mirror of
https://github.com/brl/mutter.git
synced 2024-11-26 18:11:05 -05:00
9aea72fab5
Previously Cogl would only ever use one atlas for textures and if it reached the maximum texture size then all other new textures would get their own GL texture. This patch makes it so that we create as many atlases as needed. This should avoid breaking up some batches and it will be particularly good if we switch to always using multi-texturing with a default shader that selects between multiple atlases using a vertex attribute. Whenever a new atlas is created it is stored in a GSList on the context. A weak weference is taken on the atlas using cogl_object_set_user_data so that it can be removed from the list when the atlas is destroyed. The atlas textures themselves take a reference to the atlas and this is the only thing that keeps the atlas alive. This means that once the atlas becomes empty it will automatically be destroyed. All of the COGL_NOTEs pertaining to atlases are now prefixed with the atlas pointer to make it clearer which atlas is changing.
426 lines
14 KiB
C
426 lines
14 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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#include "cogl-pipeline-fragend-arbfp-private.h"
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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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_cogl_pipeline_init_state_hash_functions ();
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_cogl_pipeline_init_layer_state_hash_functions ();
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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->codegen_header_buffer = g_string_new ("");
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_context->codegen_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->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_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->arrays_enabled);
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_cogl_bitmask_init (&_context->temp_bitmask);
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_cogl_bitmask_init (&_context->arrays_to_change);
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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_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->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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#ifdef HAVE_COGL_GL
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_context->arbfp_cache = g_hash_table_new (_cogl_pipeline_fragend_arbfp_hash,
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_cogl_pipeline_fragend_arbfp_equal);
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#endif
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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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#ifndef HAVE_COGL_GLES2
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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 (glEnable (GL_ALPHA_TEST));
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#endif
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#ifdef HAVE_COGL_GLES2
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_context->flushed_modelview_stack = NULL;
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_context->flushed_projection_stack = NULL;
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#endif
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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->atlases = 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->journal_clip_bounds)
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g_array_free (_context->journal_clip_bounds, 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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g_slist_free (_context->atlases);
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_cogl_bitmask_destroy (&_context->arrays_enabled);
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_cogl_bitmask_destroy (&_context->temp_bitmask);
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_cogl_bitmask_destroy (&_context->arrays_to_change);
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g_slist_free (_context->texture_types);
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g_slist_free (_context->buffer_types);
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#ifdef HAVE_COGL_GLES2
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if (_context->flushed_modelview_stack)
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cogl_object_unref (_context->flushed_modelview_stack);
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if (_context->flushed_projection_stack)
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cogl_object_unref (_context->flushed_projection_stack);
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#endif
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#ifdef HAVE_COGL_GL
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g_hash_table_unref (_context->arbfp_cache);
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#endif
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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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