mirror of
https://github.com/brl/mutter.git
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1932892b98
This moves the framebuffer stack apis out of cogl-framebuffer.c into cogl/deprecated/cogl-framebuffer-deprecated.c so cogl-framebuffer.c is more in-line with the master branch to ease cherry picking patches. Reviewed-by: Neil Roberts <neil@linux.intel.com>
791 lines
26 KiB
C
791 lines
26 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) 2007,2008,2009,2013 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-object.h"
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#include "cogl-private.h"
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#include "cogl-winsys-private.h"
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#include "winsys/cogl-winsys-stub-private.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-util-gl-private.h"
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#include "cogl-display-private.h"
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#include "cogl-renderer-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-texture-2d-private.h"
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#include "cogl-texture-3d-private.h"
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#include "cogl-texture-rectangle-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 "cogl-onscreen-private.h"
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#include "cogl-attribute-private.h"
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#include "cogl1-context.h"
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#include "cogl-gpu-info-private.h"
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#include "cogl-config-private.h"
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#include "cogl-error-private.h"
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#include "cogl/deprecated/cogl-framebuffer-deprecated.h"
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#include <string.h>
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#include <stdlib.h>
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#ifdef HAVE_COGL_GL
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#include "cogl-pipeline-fragend-arbfp-private.h"
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#endif
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/* These aren'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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#ifndef GL_NUM_EXTENSIONS
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#define GL_NUM_EXTENSIONS 0x821D
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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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static CoglContext *_cogl_context = NULL;
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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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COGL_FLAGS_SET (ctx->private_features, COGL_PRIVATE_FEATURE_VBOS, FALSE);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
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COGL_FLAGS_SET (ctx->private_features, COGL_PRIVATE_FEATURE_PBOS, FALSE);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, FALSE);
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}
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
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{
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ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE,
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FALSE);
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}
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
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{
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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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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, FALSE);
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COGL_FLAGS_SET (ctx->features,
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COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, FALSE);
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}
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}
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const CoglWinsysVtable *
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_cogl_context_get_winsys (CoglContext *context)
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{
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return context->display->renderer->winsys_vtable;
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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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CoglError **error)
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{
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CoglContext *context;
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uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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CoglBitmap *white_pixel_bitmap;
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const CoglWinsysVtable *winsys;
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int i;
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CoglError *internal_error = NULL;
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_cogl_init ();
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#ifdef COGL_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_malloc0 (sizeof (CoglContext));
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/* Convert the context into an object immediately in case any of the
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code below wants to verify that the context pointer is a valid
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object */
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_cogl_context_object_new (context);
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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 immediately make our pointer the default context.
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*/
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_cogl_context = context;
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/* Init default values */
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memset (context->features, 0, sizeof (context->features));
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context->feature_flags = 0;
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memset (context->private_features, 0, sizeof (context->private_features));
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context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
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memset (context->winsys_features, 0, sizeof (context->winsys_features));
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if (!display)
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{
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CoglRenderer *renderer = cogl_renderer_new ();
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if (!cogl_renderer_connect (renderer, error))
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{
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g_free (context);
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return NULL;
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}
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display = cogl_display_new (renderer, NULL);
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cogl_object_unref(renderer);
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}
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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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context->display = display;
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/* This is duplicated data, but it's much more convenient to have
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the driver attached to the context and the value is accessed a
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lot throughout Cogl */
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context->driver = display->renderer->driver;
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/* Again this is duplicated data, but it convenient to be able
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* access these from the context. */
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context->driver_vtable = display->renderer->driver_vtable;
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context->texture_driver = display->renderer->texture_driver;
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for (i = 0; i < G_N_ELEMENTS (context->private_features); i++)
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context->private_features[i] |= display->renderer->private_features[i];
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winsys = _cogl_context_get_winsys (context);
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if (!winsys->context_init (context, 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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context->attribute_name_states_hash =
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g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
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context->attribute_name_index_map = NULL;
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context->n_attribute_names = 0;
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/* The "cogl_color_in" attribute needs a deterministic name_index
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* so we make sure it's the first attribute name we register */
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_cogl_attribute_register_attribute_name (context, "cogl_color_in");
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context->uniform_names =
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g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
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context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
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context->n_uniform_names = 0;
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/* Initialise the driver specific state */
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_cogl_init_feature_overrides (context);
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/* XXX: ONGOING BUG: Intel viewport scissor
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*
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* Intel gen6 drivers don't currently correctly handle offset
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* viewports, since primitives aren't clipped within the bounds of
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* the viewport. To workaround this we push our own clip for the
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* viewport that will use scissoring to ensure we clip as expected.
