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76843fc529
The check to verify whether we've got the right GL context was checking that the GL version was less than 3 whenever the non-GL3 driver is used. However it looks like the driver is free to return a GL3 context that is compatible with GL2 if GL2 is requested so this was breaking the GL2 driver. This also adds the necessary SDL attributes to request a forward compatible core context like the GLX and EGL winsys's do. I haven't actually tested this because it looks like SDL will only create a GL context with GLX and I haven't got a recent enough X server to handle the glXCreateContextAttribs request. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit d46acafa3ea7ba2e6c4ac7a45f00a132df1b2872)
447 lines
14 KiB
C
447 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) 2011, 2012 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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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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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 <SDL.h>
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#include "cogl-renderer-private.h"
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#include "cogl-display-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-swap-chain-private.h"
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#include "cogl-onscreen-template-private.h"
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#include "cogl-context-private.h"
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#include "cogl-onscreen-private.h"
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#include "cogl-winsys-sdl-private.h"
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#include "cogl-error-private.h"
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typedef struct _CoglContextSdl2
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{
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SDL_Window *current_window;
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} CoglContextSdl2;
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typedef struct _CoglRendererSdl2
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{
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int stub;
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} CoglRendererSdl2;
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typedef struct _CoglDisplaySdl2
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{
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SDL_Window *dummy_window;
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SDL_GLContext *context;
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} CoglDisplaySdl2;
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typedef struct _CoglOnscreenSdl2
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{
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SDL_Window *window;
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} CoglOnscreenSdl2;
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static CoglFuncPtr
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_cogl_winsys_renderer_get_proc_address (CoglRenderer *renderer,
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const char *name,
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CoglBool in_core)
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{
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/* XXX: It's not totally clear whether it's safe to call this for
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* core functions. From the code it looks like the implementations
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* will fall back to using some form of dlsym if the winsys
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* GetProcAddress function returns NULL. Presumably this will work
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* in most cases apart from EGL platforms that return invalid
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* pointers for core functions. It's awkward for this code to get a
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* handle to the GL module that SDL has chosen to load so just
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* calling SDL_GL_GetProcAddress is probably the best we can do
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* here. */
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return SDL_GL_GetProcAddress (name);
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}
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static void
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_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
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{
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SDL_VideoQuit ();
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g_slice_free (CoglRendererSdl2, renderer->winsys);
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}
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static CoglBool
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_cogl_winsys_renderer_connect (CoglRenderer *renderer,
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CoglError **error)
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{
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if (SDL_VideoInit (NULL) < 0)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_Init failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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renderer->winsys = g_slice_new0 (CoglRendererSdl2);
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return TRUE;
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}
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static void
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_cogl_winsys_display_destroy (CoglDisplay *display)
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{
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CoglDisplaySdl2 *sdl_display = display->winsys;
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_COGL_RETURN_IF_FAIL (sdl_display != NULL);
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if (sdl_display->context)
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SDL_GL_DeleteContext (sdl_display->context);
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if (sdl_display->dummy_window)
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SDL_DestroyWindow (sdl_display->dummy_window);
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g_slice_free (CoglDisplaySdl2, display->winsys);
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display->winsys = NULL;
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}
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static void
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set_gl_attribs_from_framebuffer_config (CoglFramebufferConfig *config)
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{
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SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 1);
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SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE,
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config->need_stencil ? 1 : 0);
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if (config->swap_chain->length >= 0)
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER,
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config->swap_chain->length > 1 ? 1 : 0);
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SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE,
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config->swap_chain->has_alpha ? 1 : 0);
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}
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static CoglBool
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_cogl_winsys_display_setup (CoglDisplay *display,
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CoglError **error)
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{
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CoglDisplaySdl2 *sdl_display;
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const char * (* get_string_func) (GLenum name);
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const char *gl_version;
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_COGL_RETURN_VAL_IF_FAIL (display->winsys == NULL, FALSE);
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sdl_display = g_slice_new0 (CoglDisplaySdl2);
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display->winsys = sdl_display;
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set_gl_attribs_from_framebuffer_config (&display->onscreen_template->config);
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if (display->renderer->driver == COGL_DRIVER_GLES1)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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else if (display->renderer->driver == COGL_DRIVER_GLES2)
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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else if (display->renderer->driver == COGL_DRIVER_GL3)
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{
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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}
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/* Create a dummy 1x1 window that never gets display so that we can
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* create a GL context */
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sdl_display->dummy_window = SDL_CreateWindow ("",
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0, 0, /* x/y */
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1, 1, /* w/h */
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (sdl_display->dummy_window == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_CreateWindow failed: %s",
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SDL_GetError ());
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goto error;
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}
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sdl_display->context = SDL_GL_CreateContext (sdl_display->dummy_window);
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if (sdl_display->context == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"SDL_GL_CreateContext failed: %s",
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SDL_GetError ());
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goto error;
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}
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/* SDL doesn't seem to provide a way to select between GL and GLES
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* and instead it will just pick one itself. We can at least try to
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* verify that it picked the one we were expecting by looking at the
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* GL version string */
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get_string_func = SDL_GL_GetProcAddress ("glGetString");
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gl_version = get_string_func (GL_VERSION);
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switch (display->renderer->driver)
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{
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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/* The first character of the version string will be a digit if
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* it's normal GL */
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if (!g_ascii_isdigit (gl_version[0]))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL driver was requested but SDL is using GLES");
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goto error;
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}
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if (display->renderer->driver == COGL_DRIVER_GL3 &&
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gl_version[0] < '3')
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GL3 driver was requested but SDL is using "
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"GL %c", gl_version[0]);
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goto error;
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}
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break;
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case COGL_DRIVER_GLES2:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 2"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES2 driver was requested but SDL is "
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"not using GLES2");
