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https://github.com/brl/mutter.git
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72f4ddf532
Since using addresses that might change is something that finally the FSF acknowledge as a plausible scenario (after changing address twice), the license blurb in the source files should use the URI for getting the license in case the library did not come with it. Not that URIs cannot possibly change, but at least it's easier to set up a redirection at the same place. As a side note: this commit closes the oldes bug in Clutter's bug report tool. http://bugzilla.openedhand.com/show_bug.cgi?id=521
244 lines
7.3 KiB
C
244 lines
7.3 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-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-material-private.h"
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#include "cogl-framebuffer-private.h"
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#include <string.h>
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extern void
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_cogl_create_context_driver (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 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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if (_context != NULL)
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return FALSE;
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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->features_cached = FALSE;
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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_material_init_default_material ();
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_context->enable_flags = 0;
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_context->color_alpha = 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 = NULL;
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_context->simple_material = cogl_material_new ();
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_context->source_material = NULL;
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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->current_material = NULL;
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_context->current_material_flags = 0;
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memset (&_context->current_material_flush_options,
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0, sizeof (CoglMaterialFlushOptions));
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_context->current_layers = g_array_new (FALSE, FALSE,
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sizeof (CoglLayerInfo));
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_context->n_texcoord_arrays_enabled = 0;
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_context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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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->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
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_context->last_path = 0;
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_context->stencil_material = cogl_material_new ();
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_context->in_begin_gl_block = FALSE;
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_context->quad_indices_byte = COGL_INVALID_HANDLE;
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_context->quad_indices_short = COGL_INVALID_HANDLE;
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_context->quad_indices_short_len = 0;
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_context->texture_download_material = COGL_INVALID_HANDLE;
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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_set_source (_context->simple_material);
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_cogl_material_flush_gl_state (_context->source_material, NULL);
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enable_flags =
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_cogl_material_get_cogl_enable_flags (_context->source_material);
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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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_context->atlas_texture = COGL_INVALID_HANDLE;
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_context->current_pbo = NULL;
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_context->max_texture_units = -1;
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return TRUE;
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}
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void
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_cogl_destroy_context ()
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{
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if (_context == NULL)
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return;
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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->path_nodes)
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g_array_free (_context->path_nodes, TRUE);
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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->simple_material)
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cogl_handle_unref (_context->simple_material);
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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->current_layers)
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g_array_free (_context->current_layers, TRUE);
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if (_context->quad_indices_byte)
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cogl_handle_unref (_context->quad_indices_byte);
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if (_context->quad_indices_short)
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cogl_handle_unref (_context->quad_indices_short);
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if (_context->default_material)
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cogl_handle_unref (_context->default_material);
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if (_context->atlas)
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_cogl_atlas_free (_context->atlas);
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if (_context->atlas_texture)
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cogl_handle_unref (_context->atlas_texture);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default ()
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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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