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*
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* TODO: file a bug upstream!
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*/
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if (context->gpu.driver_package == COGL_GPU_INFO_DRIVER_PACKAGE_MESA &&
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context->gpu.architecture == COGL_GPU_INFO_ARCHITECTURE_SANDYBRIDGE &&
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!getenv ("COGL_DISABLE_INTEL_VIEWPORT_SCISSORT_WORKAROUND"))
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context->needs_viewport_scissor_workaround = TRUE;
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else
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context->needs_viewport_scissor_workaround = FALSE;
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context->sampler_cache = _cogl_sampler_cache_new (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->current_clip_stack_valid = FALSE;
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context->current_clip_stack = NULL;
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context->legacy_backface_culling_enabled = FALSE;
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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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if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ANY_GL))
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{
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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 (context, glActiveTexture (GL_TEXTURE1));
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}
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context->legacy_fog_state.enabled = FALSE;
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context->opaque_color_pipeline = cogl_pipeline_new (context);
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context->blended_color_pipeline = cogl_pipeline_new (context);
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context->texture_pipeline = cogl_pipeline_new (context);
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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->codegen_boilerplate_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 = NULL;
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context->default_gl_texture_3d_tex = NULL;
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context->default_gl_texture_rect_tex = NULL;
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context->framebuffers = NULL;
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context->current_draw_buffer = NULL;
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context->current_read_buffer = NULL;
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context->current_draw_buffer_state_flushed = 0;
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context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;
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context->swap_callback_closures =
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g_hash_table_new (g_direct_hash, g_direct_equal);
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_cogl_list_init (&context->onscreen_events_queue);
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_cogl_list_init (&context->onscreen_dirty_queue);
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g_queue_init (&context->gles2_context_stack);
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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_with_color_attrib = FALSE;
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_cogl_bitmask_init (&context->enabled_builtin_attributes);
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_cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
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_cogl_bitmask_init (&context->enabled_texcoord_attributes);
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_cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
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_cogl_bitmask_init (&context->enabled_custom_attributes);
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_cogl_bitmask_init (&context->enable_custom_attributes_tmp);
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_cogl_bitmask_init (&context->changed_bits_tmp);
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context->max_texture_units = -1;
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context->max_activateable_texture_units = -1;
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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->current_gl_dither_enabled = TRUE;
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context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
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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->legacy_depth_test_enabled = FALSE;
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context->pipeline_cache = _cogl_pipeline_cache_new ();
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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->window_buffer = NULL;
