mutter/cogl/cogl-context.c
Robert Bragg a945890de6 Workaround drisw bug where clipped redraws don't work
This detects when we are running on any of Mesa's software rasterizer
backends and disables use of glBlitFramebuffer and glXCopySubBuffer.
Both of these currently result in full-screen copies so there's little
point in using these to optimize how much of the screen we present.

To help ensure we re-evaluate this workaround periodically we have added
a comment marker of "ONGOING BUG" above the workaround and added a note
to our RELEASING document that says we should grep for this marker and
write a NEWS section about ongoing bug workarounds.

https://bugzilla.gnome.org/show_bug.cgi?id=674208

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 11f2f6ebb42398978ec8dd92b3c332ae8140a728)
2012-08-06 14:27:42 +01:00

616 lines
21 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-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-texture-2d-private.h"
#include "cogl-texture-3d-private.h"
#include "cogl-texture-rectangle-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 "cogl-attribute-private.h"
#include "cogl1-context.h"
#include "cogl-gpu-info-private.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;
extern const CoglDriverVtable _cogl_driver_gl;
#endif
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
extern const CoglTextureDriver _cogl_texture_driver_gles;
extern const CoglDriverVtable _cogl_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 };
CoglBitmap *default_texture_bitmap;
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));
/* Convert the context into an object immediately in case any of the
code below wants to verify that the context pointer is a valid
object */
_cogl_context_object_new (context);
/* 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)
{
CoglRenderer *renderer = cogl_renderer_new ();
if (!cogl_renderer_connect (renderer, error))
{
g_free (context);
return NULL;
}
display = cogl_display_new (renderer, 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;
switch (context->driver)
{
#ifdef HAVE_COGL_GL
case COGL_DRIVER_GL:
context->driver_vtable = &_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->driver_vtable = &_cogl_driver_gles;
context->texture_driver = &_cogl_texture_driver_gles;
break;
#endif
default:
g_assert_not_reached ();
}
winsys = _cogl_context_get_winsys (context);
if (!winsys->context_init (context, error))
{
cogl_object_unref (display);
g_free (context);
return NULL;
}
context->attribute_name_states_hash =
g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
context->attribute_name_index_map = NULL;
context->n_attribute_names = 0;
/* The "cogl_color_in" attribute needs a deterministic name_index
* so we make sure it's the first attribute name we register */
_cogl_attribute_register_attribute_name (context, "cogl_color_in");
context->uniform_names =
g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
context->n_uniform_names = 0;
/* Initialise the driver specific state */
_cogl_init_feature_overrides (context);
_context->sampler_cache = _cogl_sampler_cache_new (_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->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);
context->blended_color_pipeline = cogl_pipeline_new (context);
context->texture_pipeline = cogl_pipeline_new (context);
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_3d_tex = NULL;
context->default_gl_texture_rect_tex = NULL;
context->framebuffers = NULL;
context->current_draw_buffer = NULL;
context->current_read_buffer = NULL;
context->current_draw_buffer_state_flushed = 0;
context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;
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->enabled_builtin_attributes);
_cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
_cogl_bitmask_init (&context->enabled_texcoord_attributes);
_cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
_cogl_bitmask_init (&context->enabled_custom_attributes);
_cogl_bitmask_init (&context->enable_custom_attributes_tmp);
_cogl_bitmask_init (&context->changed_bits_tmp);
context->max_texture_units = -1;
context->max_activateable_texture_units = -1;
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->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->current_path = cogl2_path_new ();
context->stencil_pipeline = cogl_pipeline_new (context);
context->in_begin_gl_block = FALSE;
context->quad_buffer_indices_byte = NULL;
context->quad_buffer_indices = NULL;
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 = NULL;
context->blit_texture_pipeline = NULL;
#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
_context->current_modelview_entry = NULL;
_context->current_projection_entry = NULL;
_cogl_matrix_entry_identity_init (&_context->identity_entry);
_cogl_matrix_entry_cache_init (&_context->builtin_flushed_projection);
_cogl_matrix_entry_cache_init (&_context->builtin_flushed_modelview);
default_texture_bitmap =
cogl_bitmap_new_for_data (_context,
1, 1, /* width/height */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
4, /* rowstride */
default_texture_data);
/* Create default textures used for fall backs */
context->default_gl_texture_2d_tex =
cogl_texture_2d_new_from_bitmap (default_texture_bitmap,
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
NULL);
/* If 3D or rectangle textures aren't supported then these should
just silently return NULL */
context->default_gl_texture_3d_tex =
cogl_texture_3d_new_from_bitmap (default_texture_bitmap,
1, /* height */
1, /* depth */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
NULL);
context->default_gl_texture_rect_tex =
cogl_texture_rectangle_new_from_bitmap (default_texture_bitmap,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
NULL);
cogl_object_unref (default_texture_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 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 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->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);
g_slist_free (context->texture_types);
g_slist_free (context->buffer_types);
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)
{
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
CoglBool
_cogl_context_update_features (CoglContext *context,
GError **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;
}