mutter/cogl/cogl-context.c
Robert Bragg b72f255c0a Start to reduce dependence on glib
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.

This adds a --disable-glib configure option that can be used to disable
features that depend on glib.

Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.

The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:03:02 +00:00

549 lines
18 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-object.h"
#include "cogl-internal.h"
#include "cogl-private.h"
#include "cogl-winsys-private.h"
#include "winsys/cogl-winsys-stub-private.h"
#include "cogl-profile.h"
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-display-private.h"
#include "cogl-renderer-private.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-onscreen-private.h"
#include "cogl2-path.h"
#include <string.h>
#ifdef HAVE_COGL_GL
#include "cogl-pipeline-fragend-arbfp-private.h"
#endif
/* This isn't defined in the GLES headers */
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
#endif
#ifdef HAVE_COGL_GL
extern const CoglTextureDriver _cogl_texture_driver_gl;
#endif
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
extern const CoglTextureDriver _cogl_texture_driver_gles;
#endif
static void _cogl_context_free (CoglContext *context);
COGL_OBJECT_DEFINE (Context, context);
extern void
_cogl_create_context_driver (CoglContext *context);
static CoglContext *_context = NULL;
static void
_cogl_init_feature_overrides (CoglContext *ctx)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS)))
ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_VBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
ctx->private_feature_flags &= ~COGL_PRIVATE_FEATURE_PBOS;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
{
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, FALSE);
}
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
{
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, FALSE);
}
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES)))
{
ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
COGL_FEATURE_TEXTURE_NPOT_BASIC |
COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
COGL_FEATURE_TEXTURE_NPOT_REPEAT);
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, FALSE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, FALSE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, FALSE);
COGL_FLAGS_SET (ctx->features,
COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, FALSE);
}
}
const CoglWinsysVtable *
_cogl_context_get_winsys (CoglContext *context)
{
return context->display->renderer->winsys_vtable;
}
/* For reference: There was some deliberation over whether to have a
* constructor that could throw an exception but looking at standard
* practices with several high level OO languages including python, C++,
* C# Java and Ruby they all support exceptions in constructors and the
* general consensus appears to be that throwing an exception is neater
* than successfully constructing with an internal error status that
* would then have to be explicitly checked via some form of ::is_ok()
* method.
*/
CoglContext *
cogl_context_new (CoglDisplay *display,
GError **error)
{
CoglContext *context;
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
unsigned long enable_flags = 0;
const CoglWinsysVtable *winsys;
int i;
_cogl_init ();
#ifdef COGL_ENABLE_PROFILE
/* We need to be absolutely sure that uprof has been initialized
* before calling _cogl_uprof_init. uprof_init (NULL, NULL)
* will be a NOP if it has been initialized but it will also
* mean subsequent parsing of the UProf GOptionGroup will have no
* affect.
*
* Sadly GOptionGroup based library initialization is extremely
* fragile by design because GOptionGroups have no notion of
* dependencies and so the order things are initialized isn't
* currently under tight control.
*/
uprof_init (NULL, NULL);
_cogl_uprof_init ();
#endif
/* Allocate context memory */
context = g_malloc (sizeof (CoglContext));
/* XXX: Gross hack!
* Currently everything in Cogl just assumes there is a default
* context which it can access via _COGL_GET_CONTEXT() including
* code used to construct a CoglContext. Until all of that code
* has been updated to take an explicit context argument we have
* to immediately make our pointer the default context.
