int main (int argc, char **argv) { UProfReport *report; UProfContext *context; int i; uprof_init (&argc, &argv); context = uprof_context_new ("Test"); for (i = 0; i < 4; i ++) { struct timespec delay; if (i == 1) { DBG_PRINTF ("suspending context\n"); uprof_context_suspend (context); } UPROF_COUNTER_INC (context, loop_counter); UPROF_TIMER_START (context, loop_timer); DBG_PRINTF (" <delay: 1 sec>\n"); delay.tv_sec = 1; delay.tv_nsec = 0; nanosleep (&delay, NULL); UPROF_TIMER_STOP (context, loop_timer); DBG_PRINTF ("stop simple timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); if (i == 2) { DBG_PRINTF ("resuming context\n"); uprof_context_resume (context); } } DBG_PRINTF ("Expected result = 2 seconds accounted for and count == 2:\n"); report = uprof_report_new ("Suspend report"); uprof_report_add_context (report, context); uprof_report_print (report); uprof_report_unref (report); uprof_context_unref (context); return 0; }
/* 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. */ cg_device_t * cg_device_new(void) { cg_device_t *dev; _cg_init(); #ifdef ENABLE_PROFILE /* We need to be absolutely sure that uprof has been initialized * before calling _cg_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); _cg_uprof_init(); #endif dev = c_malloc0(sizeof(cg_device_t)); memset(dev, 0, sizeof(cg_device_t)); /* 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 */ _cg_device_object_new(dev); /* TODO: remove final uses of _CG_GET_DEVICE() which depends on * having one globally accessible device pointer. */ _cg_device = dev; /* Init default values */ memset(dev->features, 0, sizeof(dev->features)); memset(dev->private_features, 0, sizeof(dev->private_features)); dev->rectangle_state = CG_WINSYS_RECTANGLE_STATE_UNKNOWN; memset(dev->winsys_features, 0, sizeof(dev->winsys_features)); return dev; }
/* 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, CoglError **error) { CoglContext *context; uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff }; CoglBitmap *white_pixel_bitmap; const CoglWinsysVtable *winsys; int i; CoglError *internal_error = NULL; _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_malloc0 (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. */ _cogl_context = context; /* Init default values */ memset (context->features, 0, sizeof (context->features)); context->feature_flags = 0; memset (context->private_features, 0, sizeof (context->private_features)); 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); cogl_object_unref(renderer); } 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; /* Again this is duplicated data, but it convenient to be able * access these from the context. */ context->driver_vtable = display->renderer->driver_vtable; context->texture_driver = display->renderer->texture_driver; for (i = 0; i < G_N_ELEMENTS (context->private_features); i++) context->private_features[i] |= display->renderer->private_features[i]; 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); /* XXX: ONGOING BUG: Intel viewport scissor * * Intel gen6 drivers don't currently correctly handle offset * viewports, since primitives aren't clipped within the bounds of * the viewport. To workaround this we push our own clip for the * viewport that will use scissoring to ensure we clip as expected. * * TODO: file a bug upstream! */ if (context->gpu.driver_package == COGL_GPU_INFO_DRIVER_PACKAGE_MESA && context->gpu.architecture == COGL_GPU_INFO_ARCHITECTURE_SANDYBRIDGE && !getenv ("COGL_DISABLE_INTEL_VIEWPORT_SCISSORT_WORKAROUND")) context->needs_viewport_scissor_workaround = TRUE; else context->needs_viewport_scissor_workaround = FALSE; 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)); if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ANY_GL)) { /* 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->codegen_boilerplate_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->swap_callback_closures = g_hash_table_new (g_direct_hash, g_direct_equal); _cogl_list_init (&context->onscreen_events_queue); _cogl_list_init (&context->onscreen_dirty_queue); g_queue_init (&context->gles2_context_stack); 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_with_color_attrib = 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_GLSL; context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_GLSL; 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 = NULL; 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; #ifdef HAVE_COGL_GL if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ALPHA_TEST)) /* 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)); if ((context->driver == COGL_DRIVER_GL3)) { GLuint vertex_array; /* In a forward compatible context, GL 3 doesn't support rendering * using the default vertex array object. Cogl doesn't use vertex * array objects yet so for now we just create a dummy