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context->framebuffer_stack = _cogl_create_framebuffer_stack ();
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/* XXX: In this case the Clutter backend is still responsible for
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* the OpenGL binding API and for creating onscreen framebuffers and
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* so we have to add a dummy framebuffer to represent the backend
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* owned window... */
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if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
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{
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CoglOnscreen *window = _cogl_onscreen_new ();
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cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
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cogl_object_unref (COGL_FRAMEBUFFER (window));
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}
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context->current_path = NULL;
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context->stencil_pipeline = cogl_pipeline_new (context);
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context->in_begin_gl_block = FALSE;
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context->quad_buffer_indices_byte = NULL;
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context->quad_buffer_indices = NULL;
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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 = NULL;
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context->blit_texture_pipeline = NULL;
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ALPHA_TEST))
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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 (context, glEnable (GL_ALPHA_TEST));
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#endif
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#if defined (HAVE_COGL_GL)
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if ((context->driver == COGL_DRIVER_GL3))
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{
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GLuint vertex_array;
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/* In a forward compatible context, GL 3 doesn't support rendering
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* using the default vertex array object. Cogl doesn't use vertex
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* array objects yet so for now we just create a dummy array
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* object that we will use as our own default object. Eventually
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* it could be good to attach the vertex array objects to
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* CoglPrimitives */
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context->glGenVertexArrays (1, &vertex_array);
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context->glBindVertexArray (vertex_array);
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}
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#endif
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context->current_modelview_entry = NULL;
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context->current_projection_entry = NULL;
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_cogl_matrix_entry_identity_init (&context->identity_entry);
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_cogl_matrix_entry_cache_init (&context->builtin_flushed_projection);
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_cogl_matrix_entry_cache_init (&context->builtin_flushed_modelview);
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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_2d_new_from_data (context,
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1, 1,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* rowstride */
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white_pixel,
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NULL); /* abort on error */
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/* If 3D or rectangle textures aren't supported then these will
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* return errors that we can simply ignore. */
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internal_error = NULL;
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context->default_gl_texture_3d_tex =
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cogl_texture_3d_new_from_data (context,
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1, 1, 1, /* width, height, depth */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0, /* rowstride */
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0, /* image stride */
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white_pixel,
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&internal_error);
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if (internal_error)
