, TRUE);
if (ctx->glRenderbufferStorageMultisampleIMG)
{
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE, TRUE);
}
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 0) ||
_cogl_check_extension ("GL_ARB_depth_texture", gl_extensions))
{
flags |= COGL_FEATURE_DEPTH_TEXTURE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_TEXTURE, TRUE);
}
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 1) ||
_cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions))
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_PBOS, TRUE);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4) ||
_cogl_check_extension ("GL_EXT_blend_color", gl_extensions))
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_BLEND_CONSTANT, TRUE);
if (ctx->glGenPrograms)
{
flags |= COGL_FEATURE_SHADERS_ARBFP;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, TRUE);
}
if (ctx->glCreateProgram)
{
flags |= COGL_FEATURE_SHADERS_GLSL;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
}
else
{
/* If all of the old GLSL extensions are available then we can fake
* the GL 2.0 GLSL support by diverting to the old function names */
if (ctx->glCreateProgramObject && /* GL_ARB_shader_objects */
ctx->glVertexAttribPointer && /* GL_ARB_vertex_shader */
_cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
ctx->glCreateShader = ctx->glCreateShaderObject;
ctx->glCreateProgram = ctx->glCreateProgramObject;
ctx->glDeleteShader = ctx->glDeleteObject;
ctx->glDeleteProgram = ctx->glDeleteObject;
ctx->glAttachShader = ctx->glAttachObject;
ctx->glUseProgram = ctx->glUseProgramObject;
ctx->glGetProgramInfoLog = ctx->glGetInfoLog;
ctx->glGetShaderInfoLog = ctx->glGetInfoLog;
ctx->glGetShaderiv = ctx->glGetObjectParameteriv;
ctx->glGetProgramiv = ctx->glGetObjectParameteriv;
ctx->glDetachShader = ctx->glDetachObject;
ctx->glGetAttachedShaders = ctx->glGetAttachedObjects;
/* FIXME: there doesn't seem to be an equivalent for glIsShader
* and glIsProgram. This doesn't matter for now because Cogl
* doesn't use these but if we add support for simulating a
* GLES2 context on top of regular GL then we'll need to do
* something here */
flags |= COGL_FEATURE_SHADERS_GLSL;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
}
}
if ((COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_point_sprite", gl_extensions)) &&
/* If GLSL is supported then we only enable point sprite support
* too if we have glsl >= 1.2 otherwise we don't have the
* gl_PointCoord builtin which we depend on in the glsl backend.
*/
(!COGL_FLAGS_GET (ctx->features, COGL_FEATURE_ID_GLSL) ||
COGL_CHECK_GL_VERSION (ctx->glsl_major, ctx->glsl_minor, 1, 2)))
{
flags |= COGL_FEATURE_POINT_SPRITE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_POINT_SPRITE, TRUE);
}
if (ctx->glGenBuffers)
{
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_VBOS, TRUE);
flags |= (COGL_FEATURE_MAP_BUFFER_FOR_READ |
COGL_FEATURE_MAP_BUFFER_FOR_WRITE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_MAP_BUFFER_FOR_READ, TRUE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE, TRUE);
}
if (_cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_RECTANGLE;
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_RECTANGLE, TRUE);
}
if (ctx->glTexImage3D)
{
flags |= COGL_FEATURE_TEXTURE_3D;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_3D, TRUE);
}
if (ctx->glEGLImageTargetTexture2D)
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE, TRUE);
if (_cogl_check_extension ("GL_EXT_packed_depth_stencil", gl_extensions))
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL, TRUE);
if (ctx->glGenSamplers)
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS, TRUE);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 3) ||
_cogl_check_extension ("GL_ARB_texture_swizzle", gl_extensions) ||
_cogl_check_extension ("GL_EXT_texture_swizzle", gl_extensions))
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE, TRUE);
/* The per-vertex point size is only available via GLSL with the
* gl_PointSize builtin. This is only available in GL 2.0 (not the
* GLSL extensions) */
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0))
{
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE,
TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_ENABLE_PROGRAM_POINT_SIZE, TRUE);
}
if (ctx->driver == COGL_DRIVER_GL)
{
int max_clip_planes = 0;
/* Features which are not available in GL 3 */
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_GL_FIXED, TRUE);
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_ALPHA_TEST, TRUE);
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_QUADS, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_ALPHA_TEXTURES, TRUE);
GE( ctx, glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
if (max_clip_planes >= 4)
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES, TRUE);
}
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_READ_PIXELS_ANY_FORMAT, TRUE);
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_ANY_GL, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_FORMAT_CONVERSION, TRUE);
COGL_FLAGS_SET (private_features, COGL_PRIVATE_FEATURE_BLEND_CONSTANT, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_QUERY_TEXTURE_PARAMETERS, TRUE);
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_TEXTURE_MAX_LEVEL, TRUE);
if (ctx->glFenceSync)
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_FENCE, TRUE);
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 0) ||
_cogl_check_extension ("GL_ARB_texture_rg", gl_extensions))
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_RG,
TRUE);
/* Cache features */
for (i = 0; i < G_N_ELEMENTS (private_features); i++)
ctx->private_features[i] |= private_features[i];
ctx->feature_flags |= flags;
g_strfreev (gl_extensions);
if (!COGL_FLAGS_GET (private_features, COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) &&
!COGL_FLAGS_GET (private_features, COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE))
{
_cogl_set_error (error,
COGL_DRIVER_ERROR,
COGL_DRIVER_ERROR_NO_SUITABLE_DRIVER_FOUND,
"The GL_ARB_texture_swizzle extension is required "
"to use the GL3 driver");
return FALSE;
}
return TRUE;
}
const CoglDriverVtable
_cogl_driver_gl =
{
_cogl_driver_pixel_format_from_gl_internal,
_cogl_driver_pixel_format_to_gl,
_cogl_driver_update_features,
_cogl_offscreen_gl_allocate,
_cogl_offscreen_gl_free,
_cogl_framebuffer_gl_flush_state,
_cogl_framebuffer_gl_clear,
_cogl_framebuffer_gl_query_bits,
_cogl_framebuffer_gl_finish,
_cogl_framebuffer_gl_discard_buffers,
_cogl_framebuffer_gl_draw_attributes,
_cogl_framebuffer_gl_draw_indexed_attributes,
_cogl_framebuffer_gl_read_pixels_into_bitmap,
_cogl_texture_2d_gl_free,
_cogl_texture_2d_gl_can_create,
_cogl_texture_2d_gl_init,
_cogl_texture_2d_gl_allocate,
_cogl_texture_2d_gl_copy_from_framebuffer,
_cogl_texture_2d_gl_get_gl_handle,
_cogl_texture_2d_gl_generate_mipmap,
_cogl_texture_2d_gl_copy_from_bitmap,
_cogl_texture_2d_gl_get_data,
_cogl_gl_flush_attributes_state,
_cogl_clip_stack_gl_flush,
_cogl_buffer_gl_create,
_cogl_buffer_gl_destroy,
_cogl_buffer_gl_map_range,
_cogl_buffer_gl_unmap,
_cogl_buffer_gl_set_data,
};