/* FIXME: we should distinguish renderer and context features */ gboolean _cogl_winsys_has_feature (CoglWinsysFeature feature) { _COGL_GET_CONTEXT (ctx, FALSE); return COGL_FLAGS_GET (ctx->winsys_features, feature); }
static void _cogl_winsys_onscreen_bind (CoglOnscreen *onscreen) { CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); CoglContext *context = fb->context; CoglContextSdl2 *sdl_context = context->winsys; CoglDisplaySdl2 *sdl_display = context->display->winsys; CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys; if (sdl_context->current_window == sdl_onscreen->window) return; SDL_GL_MakeCurrent (sdl_onscreen->window, sdl_display->context); sdl_context->current_window = sdl_onscreen->window; /* It looks like SDL just directly calls a glXSwapInterval function * when this is called. This may be provided by either the EXT * extension, the SGI extension or the Mesa extension. The SGI * extension is per context so we can't just do this once when the * framebuffer is allocated. See the comments in the GLX winsys for * more info. */ if (COGL_FLAGS_GET (context->winsys_features, COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE)) { CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); SDL_GL_SetSwapInterval (fb->config.swap_throttled ? 1 : 0); } }
void cogl_foreach_feature (CoglContext *ctx, CoglFeatureCallback callback, void *user_data) { int i; for (i = 0; i < _COGL_N_FEATURE_IDS; i++) if (COGL_FLAGS_GET (ctx->features, i)) callback (i, user_data); }
static CoglBool _cogl_driver_update_features (CoglContext *ctx, CoglError **error) { CoglPrivateFeatureFlags private_flags = 0; char **gl_extensions; int gl_major = 0, gl_minor = 0; /* We have to special case getting the pointer to the glGetString* functions because we need to use them to determine what functions we can expect */ ctx->glGetString = (void *) _cogl_renderer_get_proc_address (ctx->display->renderer, "glGetString", TRUE); ctx->glGetStringi = (void *) _cogl_renderer_get_proc_address (ctx->display->renderer, "glGetStringi", TRUE); ctx->glGetIntegerv = (void *) _cogl_renderer_get_proc_address (ctx->display->renderer, "glGetIntegerv", TRUE); gl_extensions = _cogl_context_get_gl_extensions (ctx); if (!check_gl_version (ctx, gl_extensions, error)) return FALSE; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WINSYS))) { char *all_extensions = g_strjoinv (" ", gl_extensions); COGL_NOTE (WINSYS, "Checking features\n" " GL_VENDOR: %s\n" " GL_RENDERER: %s\n" " GL_VERSION: %s\n" " GL_EXTENSIONS: %s", ctx->glGetString (GL_VENDOR), ctx->glGetString (GL_RENDERER), _cogl_context_get_gl_version (ctx), all_extensions); g_free (all_extensions); } _cogl_get_gl_version (ctx, &gl_major, &gl_minor); _cogl_gpu_info_init (ctx, &ctx->gpu); ctx->glsl_major = 1; ctx->glsl_minor = 1; if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0)) { const char *glsl_version = (char *)ctx->glGetString (GL_SHADING_LANGUAGE_VERSION); parse_gl_version (glsl_version, &ctx->glsl_major, &ctx->glsl_minor); } COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_UNSIGNED_INT_INDICES, TRUE); COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_RANGE, TRUE); if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4)) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_MIRRORED_REPEAT, TRUE); _cogl_feature_check_ext_functions (ctx, gl_major, gl_minor, gl_extensions); if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) || _cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions)) { COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT, TRUE); COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, TRUE); COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP, TRUE); COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT, TRUE); } if (_cogl_check_extension ("GL_MESA_pack_invert", gl_extensions)) private_flags |= COGL_PRIVATE_FEATURE_MESA_PACK_INVERT; if (ctx->glGenRenderbuffers) { COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_OFFSCREEN, TRUE); private_flags |= COGL_PRIVATE_FEATURE_QUERY_FRAMEBUFFER_BITS; } if (ctx->glBlitFramebuffer) private_flags |= COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT; if (ctx->glRenderbufferStorageMultisampleIMG) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE, TRUE); if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 0) || _cogl_check_extension ("GL_ARB_depth_texture", gl_extensions)) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_TEXTURE, TRUE); if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 1) || _cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions)) private_flags |= COGL_PRIVATE_FEATURE_PBOS; if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 1, 4) || _cogl_check_extension ("GL_EXT_blend_color", gl_extensions)) private_flags |= COGL_PRIVATE_FEATURE_BLEND_CONSTANT; if (ctx->glGenPrograms) private_flags |= COGL_PRIVATE_FEATURE_ARBFP; if (ctx->glCreateProgram) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE); else { /* If all of the old GLSL extensions are available then we can fake * the GL 2.0 GLSL support by diverting to the old function names */ if (ctx->glCreateProgramObject && /* GL_ARB_shader_objects */ ctx->glVertexAttribPointer && /* GL_ARB_vertex_shader */ _cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions)) { ctx->glCreateShader = ctx->glCreateShaderObject; ctx->glCreateProgram = ctx->glCreateProgramObject; ctx->glDeleteShader = ctx->glDeleteObject; ctx->glDeleteProgram = ctx->glDeleteObject; ctx->glAttachShader = ctx->glAttachObject; ctx->glUseProgram = ctx->glUseProgramObject; ctx->glGetProgramInfoLog = ctx->glGetInfoLog; ctx->glGetShaderInfoLog = ctx->glGetInfoLog; ctx->glGetShaderiv = ctx->glGetObjectParameteriv; ctx->glGetProgramiv = ctx->glGetObjectParameteriv; ctx->glDetachShader = ctx->glDetachObject; ctx->glGetAttachedShaders = ctx->glGetAttachedObjects; /* FIXME: there doesn't seem to be an equivalent for glIsShader * and glIsProgram. This doesn't matter for now because Cogl * doesn't use these but if we add support for simulating a * GLES2 context on top of regular GL then we'll need to do * something here */ COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE); } } if ((COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) || _cogl_check_extension ("GL_ARB_point_sprite", gl_extensions)) && /* If GLSL is supported then we only enable point sprite support * too if we have glsl >= 1.2 otherwise we don't have the * gl_PointCoord builtin which we depend on in the glsl backend. */ (!COGL_FLAGS_GET (ctx->features, COGL_FEATURE_ID_GLSL) || COGL_CHECK_GL_VERSION (ctx->glsl_major, ctx->glsl_minor, 1, 2))) { COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_POINT_SPRITE, TRUE); } if (ctx->glGenBuffers) { private_flags |= COGL_PRIVATE_FEATURE_VBOS; COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_MAP_BUFFER_FOR_READ, TRUE); COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE, TRUE); } if (_cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions)) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_RECTANGLE, TRUE); if (ctx->glTexImage3D) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_TEXTURE_3D, TRUE); if (ctx->glEGLImageTargetTexture2D) private_flags |= COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE; if (_cogl_check_extension ("GL_EXT_packed_depth_stencil", gl_extensions)) private_flags |= COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL; if (ctx->glGenSamplers) private_flags |= COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS; if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 3) || _cogl_check_extension ("GL_ARB_texture_swizzle", gl_extensions) || _cogl_check_extension ("GL_EXT_texture_swizzle", gl_extensions)) private_flags |= COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE; /* The per-vertex point size is only available via GLSL with the * gl_PointSize builtin. This is only available in GL 2.0 (not the * GLSL extensions) */ if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0)) { COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE, TRUE); private_flags |= COGL_PRIVATE_FEATURE_ENABLE_PROGRAM_POINT_SIZE; } if (ctx->driver == COGL_DRIVER_GL) { int max_clip_planes = 0; /* Features which are not available in GL 3 */ private_flags |= (COGL_PRIVATE_FEATURE_GL_FIXED | COGL_PRIVATE_FEATURE_ALPHA_TEST | COGL_PRIVATE_FEATURE_QUADS | COGL_PRIVATE_FEATURE_ALPHA_TEXTURES); GE( ctx, glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) ); if (max_clip_planes >= 4) private_flags |= COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES; } private_flags |= (COGL_PRIVATE_FEATURE_READ_PIXELS_ANY_FORMAT | COGL_PRIVATE_FEATURE_ANY_GL | COGL_PRIVATE_FEATURE_FORMAT_CONVERSION | COGL_PRIVATE_FEATURE_BLEND_CONSTANT | COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM | COGL_PRIVATE_FEATURE_QUERY_TEXTURE_PARAMETERS | COGL_PRIVATE_FEATURE_TEXTURE_MAX_LEVEL); if (ctx->glFenceSync) COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_FENCE, TRUE); /* Cache features */ ctx->private_feature_flags |= private_flags; g_strfreev (gl_extensions); if ((private_flags & (COGL_PRIVATE_FEATURE_ALPHA_TEXTURES | COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE)) == 0) { _cogl_set_error (error, COGL_DRIVER_ERROR, COGL_DRIVER_ERROR_NO_SUITABLE_DRIVER_FOUND, "The GL_ARB_texture_swizzle extension is required " "to use the GL3 driver"); return FALSE; } return TRUE; }
CoglBool cogl_has_feature (CoglContext *ctx, CoglFeatureID feature) { return COGL_FLAGS_GET (ctx->features, feature); }
static CoglBool _cogl_renderer_choose_driver (CoglRenderer *renderer, CoglError **error) { const char *driver_name = g_getenv ("COGL_DRIVER"); CoglDriver driver_override = COGL_DRIVER_ANY; const char *invalid_override = NULL; const char *libgl_name; SatisfyConstraintsState state; const CoglDriverDescription *desc; int i; if (!driver_name) driver_name = _cogl_config_driver; if (driver_name) { driver_override = driver_name_to_id (driver_name); if (driver_override == COGL_DRIVER_ANY) invalid_override = driver_name; } if (renderer->driver_override != COGL_DRIVER_ANY) { if (driver_override != COGL_DRIVER_ANY && renderer->driver_override != driver_override) { _cogl_set_error (error, COGL_RENDERER_ERROR, COGL_RENDERER_ERROR_BAD_CONSTRAINT, "Application driver selection conflicts with driver " "specified in configuration"); return FALSE; } driver_override = renderer->driver_override; } if (driver_override != COGL_DRIVER_ANY) { CoglBool found = FALSE; int i; for (i = 0; i < G_N_ELEMENTS (_cogl_drivers); i++) { if (_cogl_drivers[i].id == driver_override) { found = TRUE; break; } } if (!found) invalid_override = driver_id_to_name (driver_override); } if (invalid_override) { _cogl_set_error (error, COGL_RENDERER_ERROR, COGL_RENDERER_ERROR_BAD_CONSTRAINT, "Driver \"%s\" is not available", invalid_override); return FALSE; } state.driver_description = NULL; state.constraints = renderer->constraints; foreach_driver_description (driver_override, satisfy_constraints, &state); if (!state.driver_description) { _cogl_set_error (error, COGL_RENDERER_ERROR, COGL_RENDERER_ERROR_BAD_CONSTRAINT, "No suitable driver found"); return FALSE; } desc = state.driver_description; renderer->driver = desc->id; renderer->driver_vtable = desc->vtable; renderer->texture_driver = desc->texture_driver; libgl_name = desc->libgl_name; memset(renderer->private_features, 0, sizeof (renderer->private_features)); for (i = 0; desc->private_features[i] != -1; i++) COGL_FLAGS_SET (renderer->private_features, desc->private_features[i], TRUE); if (COGL_FLAGS_GET (renderer->private_features, COGL_PRIVATE_FEATURE_ANY_GL)) { renderer->libgl_module = g_module_open (libgl_name, G_MODULE_BIND_LAZY); if (renderer->libgl_module == NULL) { _cogl_set_error (error, COGL_DRIVER_ERROR, COGL_DRIVER_ERROR_FAILED_TO_LOAD_LIBRARY, "Failed to dynamically open the GL library \"%s\"", libgl_name); return FALSE; } } return TRUE; }