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cogl_error_free (internal_error);
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/* TODO: add cogl_texture_rectangle_new_from_data() */
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white_pixel_bitmap =
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cogl_bitmap_new_for_data (context,
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1, 1, /* width/height */
|
|
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
|
4, /* rowstride */
|
|
white_pixel);
|
|
|
|
internal_error = NULL;
|
|
context->default_gl_texture_rect_tex =
|
|
cogl_texture_rectangle_new_from_bitmap (white_pixel_bitmap);
|
|
|
|
/* XXX: we need to allocate the texture now because the white_pixel
|
|
* data is on the stack */
|
|
cogl_texture_allocate (COGL_TEXTURE (context->default_gl_texture_rect_tex),
|
|
&internal_error);
|
|
if (internal_error)
|
|
cogl_error_free (internal_error);
|
|
|
|
cogl_object_unref (white_pixel_bitmap);
|
|
|
|
cogl_push_source (context->opaque_color_pipeline);
|
|
|
|
context->atlases = NULL;
|
|
g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));
|
|
|
|
context->buffer_map_fallback_array = g_byte_array_new ();
|
|
context->buffer_map_fallback_in_use = FALSE;
|
|
|
|
/* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
|
|
unless GL_COORD_REPLACE is enabled for an individual layer.
|
|
Therefore it seems like it should be ok to just leave it enabled
|
|
all the time instead of having to have a set property on each
|
|
pipeline to track whether any layers have point sprite coords
|
|
enabled. We don't need to do this for GL3 or GLES2 because point
|
|
sprites are handled using a builtin varying in the shader. */
|
|
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_GL_FIXED) &&
|
|
cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
|
|
GE (context, glEnable (GL_POINT_SPRITE));
|
|
|
|
_cogl_list_init (&context->fences);
|
|
|
|
return context;
|
|
}
|
|
|
|
static void
|
|
_cogl_context_free (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
winsys->context_deinit (context);
|
|
|
|
_cogl_free_framebuffer_stack (context->framebuffer_stack);
|
|
|
|
if (context->current_path)
|
|
cogl_handle_unref (context->current_path);
|
|
|
|
if (context->default_gl_texture_2d_tex)
|
|
cogl_object_unref (context->default_gl_texture_2d_tex);
|
|
if (context->default_gl_texture_3d_tex)
|
|
cogl_object_unref (context->default_gl_texture_3d_tex);
|
|
if (context->default_gl_texture_rect_tex)
|
|
cogl_object_unref (context->default_gl_texture_rect_tex);
|
|
|
|
if (context->opaque_color_pipeline)
|
|
cogl_object_unref (context->opaque_color_pipeline);
|
|
if (context->blended_color_pipeline)
|
|
cogl_object_unref (context->blended_color_pipeline);
|
|
if (context->texture_pipeline)
|
|
cogl_object_unref (context->texture_pipeline);
|
|
|
|
if (context->blit_texture_pipeline)
|
|
cogl_object_unref (context->blit_texture_pipeline);
|
|
|
|
if (context->swap_callback_closures)
|
|
g_hash_table_destroy (context->swap_callback_closures);
|
|
|
|
g_warn_if_fail (context->gles2_context_stack.length == 0);
|
|
|
|
if (context->journal_flush_attributes_array)
|
|
g_array_free (context->journal_flush_attributes_array, TRUE);
|
|
if (context->journal_clip_bounds)
|
|
g_array_free (context->journal_clip_bounds, TRUE);
|
|
|
|
if (context->polygon_vertices)
|
|
g_array_free (context->polygon_vertices, TRUE);
|
|
|
|
if (context->quad_buffer_indices_byte)
|
|
cogl_object_unref (context->quad_buffer_indices_byte);
|
|
if (context->quad_buffer_indices)
|
|
cogl_object_unref (context->quad_buffer_indices);
|
|
|
|
if (context->rectangle_byte_indices)
|
|
cogl_object_unref (context->rectangle_byte_indices);
|
|
if (context->rectangle_short_indices)
|
|
cogl_object_unref (context->rectangle_short_indices);
|
|
|
|
if (context->default_pipeline)
|
|
cogl_object_unref (context->default_pipeline);
|
|
|
|
if (context->dummy_layer_dependant)
|
|
cogl_object_unref (context->dummy_layer_dependant);
|
|
if (context->default_layer_n)
|
|
cogl_object_unref (context->default_layer_n);
|
|
if (context->default_layer_0)
|
|
cogl_object_unref (context->default_layer_0);
|
|
|
|
if (context->current_clip_stack_valid)
|
|
_cogl_clip_stack_unref (context->current_clip_stack);
|
|
|
|
g_slist_free (context->atlases);
|
|
g_hook_list_clear (&context->atlas_reorganize_callbacks);
|
|
|
|
_cogl_bitmask_destroy (&context->enabled_builtin_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_builtin_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->enabled_texcoord_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_texcoord_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->enabled_custom_attributes);
|
|
_cogl_bitmask_destroy (&context->enable_custom_attributes_tmp);
|
|
_cogl_bitmask_destroy (&context->changed_bits_tmp);
|
|
|
|
if (context->current_modelview_entry)
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
|
if (context->current_projection_entry)
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_projection);
|
|
_cogl_matrix_entry_cache_destroy (&context->builtin_flushed_modelview);
|
|
|
|
_cogl_pipeline_cache_free (context->pipeline_cache);
|
|
|
|
