/* NB: The reason we require the width, height and format to be passed * even though they may seem redundant is because GLES 1/2 don't * provide a way to query these properties. */ CoglTexture2D * _cogl_egl_texture_2d_new_from_image (CoglContext *ctx, int width, int height, CoglPixelFormat format, EGLImageKHR image, CoglError **error) { CoglTextureLoader *loader; _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints & COGL_RENDERER_CONSTRAINT_USES_EGL, NULL); _COGL_RETURN_VAL_IF_FAIL (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE), NULL); loader = _cogl_texture_create_loader (); loader->src_type = COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE; loader->src.egl_image.image = image; loader->src.egl_image.width = width; loader->src.egl_image.height = height; loader->src.egl_image.format = format; return _cogl_texture_2d_create_base (ctx, width, height, format, loader); }
/* NB: The reason we require the width, height and format to be passed * even though they may seem redundant is because GLES 1/2 don't * provide a way to query these properties. */ CoglTexture2D * _cogl_egl_texture_2d_new_from_image (CoglContext *ctx, int width, int height, CoglPixelFormat format, EGLImageKHR image, CoglError **error) { _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints & COGL_RENDERER_CONSTRAINT_USES_EGL, NULL); _COGL_RETURN_VAL_IF_FAIL (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE), NULL); if (ctx->driver_vtable->egl_texture_2d_new_from_image) return ctx->driver_vtable->egl_texture_2d_new_from_image (ctx, width, height, format, image, error); else { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Creating 2D textures from EGL images is not " "supported by the current driver"); return NULL; } }
int64_t cogl_get_clock_time (CoglContext *context) { const CoglWinsysVtable *winsys = _cogl_context_get_winsys (context); if (winsys->context_get_clock_time) return winsys->context_get_clock_time (context); else return 0; }
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); }
XVisualInfo * cogl_clutter_winsys_xlib_get_visual_info (void) { const CoglWinsysVtable *winsys; _COGL_GET_CONTEXT (ctx, NULL); winsys = _cogl_context_get_winsys (ctx); /* This should only be called for xlib contexts */ _COGL_RETURN_VAL_IF_FAIL (winsys->xlib_get_visual_info != NULL, NULL); return winsys->xlib_get_visual_info (); }
void cogl_onscreen_clutter_backend_set_size (int width, int height) { CoglFramebuffer *framebuffer; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (_cogl_context_get_winsys (ctx) != _cogl_winsys_stub_get_vtable ()) return; framebuffer = COGL_FRAMEBUFFER (ctx->window_buffer); _cogl_framebuffer_winsys_update_size (framebuffer, width, height); }
CoglTexture2D * cogl_texture_2d_new_from_egl_image_external (CoglContext *ctx, int width, int height, CoglTexture2DEGLImageExternalAlloc alloc, gpointer user_data, GDestroyNotify destroy, CoglError **error) { CoglTextureLoader *loader; CoglTexture2D *tex_2d; CoglPixelFormat internal_format = COGL_PIXEL_FORMAT_ANY; _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints & COGL_RENDERER_CONSTRAINT_USES_EGL, NULL); _COGL_RETURN_VAL_IF_FAIL (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_EGL_IMAGE_EXTERNAL), NULL); loader = _cogl_texture_create_loader (); loader->src_type = COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE_EXTERNAL; loader->src.egl_image_external.width = width; loader->src.egl_image_external.height = height; loader->src.egl_image_external.alloc = alloc; loader->src.egl_image_external.format = internal_format; tex_2d = _cogl_texture_2d_create_base (ctx, width, height, internal_format, loader); tex_2d->egl_image_external.user_data = user_data; tex_2d->egl_image_external.destroy = destroy; return tex_2d; }