*/
_context = context;
/* Init default values */
memset (context->features, 0, sizeof (context->features));
context->feature_flags = 0;
context->private_feature_flags = 0;
context->texture_types = NULL;
context->buffer_types = NULL;
context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;
memset (context->winsys_features, 0, sizeof (context->winsys_features));
if (!display)
display = cogl_display_new (NULL, NULL);
else
cogl_object_ref (display);
if (!cogl_display_setup (display, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
context->display = display;
/* This is duplicated data, but it's much more convenient to have
the driver attached to the context and the value is accessed a
lot throughout Cogl */
context->driver = display->renderer->driver;
winsys = _cogl_context_get_winsys (context);
if (!winsys->context_init (context, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
switch (context->driver)
{
#ifdef HAVE_COGL_GL
case COGL_DRIVER_GL:
context->texture_driver = &_cogl_texture_driver_gl;
break;
#endif
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
case COGL_DRIVER_GLES1:
case COGL_DRIVER_GLES2:
context->texture_driver = &_cogl_texture_driver_gles;
break;
#endif
default:
g_assert_not_reached ();
}
/* Initialise the driver specific state */
_cogl_init_feature_overrides (context);
_cogl_pipeline_init_default_pipeline ();
_cogl_pipeline_init_default_layers ();
_cogl_pipeline_init_state_hash_functions ();
_cogl_pipeline_init_layer_state_hash_functions ();
context->enable_flags = 0;
context->current_clip_stack_valid = FALSE;
context->current_clip_stack = NULL;
context->legacy_backface_culling_enabled = FALSE;
cogl_matrix_init_identity (&context->identity_matrix);
cogl_matrix_init_identity (&context->y_flip_matrix);
cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);
context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
context->texture_units =
g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
/* See cogl-pipeline.c for more details about why we leave texture unit 1
* active by default... */
context->active_texture_unit = 1;
GE (context, glActiveTexture (GL_TEXTURE1));
context->legacy_fog_state.enabled = FALSE;
context->opaque_color_pipeline = cogl_pipeline_new ();
context->blended_color_pipeline = cogl_pipeline_new ();
context->texture_pipeline = cogl_pipeline_new ();
context->codegen_header_buffer = g_string_new ("");
context->codegen_source_buffer = g_string_new ("");
context->source_stack = NULL;
context->legacy_state_set = 0;
context->default_gl_texture_2d_tex = NULL;
context->default_gl_texture_rect_tex = NULL;
context->framebuffers = NULL;
context->journal_flush_attributes_array =
g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
context->journal_clip_bounds = NULL;
context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));
context->current_pipeline = NULL;
context->current_pipeline_changes_since_flush = 0;
context->current_pipeline_skip_gl_color = FALSE;
_cogl_bitmask_init (&context->arrays_enabled);
_cogl_bitmask_init (&context->temp_bitmask);
_cogl_bitmask_init (&context->arrays_to_change);
context->max_texture_units = -1;
context->max_activateable_texture_units = -1;
context->current_program = COGL_INVALID_HANDLE;
context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
context->current_gl_program = 0;
context->current_gl_dither_enabled = TRUE;
context->current_gl_color_mask = COGL_COLOR_MASK_ALL;
context->gl_blend_enable_cache = FALSE;
context->depth_test_enabled_cache = FALSE;
context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
context->depth_writing_enabled_cache = TRUE;
context->depth_range_near_cache = 0;
context->depth_range_far_cache = 1;
context->point_size_cache = 1.0f;
context->legacy_depth_test_enabled = FALSE;
context->pipeline_cache = cogl_pipeline_cache_new ();
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
context->current_buffer[i] = NULL;
context->window_buffer = NULL;
context->framebuffer_stack = _cogl_create_framebuffer_stack ();
/* XXX: In this case the Clutter backend is still responsible for
* the OpenGL binding API and for creating onscreen framebuffers and
* so we have to add a dummy framebuffer to represent the backend
* owned window... */
if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
{
CoglOnscreen *window = _cogl_onscreen_new ();
cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
cogl_object_unref (COGL_FRAMEBUFFER (window));