_cogl_sampler_cache_free (context->sampler_cache);
|
|
|
|
_cogl_destroy_texture_units ();
|
|
|
|
g_ptr_array_free (context->uniform_names, TRUE);
|
|
g_hash_table_destroy (context->uniform_name_hash);
|
|
|
|
g_hash_table_destroy (context->attribute_name_states_hash);
|
|
g_array_free (context->attribute_name_index_map, TRUE);
|
|
|
|
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
|
|
|
|
cogl_object_unref (context->display);
|
|
|
|
g_free (context);
|
|
}
|
|
|
|
CoglContext *
|
|
_cogl_context_get_default (void)
|
|
{
|
|
CoglError *error = NULL;
|
|
/* Create if doesn't exist yet */
|
|
if (_cogl_context == NULL)
|
|
{
|
|
_cogl_context = cogl_context_new (NULL, &error);
|
|
if (!_cogl_context)
|
|
{
|
|
g_warning ("Failed to create default context: %s",
|
|
error->message);
|
|
cogl_error_free (error);
|
|
}
|
|
}
|
|
|
|
return _cogl_context;
|
|
}
|
|
|
|
CoglDisplay *
|
|
cogl_context_get_display (CoglContext *context)
|
|
{
|
|
return context->display;
|
|
}
|
|
|
|
CoglRenderer *
|
|
cogl_context_get_renderer (CoglContext *context)
|
|
{
|
|
return context->display->renderer;
|
|
}
|
|
|
|
#ifdef COGL_HAS_EGL_SUPPORT
|
|
EGLDisplay
|
|
cogl_egl_context_get_egl_display (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
/* This should only be called for EGL contexts */
|
|
_COGL_RETURN_VAL_IF_FAIL (winsys->context_egl_get_egl_display != NULL, NULL);
|
|
|
|
return winsys->context_egl_get_egl_display (context);
|
|
}
|
|
#endif
|
|
|
|
CoglBool
|
|
_cogl_context_update_features (CoglContext *context,
|
|
CoglError **error)
|
|
{
|
|
return context->driver_vtable->update_features (context, error);
|
|
}
|
|
|
|
void
|
|
_cogl_context_set_current_projection_entry (CoglContext *context,
|
|
CoglMatrixEntry *entry)
|
|
{
|
|
cogl_matrix_entry_ref (entry);
|
|
if (context->current_projection_entry)
|
|
cogl_matrix_entry_unref (context->current_projection_entry);
|
|
context->current_projection_entry = entry;
|
|
}
|
|
|
|
void
|
|
_cogl_context_set_current_modelview_entry (CoglContext *context,
|
|
CoglMatrixEntry *entry)
|
|
{
|
|
cogl_matrix_entry_ref (entry);
|
|
if (context->current_modelview_entry)
|
|
cogl_matrix_entry_unref (context->current_modelview_entry);
|
|
context->current_modelview_entry = entry;
|
|
}
|
|
|
|
char **
|
|
_cogl_context_get_gl_extensions (CoglContext *context)
|
|
{
|
|
const char *env_disabled_extensions;
|
|
char **ret;
|
|
|
|
/* In GL 3, querying GL_EXTENSIONS is deprecated so we have to build
|
|
* the array using glGetStringi instead */
|
|
#ifdef HAVE_COGL_GL
|
|
if (context->driver == COGL_DRIVER_GL3)
|
|
{
|
|
int num_extensions, i;
|
|
|
|
context->glGetIntegerv (GL_NUM_EXTENSIONS, &num_extensions);
|
|
|
|
ret = g_malloc (sizeof (char *) * (num_extensions + 1));
|
|
|
|
for (i = 0; i < num_extensions; i++)
|
|
{
|
|
const char *ext =
|
|
(const char *) context->glGetStringi (GL_EXTENSIONS, i);
|
|
ret[i] = g_strdup (ext);
|
|
}
|
|
|
|
ret[num_extensions] = NULL;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
const char *all_extensions =
|
|
(const char *) context->glGetString (GL_EXTENSIONS);
|
|
|
|
ret = g_strsplit (all_extensions, " ", 0 /* max tokens */);
|
|
}
|
|
|
|
if ((env_disabled_extensions = g_getenv ("COGL_DISABLE_GL_EXTENSIONS"))
|
|
|| _cogl_config_disable_gl_extensions)
|
|
{
|
|
char **split_env_disabled_extensions;
|
|
char **split_conf_disabled_extensions;
|
|
char **src, **dst;
|
|
|
|
if (env_disabled_extensions)
|
|
split_env_disabled_extensions =
|
|
g_strsplit (env_disabled_extensions,
|
|
",",
|
|
0 /* no max tokens */);
|
|
else
|
|
split_env_disabled_extensions = NULL;
|
|
|
|
if (_cogl_config_disable_gl_extensions)
|
|
split_conf_disabled_extensions =
|
|
g_strsplit (_cogl_config_disable_gl_extensions,
|
|
",",
|
|
0 /* no max tokens */);
|
|
else
|
|
split_conf_disabled_extensions = NULL;
|
|
|
|
for (dst = ret, src = ret;
|
|
*src;
|
|
src++)
|
|
{
|
|
char **d;
|
|
|
|
if (split_env_disabled_extensions)
|
|
for (d = split_env_disabled_extensions; *d; d++)
|
|
if (!strcmp (*src, *d))
|
|
goto disabled;
|
|
if (split_conf_disabled_extensions)
|
|
for (d = split_conf_disabled_extensions; *d; d++)
|
|
if (!strcmp (*src, *d))
|
|
goto disabled;
|
|
|
|
*(dst++) = *src;
|
|
continue;
|
|
|
|
disabled:
|
|
g_free (*src);
|
|
continue;
|
|
}
|
|
|
|
*dst = NULL;
|
|
|
|
if (split_env_disabled_extensions)
|
|
g_strfreev (split_env_disabled_extensions);
|
|
if (split_conf_disabled_extensions)
|
|
g_strfreev (split_conf_disabled_extensions);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
const char *
|
|
_cogl_context_get_gl_version (CoglContext *context)
|
|
{
|
|
const char *version_override;
|
|
|
|
if ((version_override = g_getenv ("COGL_OVERRIDE_GL_VERSION")))
|
|
return version_override;
|
|
else if (_cogl_config_override_gl_version)
|
|
return _cogl_config_override_gl_version;
|
|
else
|
|
return (const char *) context->glGetString (GL_VERSION);
|
|
|
|
}
|
|
|
|
int64_t
|
|
cogl_get_clock_time (CoglContext *context)
|
|
{
|
|
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
|
|
|
|
if (winsys->context_get_clock_time)
|
|
return winsys->context_get_clock_time (context);
|
|
else
|
|
return 0;
|
|
}
|