static CoglContext * create_cogl_context (CoglandCompositor *compositor, CoglBool use_egl_constraint, CoglError **error) { CoglRenderer *renderer = renderer = cogl_renderer_new (); CoglDisplay *display; CoglContext *context; if (use_egl_constraint) cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_USES_EGL); if (!cogl_renderer_connect (renderer, error)) { cogl_object_unref (renderer); return NULL; } display = cogl_display_new (renderer, NULL); cogl_wayland_display_set_compositor_display (display, compositor->wayland_display); context = cogl_context_new (display, error); cogl_object_unref (renderer); cogl_object_unref (display); return context; }
static CoglRenderer * clutter_backend_x11_get_renderer (ClutterBackend *backend, GError **error) { ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (backend); Display *xdisplay = backend_x11->xdpy; CoglRenderer *renderer; CLUTTER_NOTE (BACKEND, "Creating a new Xlib renderer"); renderer = cogl_renderer_new (); cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_USES_X11); /* set the display object we're using */ cogl_xlib_renderer_set_foreign_display (renderer, xdisplay); return renderer; }
int main (int argc, char **argv) { Data data; CoglOnscreen *onscreen; GError *error = NULL; GSource *cogl_source; GMainLoop *loop; CoglRenderer *renderer; CoglDisplay *display; renderer = cogl_renderer_new (); cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2); display = cogl_display_new (renderer, NULL); data.ctx = cogl_context_new (display, NULL); onscreen = cogl_onscreen_new (data.ctx, 300, 300); cogl_onscreen_show (onscreen); data.fb = COGL_FRAMEBUFFER (onscreen); data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error); if (!data.gles2_ctx) g_error ("Failed to create GLES2 context: %s\n", error->message); /* Draw scene with GLES2 */ if (!cogl_push_gles2_context (data.ctx, data.gles2_ctx, data.fb, data.fb, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } gears_reshape (cogl_framebuffer_get_width (data.fb), cogl_framebuffer_get_height (data.fb)); /* Initialize the gears */ gears_init(); cogl_pop_gles2_context (data.ctx); cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT); g_source_attach (cogl_source, NULL); if (cogl_has_feature (data.ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT)) cogl_onscreen_add_swap_buffers_callback (COGL_ONSCREEN (data.fb), swap_complete_cb, &data); g_idle_add (paint_cb, &data); data.timer = g_timer_new (); data.frames = 0; data.last_elapsed = 0; loop = g_main_loop_new (NULL, TRUE); g_main_loop_run (loop); return 0; }
static gboolean clutter_backend_real_create_context (ClutterBackend *backend, GError **error) { ClutterBackendClass *klass; CoglSwapChain *swap_chain; GError *internal_error; if (backend->cogl_context != NULL) return TRUE; klass = CLUTTER_BACKEND_GET_CLASS (backend); swap_chain = NULL; internal_error = NULL; CLUTTER_NOTE (BACKEND, "Creating Cogl renderer"); if (klass->get_renderer != NULL) backend->cogl_renderer = klass->get_renderer (backend, &internal_error); else backend->cogl_renderer = cogl_renderer_new (); if (backend->cogl_renderer == NULL) goto error; #ifdef HAVE_CLUTTER_WAYLAND_COMPOSITOR /* If the application is trying to act as a Wayland compositor then it needs to have an EGL-based renderer backend */ if (_wayland_compositor_display) cogl_renderer_add_constraint (backend->cogl_renderer, COGL_RENDERER_CONSTRAINT_USES_EGL); #endif CLUTTER_NOTE (BACKEND, "Connecting the renderer"); if (!cogl_renderer_connect (backend->cogl_renderer, &internal_error)) goto error; CLUTTER_NOTE (BACKEND, "Creating Cogl swap chain"); swap_chain = cogl_swap_chain_new (); CLUTTER_NOTE (BACKEND, "Creating Cogl display"); if (klass->get_display != NULL) { backend->cogl_display = klass->get_display (backend, backend->cogl_renderer, swap_chain, &internal_error); } else { CoglOnscreenTemplate *tmpl; gboolean res; tmpl = cogl_onscreen_template_new (swap_chain); /* XXX: I have some doubts that this is a good design. * * Conceptually should we be able to check an onscreen_template * without more details about the CoglDisplay configuration? */ res = cogl_renderer_check_onscreen_template (backend->cogl_renderer, tmpl, &internal_error); if (!res) goto error; backend->cogl_display = cogl_display_new (backend->cogl_renderer, tmpl); /* the display owns the template */ cogl_object_unref (tmpl); } if (backend->cogl_display == NULL) goto error; #ifdef HAVE_CLUTTER_WAYLAND_COMPOSITOR cogl_wayland_display_set_compositor_display (backend->cogl_display, _wayland_compositor_display); #endif CLUTTER_NOTE (BACKEND, "Setting up the display"); if (!cogl_display_setup (backend->cogl_display, &internal_error)) goto error; CLUTTER_NOTE (BACKEND, "Creating the Cogl context"); backend->cogl_context = cogl_context_new (backend->cogl_display, &internal_error); if (backend->cogl_context == NULL) goto error; backend->cogl_source = cogl_glib_source_new (backend->cogl_context, G_PRIORITY_DEFAULT); g_source_attach (backend->cogl_source, NULL); /* the display owns the renderer and the swap chain */ cogl_object_unref (backend->cogl_renderer); cogl_object_unref (swap_chain); return TRUE; error: if (backend->cogl_display != NULL) { cogl_object_unref (backend->cogl_display); backend->cogl_display = NULL; } if (backend->cogl_renderer != NULL) { cogl_object_unref (backend->cogl_renderer); backend->cogl_renderer = NULL; } if (swap_chain != NULL) cogl_object_unref (swap_chain); if (internal_error != NULL) g_propagate_error (error, internal_error); else g_set_error_literal (error, CLUTTER_INIT_ERROR, CLUTTER_INIT_ERROR_BACKEND, _("Unable to initialize the Clutter backend")); return FALSE; }
int main (int argc, char **argv) { Data data; CoglOnscreen *onscreen; CoglError *error = NULL; CoglVertexP2C4 triangle_vertices[] = { {0, 0.7, 0xff, 0x00, 0x00, 0xff}, {-0.7, -0.7, 0x00, 0xff, 0x00, 0xff}, {0.7, -0.7, 0x00, 0x00, 0xff, 0xff} }; GSource *cogl_source; GMainLoop *loop; CoglRenderer *renderer; CoglDisplay *display; renderer = cogl_renderer_new (); cogl_renderer_add_constraint (renderer, COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2); display = cogl_display_new (renderer, NULL); data.ctx = cogl_context_new (display, NULL); onscreen = cogl_onscreen_new (data.ctx, 640, 480); cogl_onscreen_show (onscreen); data.fb = COGL_FRAMEBUFFER (onscreen); /* Prepare onscreen primitive */ data.triangle = cogl_primitive_new_p2c4 (data.ctx, COGL_VERTICES_MODE_TRIANGLES, 3, triangle_vertices); data.pipeline = cogl_pipeline_new (data.ctx); data.offscreen_texture = COGL_TEXTURE ( cogl_texture_2d_new_with_size (data.ctx, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, COGL_PIXEL_FORMAT_ANY)); data.offscreen = cogl_offscreen_new_to_texture (data.offscreen_texture); data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error); if (!data.gles2_ctx) { g_error ("Failed to create GLES2 context: %s\n", error->message); } data.gles2_vtable = cogl_gles2_context_get_vtable (data.gles2_ctx); /* Draw scene with GLES2 */ if (!cogl_push_gles2_context (data.ctx, data.gles2_ctx, data.fb, data.fb, &error)) { g_error ("Failed to push gles2 context: %s\n", error->message); } cogl_pop_gles2_context (data.ctx); cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT); g_source_attach (cogl_source, NULL); cogl_onscreen_add_frame_callback (COGL_ONSCREEN (data.fb), frame_event_cb, &data, NULL); /* destroy notify */ g_idle_add (paint_cb, &data); loop = g_main_loop_new (NULL, TRUE); g_main_loop_run (loop); return 0; }