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goto error;
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}
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break;
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case COGL_DRIVER_GLES1:
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if (!g_str_has_prefix (gl_version, "OpenGL ES 1"))
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_INIT,
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"The GLES1 driver was requested but SDL is "
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"not using GLES1");
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goto error;
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}
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break;
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default:
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g_assert_not_reached ();
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}
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return TRUE;
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error:
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_cogl_winsys_display_destroy (display);
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return FALSE;
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}
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static CoglBool
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_cogl_winsys_context_init (CoglContext *context, CoglError **error)
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{
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CoglRenderer *renderer = context->display->renderer;
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context->winsys = g_new0 (CoglContextSdl2, 1);
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if (G_UNLIKELY (renderer->sdl_event_type_set == FALSE))
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g_error ("cogl_sdl_renderer_set_event_type() or cogl_sdl_context_new() "
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"must be called during initialization");
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if (!_cogl_context_update_features (context, error))
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return FALSE;
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if (SDL_GL_GetSwapInterval () != -1)
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COGL_FLAGS_SET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE,
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TRUE);
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return TRUE;
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}
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static void
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_cogl_winsys_context_deinit (CoglContext *context)
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{
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g_free (context->winsys);
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}
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static void
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_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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CoglContext *context = fb->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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CoglDisplaySdl2 *sdl_display = context->display->winsys;
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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return;
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SDL_GL_MakeCurrent (sdl_onscreen->window, sdl_display->context);
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sdl_context->current_window = sdl_onscreen->window;
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/* It looks like SDL just directly calls a glXSwapInterval function
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* when this is called. This may be provided by either the EXT
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* extension, the SGI extension or the Mesa extension. The SGI
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* extension is per context so we can't just do this once when the
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* framebuffer is allocated. See the comments in the GLX winsys for
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* more info. */
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if (COGL_FLAGS_GET (context->winsys_features,
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COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE))
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{
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CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen);
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SDL_GL_SetSwapInterval (fb->config.swap_throttled ? 1 : 0);
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}
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}
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static void
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_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_onscreen->window != NULL)
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{
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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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if (sdl_context->current_window == sdl_onscreen->window)
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sdl_context->current_window = NULL;
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SDL_DestroyWindow (sdl_onscreen->window);
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sdl_onscreen->window = NULL;
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}
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g_slice_free (CoglOnscreenSdl2, sdl_onscreen);
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onscreen->winsys = NULL;
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}
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static CoglBool
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_cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
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CoglError **error)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
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CoglOnscreenSdl2 *sdl_onscreen;
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SDL_Window *window;
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int width, height;
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width = cogl_framebuffer_get_width (framebuffer);
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height = cogl_framebuffer_get_height (framebuffer);
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window = SDL_CreateWindow ("" /* title */,
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0, 0, /* x/y */
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width, height,
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_HIDDEN);
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if (window == NULL)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_ONSCREEN,
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"SDL_CreateWindow failed: %s",
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SDL_GetError ());
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return FALSE;
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}
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onscreen->winsys = g_slice_new (CoglOnscreenSdl2);
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sdl_onscreen = onscreen->winsys;
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sdl_onscreen->window = window;
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return TRUE;
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}
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static void
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_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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SDL_GL_SwapWindow (sdl_onscreen->window);
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}
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static void
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_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen)
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{
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CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context;
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CoglContextSdl2 *sdl_context = context->winsys;
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (sdl_context->current_window != sdl_onscreen->window)
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return;
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sdl_context->current_window = NULL;
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_cogl_winsys_onscreen_bind (onscreen);
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}
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static void
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_cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen,
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CoglBool visibility)
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{
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CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys;
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if (visibility)
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SDL_ShowWindow (sdl_onscreen->window);
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else
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SDL_HideWindow (sdl_onscreen->window);
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}
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const CoglWinsysVtable *
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_cogl_winsys_sdl_get_vtable (void)
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{
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static CoglBool vtable_inited = FALSE;
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static CoglWinsysVtable vtable;
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/* It would be nice if we could use C99 struct initializers here
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like the GLX backend does. However this code is more likely to be
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compiled using Visual Studio which (still!) doesn't support them
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so we initialize it in code instead */
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if (!vtable_inited)
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{
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memset (&vtable, 0, sizeof (vtable));
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vtable.id = COGL_WINSYS_ID_SDL;
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vtable.name = "SDL";
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vtable.renderer_get_proc_address = _cogl_winsys_renderer_get_proc_address;
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vtable.renderer_connect = _cogl_winsys_renderer_connect;
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vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect;
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vtable.display_setup = _cogl_winsys_display_setup;
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vtable.display_destroy = _cogl_winsys_display_destroy;
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vtable.context_init = _cogl_winsys_context_init;
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vtable.context_deinit = _cogl_winsys_context_deinit;
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vtable.onscreen_init = _cogl_winsys_onscreen_init;
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vtable.onscreen_deinit = _cogl_winsys_onscreen_deinit;
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vtable.onscreen_bind = _cogl_winsys_onscreen_bind;
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vtable.onscreen_swap_buffers = _cogl_winsys_onscreen_swap_buffers;
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vtable.onscreen_update_swap_throttled =
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_cogl_winsys_onscreen_update_swap_throttled;
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vtable.onscreen_set_visibility = _cogl_winsys_onscreen_set_visibility;
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vtable_inited = TRUE;
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}
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return &vtable;
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}
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