コード例 #1
0
ファイル: gdkgldrawable.c プロジェクト: ayyi/libwaveform
/**
 * gdk_gl_drawable_get_current:
 *
 * Returns the current #GdkGLDrawable.
 *
 * Return value: (transfer none): the current #GdkGLDrawable or NULL if there is no current drawable.
 **/
GdkGLDrawable*
gdk_gl_drawable_get_current (void)
{
  GDK_GL_NOTE_FUNC ();

  GdkGLContext* glcontext = gdk_gl_context_get_current ();
  if (!glcontext)
    return NULL;

  return gdk_gl_context_get_gl_drawable (glcontext);
}
コード例 #2
0
ファイル: gtk-gl-area.c プロジェクト: JunaidLoonat/qemu
QEMUGLContext gd_gl_area_get_current_context(DisplayChangeListener *dcl)
{
    return gdk_gl_context_get_current();
}
コード例 #3
0
ファイル: gdkgl.c プロジェクト: davidyang5405/gtk
/* This is always called with the paint context current */
void
gdk_gl_texture_from_surface (cairo_surface_t *surface,
                             cairo_region_t  *region)
{
    GdkGLContext *paint_context;
    cairo_surface_t *image;
    double device_x_offset, device_y_offset;
    cairo_rectangle_int_t rect, e;
    int n_rects, i;
    GdkWindow *window;
    int unscaled_window_height;
    unsigned int texture_id;
    int window_scale;
    double sx, sy;
    float umax, vmax;
    gboolean use_texture_rectangle;
    guint target;
    paint_context = gdk_gl_context_get_current ();
    if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_SURFACE) == 0 &&
            paint_context &&
            GDK_GL_CONTEXT_GET_CLASS (paint_context)->texture_from_surface &&
            GDK_GL_CONTEXT_GET_CLASS (paint_context)->texture_from_surface (paint_context, surface, region))
        return;

    /* Software fallback */
    use_texture_rectangle = gdk_gl_context_use_texture_rectangle (paint_context);

    window = gdk_gl_context_get_window (paint_context);
    window_scale = gdk_window_get_scale_factor (window);
    gdk_window_get_unscaled_size (window, NULL, &unscaled_window_height);

    sx = sy = 1;
    cairo_surface_get_device_scale (window->current_paint.surface, &sx, &sy);

    cairo_surface_get_device_offset (surface,
                                     &device_x_offset, &device_y_offset);

    glGenTextures (1, &texture_id);
    if (use_texture_rectangle)
        target = GL_TEXTURE_RECTANGLE_ARB;
    else
        target = GL_TEXTURE_2D;

    glBindTexture (target, texture_id);
    glEnable (GL_SCISSOR_TEST);

    glTexParameteri (target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri (target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri (target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri (target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    n_rects = cairo_region_num_rectangles (region);

#define FLIP_Y(_y) (unscaled_window_height - (_y))

    for (i = 0; i < n_rects; i++)
    {
        cairo_region_get_rectangle (region, i, &rect);

        glScissor (rect.x * window_scale, FLIP_Y ((rect.y + rect.height) * window_scale),
                   rect.width * window_scale, rect.height * window_scale);

        e = rect;
        e.x *= sx;
        e.y *= sy;
        e.x += (int)device_x_offset;
        e.y += (int)device_y_offset;
        e.width *= sx;
        e.height *= sy;
        image = cairo_surface_map_to_image (surface, &e);

        gdk_gl_context_upload_texture (paint_context, image, e.width, e.height, target);

        cairo_surface_unmap_image (surface, image);

        if (use_texture_rectangle)
        {
            umax = rect.width * sx;
            vmax = rect.height * sy;
        }
        else
        {
            umax = 1.0;
            vmax = 1.0;
        }

        {
            GdkTexturedQuad quad = {
                rect.x * window_scale, FLIP_Y(rect.y * window_scale),
                (rect.x + rect.width) * window_scale, FLIP_Y((rect.y + rect.height) * window_scale),
                0, 0,
                umax, vmax,
            };

            /* We don't want to combine the quads here, because they have different textures.
             * And we don't want to upload the unused source areas to make it one texture. */
            gdk_gl_texture_quads (paint_context, target, 1, &quad);
        }
    }

#undef FLIP_Y

    glDisable (GL_SCISSOR_TEST);
    glDeleteTextures (1, &texture_id);
}