array * object that we will use as our own default object. Eventually * it could be good to attach the vertex array objects to * CoglPrimitives */ context->glGenVertexArrays (1, &vertex_array); context->glBindVertexArray (vertex_array); } #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); /* Create default textures used for fall backs */ context->default_gl_texture_2d_tex = cogl_texture_2d_new_from_data (context, 1, 1, COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* rowstride */ white_pixel, NULL); /* abort on error */ /* If 3D or rectangle textures aren't supported then these will * return errors that we can simply ignore. */ internal_error = NULL; context->default_gl_texture_3d_tex = cogl_texture_3d_new_from_data (context, 1, 1, 1, /* width, height, depth */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* rowstride */ 0, /* image stride */ white_pixel, &internal_error); if (internal_error) cogl_error_free (internal_error); /* TODO: add cogl_texture_rectangle_new_from_data() */ white_pixel_bitmap = cogl_bitmap_new_for_data (context, 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; }
/* 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_malloc0 (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; 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->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->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; g_queue_init (&context->gles2_context_stack); 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->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->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); 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; }
int main (int argc, char **argv) { UProfContext *context; UProfReport *report; int i; uprof_init (&argc, &argv); context = uprof_context_new ("Simple context"); DBG_PRINTF ("start full timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); UPROF_TIMER_START (context, full_timer); for (i = 0; i < 2; i ++) { struct timespec delay; UPROF_COUNTER_INC (context, loop0_counter); DBG_PRINTF ("start simple timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); UPROF_TIMER_START (context, loop0_timer); DBG_PRINTF (" <delay: 1/2 sec>\n"); delay.tv_sec = 0; delay.tv_nsec = 1000000000/2; nanosleep (&delay, NULL); UPROF_TIMER_START (context, loop0_sub_timer); DBG_PRINTF (" <timing sub delay: 1/4 sec>\n"); delay.tv_sec = 0; delay.tv_nsec = 1000000000/4; nanosleep (&delay, NULL); UPROF_TIMER_STOP (context, loop0_sub_timer); UPROF_TIMER_STOP (context, loop0_timer); DBG_PRINTF ("stop simple timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); } for (i = 0; i < 4; i ++) { struct timespec delay; UPROF_COUNTER_INC (context, loop1_counter); DBG_PRINTF ("start simple timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); UPROF_TIMER_START (context, loop1_timer); DBG_PRINTF (" <delay: 1/4 sec>\n"); delay.tv_sec = 0; delay.tv_nsec = 1000000000/4; nanosleep (&delay, NULL); UPROF_TIMER_START (context, loop1_sub_timer); DBG_PRINTF (" <timing sub delay: 1/2 sec>\n"); delay.tv_sec = 0; delay.tv_nsec = 1000000000/2; nanosleep (&delay, NULL); UPROF_TIMER_STOP (context, loop1_sub_timer); UPROF_TIMER_STOP (context, loop1_timer); DBG_PRINTF ("stop simple timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); } DBG_PRINTF ("stop full timer (rdtsc = %" G_GUINT64_FORMAT ")\n", uprof_get_system_counter ()); UPROF_TIMER_STOP (context, full_timer); report = uprof_report_new ("Simple report"); uprof_report_add_statistic (report, "Special thingy", "This is a particularly interesting thingy"); uprof_report_add_statistic_attribute (report, "Special thingy", "Thingy A value", "Thingy A\nvalue", "The real A value of thingys", UPROF_ATTRIBUTE_TYPE_WORD, a_values_cb, NULL); uprof_report_add_statistic_attribute (report, "Special thingy", "Thingy B value", "Thingy B\nvalue", "The real B value of thingys", UPROF_ATTRIBUTE_TYPE_WORD, b_values_cb, NULL); uprof_report_add_statistic (report, "Special dobble", "This is a particularly interesting dobble"); uprof_report_add_statistic_attribute (report, "Special dobble", "Dobble value", "Dobble\nvalue", "The real value of dobbles", UPROF_ATTRIBUTE_TYPE_FLOAT, dobbles_cb, NULL); uprof_report_add_timers_attribute (report, "Time in seconds", "Time in\nseconds", "The time elapsed in seconds", UPROF_ATTRIBUTE_TYPE_INT, seconds_column_cb, NULL); uprof_report_add_counters_attribute (report, "Double count", "Double\ncount", "The count doubled", UPROF_ATTRIBUTE_TYPE_INT, double_count_cb, NULL); uprof_report_add_counters_attribute (report, "Tripple count", "Tripple\ncount", "The count trippled", UPROF_ATTRIBUTE_TYPE_INT, tripple_count_cb, NULL); uprof_report_add_context (report, context); uprof_report_print (report); uprof_report_unref (report); uprof_context_unref (context); return 0; }