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https://github.com/brl/mutter.git
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af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
139 lines
4.0 KiB
C
139 lines
4.0 KiB
C
#include <cogl/cogl.h>
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#include <cogl/cogl-gles2.h>
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#include <glib.h>
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#include <stdio.h>
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#define OFFSCREEN_WIDTH 100
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#define OFFSCREEN_HEIGHT 100
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typedef struct _Data
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{
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CoglContext *ctx;
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CoglFramebuffer *fb;
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CoglPrimitive *triangle;
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CoglPipeline *pipeline;
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CoglTexture *offscreen_texture;
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CoglOffscreen *offscreen;
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CoglGLES2Context *gles2_ctx;
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const CoglGLES2Vtable *gles2_vtable;
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} Data;
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static gboolean
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paint_cb (void *user_data)
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{
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Data *data = user_data;
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CoglError *error = NULL;
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const CoglGLES2Vtable *gles2 = data->gles2_vtable;
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/* Draw scene with GLES2 */
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if (!cogl_push_gles2_context (data->ctx,
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data->gles2_ctx,
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data->fb,
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data->fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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/* Clear offscreen framebuffer with a random color */
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gles2->glClearColor (g_random_double (),
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g_random_double (),
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g_random_double (),
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1.0f);
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gles2->glClear (GL_COLOR_BUFFER_BIT);
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cogl_pop_gles2_context (data->ctx);
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/* Draw scene with Cogl */
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cogl_primitive_draw (data->triangle, data->fb, data->pipeline);
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cogl_onscreen_swap_buffers (COGL_ONSCREEN (data->fb));
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return FALSE; /* remove the callback */
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}
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static void
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frame_event_cb (CoglOnscreen *onscreen,
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CoglFrameEvent event,
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CoglFrameInfo *info,
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void *user_data)
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{
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if (event == COGL_FRAME_EVENT_SYNC)
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paint_cb (user_data);
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}
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int
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main (int argc, char **argv)
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{
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Data data;
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CoglOnscreen *onscreen;
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CoglError *error = NULL;
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CoglVertexP2C4 triangle_vertices[] = {
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{0, 0.7, 0xff, 0x00, 0x00, 0xff},
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{-0.7, -0.7, 0x00, 0xff, 0x00, 0xff},
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{0.7, -0.7, 0x00, 0x00, 0xff, 0xff}
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};
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GSource *cogl_source;
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GMainLoop *loop;
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CoglRenderer *renderer;
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CoglDisplay *display;
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renderer = cogl_renderer_new ();
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cogl_renderer_add_constraint (renderer,
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COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2);
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display = cogl_display_new (renderer, NULL);
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data.ctx = cogl_context_new (display, NULL);
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onscreen = cogl_onscreen_new (data.ctx, 640, 480);
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cogl_onscreen_show (onscreen);
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data.fb = onscreen;
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/* Prepare onscreen primitive */
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data.triangle = cogl_primitive_new_p2c4 (data.ctx,
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COGL_VERTICES_MODE_TRIANGLES,
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3, triangle_vertices);
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data.pipeline = cogl_pipeline_new (data.ctx);
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data.offscreen_texture =
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cogl_texture_2d_new_with_size (data.ctx,
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OFFSCREEN_WIDTH,
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OFFSCREEN_HEIGHT);
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data.offscreen = cogl_offscreen_new_with_texture (data.offscreen_texture);
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data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
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if (!data.gles2_ctx) {
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g_error ("Failed to create GLES2 context: %s\n", error->message);
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}
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data.gles2_vtable = cogl_gles2_context_get_vtable (data.gles2_ctx);
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/* Draw scene with GLES2 */
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if (!cogl_push_gles2_context (data.ctx,
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data.gles2_ctx,
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data.fb,
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data.fb,
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&error))
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{
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g_error ("Failed to push gles2 context: %s\n", error->message);
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}
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cogl_pop_gles2_context (data.ctx);
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cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);
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g_source_attach (cogl_source, NULL);
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cogl_onscreen_add_frame_callback (COGL_ONSCREEN (data.fb),
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frame_event_cb,
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&data,
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NULL); /* destroy notify */
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g_idle_add (paint_cb, &data);
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loop = g_main_loop_new (NULL, TRUE);
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g_main_loop_run (loop);
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return 0;
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}
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