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As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
479 lines
16 KiB
C
479 lines
16 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-object.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-private.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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static void _cogl_context_free (CoglContext *context);
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COGL_OBJECT_DEFINE (Context, context);
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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_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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ctx->feature_flags &= ~COGL_FEATURE_PBOS;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (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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/* For reference: There was some deliberation over whether to have a
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* constructor that could throw an exception but looking at standard
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* practices with several high level OO languages including python, C++,
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* C# Java and Ruby they all support exceptions in constructors and the
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* general consensus appears to be that throwing an exception is neater
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* than successfully constructing with an internal error status that
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* would then have to be explicitly checked via some form of ::is_ok()
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* method.
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*/
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CoglContext *
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cogl_context_new (CoglDisplay *display,
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GError **error)
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{
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CoglContext *context;
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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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/* A NULL display means "please just do something sensible"
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* and since we haven't implemented anything for CoglDisplay
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* yet that's the only kind of context construction we allow
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* for now. */
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g_return_val_if_fail (display == NULL, NULL);
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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 = g_malloc (sizeof (CoglContext));
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/* XXX: Gross hack!
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* Currently everything in Cogl just assumes there is a default
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* context which it can access via _COGL_GET_CONTEXT() including
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* code used to construct a CoglContext. Until all of that code
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* has been updated to take an explicit context argument we have
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* to immediatly make our pointer the default context.
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*/
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_context = context;
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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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if (!display)
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display = cogl_display_new (NULL, NULL);
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else
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cogl_object_ref (display);
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if (!cogl_display_setup (display, error))
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{
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cogl_object_unref (display);
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g_free (context);
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return NULL;
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}
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/* Initialise the driver specific state */
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_cogl_gl_context_init (context);
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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->framebuffers = NULL;
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context->journal_flush_attributes_array =
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g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
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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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context->blit_texture_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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_context->buffer_map_fallback_array = g_byte_array_new ();
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_context->buffer_map_fallback_in_use = FALSE;
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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. We don't need to do this for GLES2 because point
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sprites are handled using a builtin varying in the shader. */
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#ifndef HAVE_COGL_GLES2
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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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#endif
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return _cogl_context_object_new (context);
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}
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static void
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_cogl_context_free (CoglContext *context)
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{
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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->blit_texture_pipeline)
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cogl_handle_unref (context->blit_texture_pipeline);
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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_byte_array_free (context->buffer_map_fallback_array, TRUE);
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cogl_object_unref (context->display);
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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)
|
|
{
|
|
GError *error = NULL;
|
|
/* Create if doesn't exist yet */
|
|
if (_context == NULL)
|
|
{
|
|
_context = cogl_context_new (NULL, &error);
|
|
if (!_context)
|
|
{
|
|
g_warning ("Failed to create default context: %s",
|
|
error->message);
|
|
g_error_free (error);
|
|
}
|
|
}
|
|
|
|
return _context;
|
|
}
|
|
|
|
/**
|
|
* _cogl_set_indirect_context:
|
|
* @indirect: TRUE if GL context is indirect
|
|
*
|
|
* Advises COGL that the GL context is indirect (commands are sent
|
|
* over a socket). COGL uses this information to try to avoid
|
|
* round-trips in its use of GL, for example.
|
|
*
|
|
* This function cannot be called "on the fly," only before COGL
|
|
* initializes.
|
|
*/
|
|
void
|
|
_cogl_set_indirect_context (gboolean indirect)
|
|
{
|
|
/* we get called multiple times if someone creates
|
|
* more than the default stage
|
|
*/
|
|
if (_context != NULL)
|
|
{
|
|
if (indirect != _context->indirect)
|
|
g_warning ("Right now all stages will be treated as "
|
|
"either direct or indirect, ignoring attempt "
|
|
"to change to indirect=%d", indirect);
|
|
return;
|
|
}
|
|
|
|
gl_is_indirect = indirect;
|
|
}
|