}
context->dirty_bound_framebuffer = TRUE;
context->dirty_gl_viewport = TRUE;
context->current_path = cogl2_path_new ();
context->stencil_pipeline = cogl_pipeline_new ();
context->in_begin_gl_block = FALSE;
context->quad_buffer_indices_byte = COGL_INVALID_HANDLE;
context->quad_buffer_indices = COGL_INVALID_HANDLE;
context->quad_buffer_indices_len = 0;
context->rectangle_byte_indices = NULL;
context->rectangle_short_indices = NULL;
context->rectangle_short_indices_len = 0;
context->texture_download_pipeline = COGL_INVALID_HANDLE;
context->blit_texture_pipeline = COGL_INVALID_HANDLE;
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (context->driver != COGL_DRIVER_GLES2)
/* The default for GL_ALPHA_TEST is to always pass which is equivalent to
* the test being disabled therefore we assume that for all drivers there
* will be no performance impact if we always leave the test enabled which
* makes things a bit simpler for us. Under GLES2 the alpha test is
* implemented in the fragment shader so there is no enable for it
*/
GE (context, glEnable (GL_ALPHA_TEST));
#endif
#ifdef HAVE_COGL_GLES2
_context->flushed_modelview_stack = NULL;
_context->flushed_projection_stack = NULL;
#endif
/* Create default textures used for fall backs */
context->default_gl_texture_2d_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
0, /* auto calc row stride */
default_texture_data);
context->default_gl_texture_rect_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
0, /* auto calc row stride */
default_texture_data);
cogl_push_source (context->opaque_color_pipeline);
_cogl_pipeline_flush_gl_state (context->opaque_color_pipeline, FALSE, 0);
_cogl_enable (enable_flags);
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 GLES2 because point
sprites are handled using a builtin varying in the shader. */
if (_context->driver != COGL_DRIVER_GLES2 &&
cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
GE (context, glEnable (GL_POINT_SPRITE));
return _cogl_context_object_new (context);
}
static void
_cogl_context_free (CoglContext *context)
{
const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context);
winsys->context_deinit (context);
_cogl_destroy_texture_units ();
if (context->window_buffer)
{
cogl_object_unref (context->window_buffer);
context->window_buffer = NULL;
}
_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_rect_tex)
cogl_object_unref (context->default_gl_texture_rect_tex);
if (context->opaque_color_pipeline)
cogl_handle_unref (context->opaque_color_pipeline);
if (context->blended_color_pipeline)
cogl_handle_unref (context->blended_color_pipeline);
if (context->texture_pipeline)
cogl_handle_unref (context->texture_pipeline);
if (context->blit_texture_pipeline)
cogl_handle_unref (context->blit_texture_pipeline);
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_handle_unref (context->quad_buffer_indices_byte);
if (context->quad_buffer_indices)
cogl_handle_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_handle_unref (context->default_pipeline);
if (context->dummy_layer_dependant)
cogl_handle_unref (context->dummy_layer_dependant);
if (context->default_layer_n)
cogl_handle_unref (context->default_layer_n);
if (context->default_layer_0)
cogl_handle_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->arrays_enabled);
_cogl_bitmask_destroy (&context->temp_bitmask);
_cogl_bitmask_destroy (&context->arrays_to_change);
g_slist_free (context->texture_types);
g_slist_free (context->buffer_types);
#ifdef HAVE_COGL_GLES2
if (_context->flushed_modelview_stack)
cogl_object_unref (_context->flushed_modelview_stack);
if (_context->flushed_projection_stack)
cogl_object_unref (_context->flushed_projection_stack);
#endif
cogl_pipeline_cache_free (context->pipeline_cache);
g_byte_array_free (context->buffer_map_fallback_array, TRUE);
cogl_object_unref (context->display);
g_free (context);
}
CoglContext *
_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;
}
CoglDisplay *
cogl_context_get_display (CoglContext *context)
{
return context->display;
}
#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
gboolean
_cogl_context_update_features (CoglContext *context,
GError **error)
{
#ifdef HAVE_COGL_GL
if (context->driver == COGL_DRIVER_GL)
return _cogl_gl_update_features (context, error);
#endif
#if defined(HAVE_COGL_GLES) || defined(HAVE_COGL_GLES2)
return _cogl_gles_update_features (context, error);
#endif
g_assert_not_reached ();
}