예제 #1
0
CoglTexture3D *
cogl_texture_3d_new_from_data (CoglContext *context,
                               int width,
                               int height,
                               int depth,
                               CoglPixelFormat format,
                               int rowstride,
                               int image_stride,
                               const uint8_t *data,
                               CoglError **error)
{
  CoglBitmap *bitmap;
  CoglTexture3D *ret;

  _COGL_RETURN_VAL_IF_FAIL (data, NULL);
  _COGL_RETURN_VAL_IF_FAIL (format != COGL_PIXEL_FORMAT_ANY, NULL);

  /* Rowstride from width if not given */
  if (rowstride == 0)
    rowstride = width * _cogl_pixel_format_get_bytes_per_pixel (format);
  /* Image stride from height and rowstride if not given */
  if (image_stride == 0)
    image_stride = height * rowstride;

  if (image_stride < rowstride * height)
    return NULL;

  /* GL doesn't support uploading when the image_stride isn't a
     multiple of the rowstride. If this happens we'll just pack the
     image into a new bitmap. The documentation for this function
     recommends avoiding this situation. */
  if (image_stride % rowstride != 0)
    {
      uint8_t *bmp_data;
      int bmp_rowstride;
      int z, y;

      bitmap = _cogl_bitmap_new_with_malloc_buffer (context,
                                                    width,
                                                    depth * height,
                                                    format,
                                                    error);
      if (!bitmap)
        return NULL;

      bmp_data = _cogl_bitmap_map (bitmap,
                                   COGL_BUFFER_ACCESS_WRITE,
                                   COGL_BUFFER_MAP_HINT_DISCARD,
                                   error);

      if (bmp_data == NULL)
        {
          cogl_object_unref (bitmap);
          return NULL;
        }

      bmp_rowstride = cogl_bitmap_get_rowstride (bitmap);

      /* Copy all of the images in */
      for (z = 0; z < depth; z++)
        for (y = 0; y < height; y++)
          memcpy (bmp_data + (z * bmp_rowstride * height +
                              bmp_rowstride * y),
                  data + z * image_stride + rowstride * y,
                  bmp_rowstride);

      _cogl_bitmap_unmap (bitmap);
    }
  else
    bitmap = cogl_bitmap_new_for_data (context,
                                       width,
                                       image_stride / rowstride * depth,
                                       format,
                                       rowstride,
                                       (uint8_t *) data);

  ret = cogl_texture_3d_new_from_bitmap (bitmap,
                                         height,
                                         depth);

  cogl_object_unref (bitmap);

  if (ret &&
      !cogl_texture_allocate (COGL_TEXTURE (ret), error))
    {
      cogl_object_unref (ret);
      return NULL;
    }

  return ret;
}
예제 #2
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.
 */
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;
}