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->swap_callback_closures) g_hash_table_destroy (context->swap_callback_closures); g_warn_if_fail (context->gles2_context_stack.length == 0); 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); 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); }
/* 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; }
CoglTexture2D * cogl_wayland_texture_2d_new_from_buffer (CoglContext *ctx, struct wl_resource *buffer, CoglError **error) { struct wl_shm_buffer *shm_buffer; CoglTexture2D *tex = NULL; shm_buffer = wl_shm_buffer_get (buffer); if (shm_buffer) { int stride = wl_shm_buffer_get_stride (shm_buffer); int width = wl_shm_buffer_get_width (shm_buffer); int height = wl_shm_buffer_get_height (shm_buffer); CoglPixelFormat format; CoglTextureComponents components; CoglBitmap *bmp; shm_buffer_get_cogl_pixel_format (shm_buffer, &format, &components); bmp = cogl_bitmap_new_for_data (ctx, width, height, format, stride, wl_shm_buffer_get_data (shm_buffer)); tex = cogl_texture_2d_new_from_bitmap (bmp); cogl_texture_set_components (COGL_TEXTURE (tex), components); cogl_object_unref (bmp); if (!cogl_texture_allocate (COGL_TEXTURE (tex), error)) { cogl_object_unref (tex); return NULL; } else return tex; } else { int format, width, height; if (_cogl_egl_query_wayland_buffer (ctx, buffer, EGL_TEXTURE_FORMAT, &format) && _cogl_egl_query_wayland_buffer (ctx, buffer, EGL_WIDTH, &width) && _cogl_egl_query_wayland_buffer (ctx, buffer, EGL_HEIGHT, &height)) { EGLImageKHR image; CoglPixelFormat internal_format; _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints & COGL_RENDERER_CONSTRAINT_USES_EGL, NULL); switch (format) { case EGL_TEXTURE_RGB: internal_format = COGL_PIXEL_FORMAT_RGB_888; break; case EGL_TEXTURE_RGBA: internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE; break; default: _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Can't create texture from unknown " "wayland buffer format %d\n", format); return NULL; } image = _cogl_egl_create_image (ctx, EGL_WAYLAND_BUFFER_WL, buffer, NULL); tex = _cogl_egl_texture_2d_new_from_image (ctx, width, height, internal_format, image, error); _cogl_egl_destroy_image (ctx, image); return tex; } } _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Can't create texture from unknown " "wayland buffer type\n"); return NULL; }
CoglTexture2D * cogl_wayland_texture_2d_new_from_buffer (CoglContext *ctx, struct wl_buffer *buffer, CoglError **error) { if (wl_buffer_is_shm (buffer)) { int stride = wl_shm_buffer_get_stride (buffer); CoglPixelFormat format; CoglPixelFormat internal_format = COGL_PIXEL_FORMAT_ANY; switch (wl_shm_buffer_get_format (buffer)) { #if G_BYTE_ORDER == G_BIG_ENDIAN case WL_SHM_FORMAT_ARGB8888: format = COGL_PIXEL_FORMAT_ARGB_8888_PRE; break; case WL_SHM_FORMAT_XRGB32: format = COGL_PIXEL_FORMAT_ARGB_8888; internal_format = COGL_PIXEL_FORMAT_RGB_888; break; #elif G_BYTE_ORDER == G_LITTLE_ENDIAN case WL_SHM_FORMAT_ARGB8888: format = COGL_PIXEL_FORMAT_BGRA_8888_PRE; break; case WL_SHM_FORMAT_XRGB8888: format = COGL_PIXEL_FORMAT_BGRA_8888; internal_format = COGL_PIXEL_FORMAT_BGR_888; break; #endif default: g_warn_if_reached (); format = COGL_PIXEL_FORMAT_ARGB_8888; } return cogl_texture_2d_new_from_data (ctx, buffer->width, buffer->height, format, internal_format, stride, wl_shm_buffer_get_data (buffer), error); } else { EGLImageKHR image; CoglTexture2D *tex; _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints & COGL_RENDERER_CONSTRAINT_USES_EGL, NULL); image = _cogl_egl_create_image (ctx, EGL_WAYLAND_BUFFER_WL, buffer, NULL); tex = _cogl_egl_texture_2d_new_from_image (ctx, buffer->width, buffer->height, COGL_PIXEL_FORMAT_ARGB_8888_PRE, image, error); _cogl_egl_destroy_image (ctx, image); return tex; } }